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492
common/character_interactions/02_ep1_interactions.txt
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492
common/character_interactions/02_ep1_interactions.txt
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# Character Interactions for EP1
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##################
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# Fund someone's inspiration
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# by Linnéa Thimrén
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##################
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fund_inspiration_interaction = {
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icon = inspiration
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interface_priority = 30
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common_interaction = yes
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category = interaction_category_vassal
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desc = fund_inspiration_interaction_desc
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is_shown = {
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scope:recipient = {
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is_ruler = no
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inspiration ?= {
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NOT = {
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exists = inspiration_sponsor
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}
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}
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}
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scope:actor = {
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any_courtier_or_guest = {
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this = scope:recipient
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}
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}
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}
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is_highlighted = {
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always = yes
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}
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is_valid_showing_failures_only = {
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scope:recipient = {
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is_physically_able = yes
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is_ruler = no
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trigger_if = {
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limit = {
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NOT = { is_courtier_of = scope:actor }
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}
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can_recruit_character_to_court_trigger = {
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RECRUITER = scope:actor
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RECRUITEE = scope:recipient
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}
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}
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}
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scope:actor = {
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can_sponsor_inspiration = scope:recipient.inspiration
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gold >= scope:recipient.inspiration.base_inspiration_gold_cost
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}
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}
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on_accept = {
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fund_inspiration_effect = yes
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if = {
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limit = { scope:recipient.inspiration = { has_inspiration_type = weapon_inspiration } }
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custom_description_no_bullet = { text = weapon_inspiration_cost_tt }
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}
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else_if = {
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limit = { scope:recipient.inspiration = { has_inspiration_type = armor_inspiration } }
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custom_description_no_bullet = { text = armor_inspiration_cost_tt }
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}
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else_if = {
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limit = { scope:recipient.inspiration = { has_inspiration_type = book_inspiration } }
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custom_description_no_bullet = { text = book_inspiration_cost_tt }
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}
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else_if = {
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limit = { scope:recipient.inspiration = { has_inspiration_type = weaver_inspiration } }
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custom_description_no_bullet = { text = weaver_inspiration_cost_tt }
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}
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else_if = {
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limit = { scope:recipient.inspiration = { has_inspiration_type = adventure_inspiration } }
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custom_description_no_bullet = { text = adventure_inspiration_cost_tt }
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}
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else_if = {
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limit = { scope:recipient.inspiration = { has_inspiration_type = artisan_inspiration } }
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custom_description_no_bullet = { text = artisan_inspiration_cost_tt }
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}
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else_if = {
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limit = { scope:recipient.inspiration = { has_inspiration_type = smith_inspiration } }
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custom_description_no_bullet = { text = smith_inspiration_cost_tt }
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}
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else_if = {
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limit = { scope:recipient.inspiration = { has_inspiration_type = alchemy_inspiration } }
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custom_description_no_bullet = { text = alchemy_inspiration_cost_tt }
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}
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else_if = {
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limit = { scope:recipient.inspiration = { has_inspiration_type = bow_inspiration } }
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custom_description_no_bullet = { text = bow_inspiration_cost_tt }
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}
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# Add a flag on AI to have an extra cooldown of 3 years
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if = {
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limit = {
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scope:actor = {
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is_ai = yes
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NOT = {
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gold >= 1000
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}
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OR = {
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short_term_gold < ai_inspiration_desired_gold_value
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ai_greed >= 50
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}
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}
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}
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scope:actor = {
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add_character_flag = {
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flag = recently_fund_inspiration
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years = 3
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}
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}
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}
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# If we're a clan this interaction affects unity
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add_clan_unity_interaction_effect = {
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CHARACTER = scope:actor
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TARGET = scope:recipient
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VALUE = miniscule_unity_gain
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DESC = clan_unity_inspo.desc
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REVERSE_NON_HOUSE_TARGET = no
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}
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#Mandala Creation Aspect
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scope:actor = {
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if = {
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limit = { government_has_flag = government_is_mandala }
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increment_variable_effect = {
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VAR = num_commissioned_artifacts
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VAL = 1
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}
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}
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}
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}
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auto_accept = {
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custom_description = {
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text = auto_accept_interaction_ai
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object = scope:recipient
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scope:recipient = {
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is_ai = yes
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}
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}
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}
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ai_frequency_by_tier = {
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barony = 0
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county = 0
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duchy = 0
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kingdom = 10
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empire = 10
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hegemony = 10
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}
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ai_targets = {
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ai_recipients = guests
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ai_recipients = courtiers
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}
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ai_target_quick_trigger = {
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adult = yes
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}
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ai_potential = {
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is_at_war = no
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OR = {
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has_royal_court = yes
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OR = { government_has_flag = government_is_landless_adventurer government_has_flag = government_is_landless_minority }
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}
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gold > ai_inspiration_desired_gold_value
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NOT = { has_character_flag = recently_fund_inspiration }
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NOT = { has_variable = conqueror }
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ai_should_focus_on_building_in_their_capital = no
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}
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ai_will_do = {
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base = 100
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modifier = { # Not as likely to fund inspirations if they already have some going (max three for very prestigious courts)
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add = {
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if = {
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limit = {
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highest_held_title_tier >= tier_empire
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any_sponsored_inspiration = {
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count >= 3
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}
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}
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add = -50
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}
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else_if = {
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limit = {
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highest_held_title_tier >= tier_kingdom
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any_sponsored_inspiration = {
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count >= 2
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}
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}
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add = -50
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}
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}
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}
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# Do not pointlessly fund inspirations you do not need
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modifier = { # Weapons
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factor = 0
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scope:recipient.inspiration = {
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has_inspiration_type = weapon_inspiration
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}
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OR = {
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any_character_artifact = { # Has a fantastic item already
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artifact_slot_type = primary_armament
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rarity = illustrious
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}
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AND = { # Have a lot of artifacts already, and the inspired person isn't even very good
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scope:recipient = {
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weapon_inspiration_average_skill_value < 15
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}
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any_character_artifact = {
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count >= 2
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artifact_slot_type = primary_armament
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}
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}
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}
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}
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modifier = { # Armor
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factor = 0
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scope:recipient.inspiration = {
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has_inspiration_type = armor_inspiration
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}
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OR = {
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any_character_artifact = { # Has a fantastic item already
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artifact_slot_type = armor
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rarity = illustrious
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}
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AND = { # Have a lot of artifacts already, and the inspired person isn't even very good
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scope:recipient = {
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armor_inspiration_average_skill_value < 15
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}
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any_character_artifact = {
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count >= 2
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artifact_slot_type = armor
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}
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}
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}
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}
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modifier = { # Warlike AI's only sponsor if they've been at peace for a long time
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factor = 0
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ai_has_warlike_personality = yes
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days_of_continuous_peace < 1825 # 5 years
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}
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modifier = { # Cautious AI's only sponsor if they feel safe enough
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factor = 0
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ai_has_cautious_personality = yes
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war_chest_gold < cautious_ai_minimum_war_chest_gold
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}
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}
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}
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##################
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# Indebt Guest
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# by Ewan Cowhig Croft
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##################
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indebt_guest_interaction = {
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icon = icon_hostile
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interface_priority = 120
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common_interaction = yes
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ai_max_reply_days = 0
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cooldown = { years = 5 }
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category = interaction_category_hostile
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ai_maybe = yes
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desc = indebt_guest_interaction_desc
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greeting = negative
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pre_answer_maybe_key = ANSWER_MIGHT_SUCCEED
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pre_answer_no_key = ANSWER_CANT_SUCCEED
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pre_answer_yes_key = ANSWER_WILL_SUCCEED
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pre_answer_maybe_breakdown_key = ANSWER_SUM_CHANCE
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ai_potential = {
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# Repeat some is_shown triggers for performance gains.
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indebt_guest_interaction_basic_checks_trigger = { ACTOR = this }
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}
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is_shown = {
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scope:actor != scope:recipient
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# Repeat some ai_potential triggers for performance gains.
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indebt_guest_interaction_basic_checks_trigger = { ACTOR = scope:actor }
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# Scope:recipient must be a guest.
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scope:recipient = { is_pool_guest_of = scope:actor }
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}
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is_valid_showing_failures_only = {
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scope:actor = { is_imprisoned = no }
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scope:actor = { is_commanding_army = no }
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# Scope:actor can't have a hook of any kind on scope:recipient already.
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NOT = {
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scope:actor = { has_hook = scope:recipient }
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}
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# Scope:actor must be able to afford the cost of the decision going wrong.
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scope:actor.court_grandeur_current >= indebt_guest_interaction_lost_test_grandeur_cost_value
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}
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can_send = {
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scope:actor = {
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custom_description = {
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text = "character_interactions_hostile_actions_disabled_delay"
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NOT = { has_character_flag = flag_hostile_actions_disabled_delay }
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}
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}
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}
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on_send = {
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scope:actor = {
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add_character_flag = {
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flag = flag_hostile_actions_disabled_delay
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days = 10
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}
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}
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}
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on_accept = {
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scope:actor = {
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# On accept, you gain a hook & lose some opinion.
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## Which we only show as a tooltip for now, since it's applied in the event.
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show_as_tooltip = { indebt_guest_interaction_accepted_effect = yes }
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# Pop the event.
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trigger_event = ep1_character_interaction.0001
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# Reminder that you'll have a chance to direct where they go.
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custom_tooltip = indebt_guest_interaction.tt.direct_indebted_guest
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}
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# If we're a clan this interaction affects unity
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add_clan_unity_interaction_effect = {
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CHARACTER = scope:actor
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TARGET = scope:recipient
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VALUE = miniscule_unity_loss
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DESC = clan_unity_indebt_guest.desc
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REVERSE_NON_HOUSE_TARGET = no
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}
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}
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on_decline = {
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# Send a toast.
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scope:actor = {
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send_interface_toast = {
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type = event_toast_effect_bad
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title = indebt_guest_interaction.tt.failure
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left_icon = scope:recipient
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# On decline, scope:recipient leaves your court...
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scope:recipient = { select_and_move_to_pool_effect = yes }
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# ... and you lose a bit of extra grandeur for your audacity.
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change_current_court_grandeur = indebt_guest_interaction_lost_test_grandeur_cost_value
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}
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}
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# If we're a clan this interaction affects unity
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add_clan_unity_interaction_effect = {
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CHARACTER = scope:actor
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TARGET = scope:recipient
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VALUE = miniscule_unity_loss
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DESC = clan_unity_indebt_guest_failure.desc
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REVERSE_NON_HOUSE_TARGET = no
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}
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}
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auto_accept = no
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ai_accept = {
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base = 50
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# Standard intrigue duel.
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modifier = {
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add = {
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value = scope:actor.intrigue
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multiply = 2
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}
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desc = INDEBT_GUEST_INTRIGUE_ACTOR
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}
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modifier = {
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add = {
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value = scope:recipient.intrigue
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multiply = -1
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}
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desc = INDEBT_GUEST_INTRIGUE_RECIPIENT
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}
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# Weight it a bit more in your favour for every point of excess CGV you have.
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modifier = {
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add = scope:actor.current_cgv_above_expected_exact_value
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desc = INDEBT_GUEST_CURRENT_CGV_ABOVE_EXPECTED
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scope:actor.current_cgv_above_expected_exact_value >= 1
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}
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# Some traits may also affect the chances for scope:actor...
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modifier = {
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add = 10
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scope:actor = { has_trait = schemer }
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}
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modifier = {
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add = 10
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scope:actor = { has_trait = education_intrigue }
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}
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modifier = {
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add = 5
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scope:actor = { has_trait = deceitful }
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}
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modifier = {
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add = 5
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scope:actor = { has_trait = vengeful }
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}
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modifier = {
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add = -10
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scope:actor = { has_trait = honest }
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}
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modifier = {
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add = -5
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scope:actor = { has_trait = forgiving }
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}
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# ... or else for scope:recipient.
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modifier = {
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add = -10
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scope:recipient = { has_trait = schemer }
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}
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modifier = {
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add = -5
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scope:recipient = { has_trait = education_intrigue }
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}
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modifier = {
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add = -5
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scope:recipient = { has_trait = deceitful }
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}
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modifier = {
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add = 10
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scope:recipient = { has_trait = honest }
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}
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}
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# AI
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ai_targets = {
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ai_recipients = guests
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chance = 0.5
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}
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ai_frequency_by_tier = {
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barony = 0
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county = 0
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duchy = 0
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kingdom = 10
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empire = 10
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hegemony = 10
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}
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ai_will_do = {
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base = -100
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# This is a silly way for the AI to spend its CGV, so we keep 'em off it most of the time.
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# Unless they've got a scheme on the go at their nemesis' court...
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modifier = {
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add = 100
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scope:actor = {
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any_relation = { type = nemesis }
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any_scheme = {
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count >= 1
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scheme_target_character = {
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any_relation = {
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type = nemesis
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count >= 1
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this = scope:actor
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}
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}
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}
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}
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}
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# ... *and* they're likely to win due to having higher intrigue, but without scope:recipient being too terrible.
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modifier = {
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add = 25
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indebt_guest_interaction_get_intrigue_difference_value >= indebt_guest_interaction_likely_success_control_value
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scope:recipient = { intrigue >= high_skill_rating }
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}
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modifier = {
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add = 25
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indebt_guest_interaction_get_intrigue_difference_value >= indebt_guest_interaction_likely_success_control_value
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scope:recipient = { intrigue >= very_high_skill_rating }
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}
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modifier = {
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add = 50
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indebt_guest_interaction_get_intrigue_difference_value >= indebt_guest_interaction_likely_success_control_value
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scope:recipient = { intrigue >= extremely_high_skill_rating }
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}
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}
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}
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