revert Alignment
This commit is contained in:
Vannifar 2026-04-25 10:02:11 +02:00
parent 15a5108e23
commit c4b6d9bdeb
250 changed files with 11067 additions and 16365 deletions

View file

@ -2056,8 +2056,6 @@ accolade_leader_of_the_lieges_maa = {
has_innovation = innovation_sarawit has_innovation = innovation_sarawit
has_innovation = innovation_legionnaires has_innovation = innovation_legionnaires
has_cultural_parameter = unlock_maa_skoutatoi has_cultural_parameter = unlock_maa_skoutatoi
has_cultural_parameter = unlock_zhanmadao
has_cultural_parameter = unlock_burenjia
} }
} }
} }
@ -2090,9 +2088,6 @@ accolade_leader_of_the_lieges_maa = {
has_cultural_parameter = unlock_maa_monaspa has_cultural_parameter = unlock_maa_monaspa
has_innovation = innovation_valets has_innovation = innovation_valets
has_cultural_parameter = unlock_maa_conrois has_cultural_parameter = unlock_maa_conrois
has_cultural_parameter = unlock_maa_cataphract_archers
has_innovation = innovation_tiefutu
has_cultural_parameter = unlock_maa_black_armor_cavalry
} }
} }

File diff suppressed because it is too large Load diff

View file

@ -26,7 +26,7 @@ activity_feast = {
has_character_flag = feasts_a_lot has_character_flag = feasts_a_lot
short_term_gold >= feast_activity_cost short_term_gold >= feast_activity_cost
AND = { AND = {
house ?= { has_house_aspiration_parameter = feasts_costs_treasury } house ?= { has_house_power_parameter = feasts_costs_treasury }
short_term_treasury >= feast_activity_cost short_term_treasury >= feast_activity_cost
} }
} }
@ -447,8 +447,8 @@ activity_feast = {
} }
if = { if = {
limit = { limit = {
house ?= { has_house_aspiration_parameter = feasts_costs_treasury } house ?= { has_house_power_parameter = feasts_costs_treasury }
short_term_treasury >= feast_activity_cost short_term_treasury >= hunt_activity_base_cost
short_term_treasury >= major_gold_value short_term_treasury >= major_gold_value
} }
add = { add = {
@ -985,7 +985,7 @@ activity_feast = {
} }
government_has_flag = government_is_mandala government_has_flag = government_is_mandala
AND = { AND = {
house ?= { has_house_aspiration_parameter = feasts_costs_treasury } house ?= { has_house_power_parameter = feasts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
government_allows = barter government_allows = barter
@ -1008,7 +1008,7 @@ activity_feast = {
limit = { limit = {
OR = { OR = {
NAND = { NAND = {
house ?= { has_house_aspiration_parameter = feasts_costs_treasury } house ?= { has_house_power_parameter = feasts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
AND = { AND = {
@ -1067,7 +1067,7 @@ activity_feast = {
OR = { OR = {
government_has_flag = government_is_mandala government_has_flag = government_is_mandala
AND = { AND = {
house ?= { has_house_aspiration_parameter = feasts_costs_treasury } house ?= { has_house_power_parameter = feasts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
government_allows = barter government_allows = barter
@ -1091,7 +1091,7 @@ activity_feast = {
if = { if = {
limit = { limit = {
NAND = { NAND = {
house ?= { has_house_aspiration_parameter = feasts_costs_treasury } house ?= { has_house_power_parameter = feasts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
} }
@ -3021,7 +3021,7 @@ activity_feast = {
has_character_flag = feast_ai_override has_character_flag = feast_ai_override
} }
AND = { AND = {
house ?= { has_house_aspiration_parameter = feasts_costs_treasury } house ?= { has_house_power_parameter = feasts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
} }
@ -3044,7 +3044,7 @@ activity_feast = {
limit = { limit = {
OR = { OR = {
NAND = { NAND = {
house ?= { has_house_aspiration_parameter = feasts_costs_treasury } house ?= { has_house_power_parameter = feasts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
AND = { AND = {
@ -3311,7 +3311,7 @@ activity_feast = {
} }
government_has_flag = government_is_mandala government_has_flag = government_is_mandala
AND = { AND = {
house ?= { has_house_aspiration_parameter = feasts_costs_treasury } house ?= { has_house_power_parameter = feasts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
government_allows = barter government_allows = barter
@ -3328,7 +3328,7 @@ activity_feast = {
limit = { limit = {
OR = { OR = {
NAND = { NAND = {
house ?= { has_house_aspiration_parameter = feasts_costs_treasury } house ?= { has_house_power_parameter = feasts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
AND = { AND = {
@ -3405,7 +3405,7 @@ activity_feast = {
} }
government_has_flag = government_is_mandala government_has_flag = government_is_mandala
AND = { AND = {
house ?= { has_house_aspiration_parameter = feasts_costs_treasury } house ?= { has_house_power_parameter = feasts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
government_allows = barter government_allows = barter
@ -3422,7 +3422,7 @@ activity_feast = {
limit = { limit = {
OR = { OR = {
NAND = { NAND = {
house ?= { has_house_aspiration_parameter = feasts_costs_treasury } house ?= { has_house_power_parameter = feasts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
AND = { AND = {
@ -3510,7 +3510,7 @@ activity_feast = {
} }
government_has_flag = government_is_mandala government_has_flag = government_is_mandala
AND = { AND = {
house ?= { has_house_aspiration_parameter = feasts_costs_treasury } house ?= { has_house_power_parameter = feasts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
government_allows = barter government_allows = barter
@ -3527,7 +3527,7 @@ activity_feast = {
limit = { limit = {
OR = { OR = {
NAND = { NAND = {
house ?= { has_house_aspiration_parameter = feasts_costs_treasury } house ?= { has_house_power_parameter = feasts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
AND = { AND = {
@ -3622,7 +3622,7 @@ activity_feast = {
} }
government_has_flag = government_is_mandala government_has_flag = government_is_mandala
AND = { AND = {
house ?= { has_house_aspiration_parameter = feasts_costs_treasury } house ?= { has_house_power_parameter = feasts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
government_allows = barter government_allows = barter
@ -3639,7 +3639,7 @@ activity_feast = {
limit = { limit = {
OR = { OR = {
NAND = { NAND = {
house ?= { has_house_aspiration_parameter = feasts_costs_treasury } house ?= { has_house_power_parameter = feasts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
AND = { AND = {
@ -3741,7 +3741,7 @@ activity_feast = {
gold = { gold = {
if = { if = {
limit = { limit = {
house ?= { has_house_aspiration_parameter = feasts_costs_treasury } house ?= { has_house_power_parameter = feasts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
value = 0 value = 0
@ -3801,7 +3801,7 @@ activity_feast = {
treasury = { # Make sure this matches the gold cost above treasury = { # Make sure this matches the gold cost above
if = { if = {
limit = { limit = {
house ?= { has_house_aspiration_parameter = feasts_costs_treasury } house ?= { has_house_power_parameter = feasts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
add = { add = {
@ -3887,7 +3887,7 @@ activity_feast = {
gold = { gold = {
if = { if = {
limit = { limit = {
house ?= { has_house_aspiration_parameter = feasts_costs_treasury } house ?= { has_house_power_parameter = feasts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
value = 0 value = 0
@ -3947,7 +3947,7 @@ activity_feast = {
treasury = { # Make sure this matches the gold cost above treasury = { # Make sure this matches the gold cost above
if = { if = {
limit = { limit = {
house ?= { has_house_aspiration_parameter = feasts_costs_treasury } house ?= { has_house_power_parameter = feasts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
add = { add = {
@ -4028,7 +4028,7 @@ activity_feast = {
gold = { gold = {
if = { if = {
limit = { limit = {
house ?= { has_house_aspiration_parameter = feasts_costs_treasury } house ?= { has_house_power_parameter = feasts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
value = 0 value = 0
@ -4088,7 +4088,7 @@ activity_feast = {
treasury = { # Make sure this matches the gold cost above treasury = { # Make sure this matches the gold cost above
if = { if = {
limit = { limit = {
house ?= { has_house_aspiration_parameter = feasts_costs_treasury } house ?= { has_house_power_parameter = feasts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
add = { add = {
@ -4164,7 +4164,7 @@ activity_feast = {
# PHASES # PHASES
################### ###################
max_guest_arrival_delay_time = { months = 5 } max_guest_arrival_delay_time = { months = 8 }
phases = { phases = {
# Meal. # Meal.
@ -4874,45 +4874,6 @@ activity_feast = {
limit = { has_character_modifier = mpo_si_slaughtered_animals } limit = { has_character_modifier = mpo_si_slaughtered_animals }
remove_character_modifier = mpo_si_slaughtered_animals remove_character_modifier = mpo_si_slaughtered_animals
} }
random_knight = {
limit = {
can_unlock_accolade_attribute_trigger = {
ATTRIBUTE = master_of_revels
}
}
weight = {
base = 1
modifier = {
add = 50
is_acclaimed = yes
}
modifier = {
add = 50
involved_activity ?= scope:activity
}
}
save_scope_as = accolade_knight
liege = {
save_scope_as = accolade_liege
set_variable = {
name = accolade_progress
value = 0
}
send_interface_message = {
type = msg_accolade_eligibility
title = accolade_master_of_revels_unlock.t_feast
left_icon = scope:accolade_knight
right_icon = scope:accolade_liege
custom_tooltip = accolade_master_of_revels_unlock.tt
scope:accolade_knight = {
set_variable = {
name = master_of_revels_attribute_unlock
value = yes
}
}
}
}
}
} }
# Conclusion event for guests # Conclusion event for guests
else = { else = {

View file

@ -1461,7 +1461,7 @@ activity_funeral = {
# PHASES # PHASES
################### ###################
max_guest_arrival_delay_time = { months = 5 } max_guest_arrival_delay_time = { months = 8 }
phases = { phases = {
# Mingling and socialising # Mingling and socialising

View file

@ -37,23 +37,6 @@
is_location_valid = { is_location_valid = {
trigger_if = { trigger_if = {
limit = {
scope:host = {
is_ai = no
is_landless_adventurer = no
}
}
custom_tooltip = {
text = hike_province_requirement_landed
county_controller ?= {
OR = {
target_is_liege_or_above = scope:host
this = scope:host
}
}
}
}
trigger_else_if = {
limit = { limit = {
scope:host = { scope:host = {
is_ai = no is_ai = no
@ -79,6 +62,22 @@
} }
} }
} }
trigger_else_if = {
limit = {
scope:host = {
is_ai = no
is_landless_adventurer = no
}
}
custom_tooltip = {
text = hike_province_requirement_landed
scope:host = {
any_realm_province = {
this = root
}
}
}
}
trigger_else = { trigger_else = {
always = yes always = yes
} }

View file

@ -17,7 +17,7 @@
ai_has_warlike_personality = yes ai_has_warlike_personality = yes
} }
AND = { AND = {
house ?= { has_house_aspiration_parameter = hunts_costs_treasury } house ?= { has_house_power_parameter = hunts_costs_treasury }
short_term_treasury >= hunt_activity_base_cost short_term_treasury >= hunt_activity_base_cost
} }
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
@ -305,7 +305,7 @@
has_character_flag = free_hunt has_character_flag = free_hunt
government_has_flag = government_is_mandala government_has_flag = government_is_mandala
AND = { AND = {
house ?= { has_house_aspiration_parameter = hunts_costs_treasury } house ?= { has_house_power_parameter = hunts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
AND = { AND = {
@ -424,7 +424,7 @@
treasury = { # Make sure this matches the gold cost above treasury = { # Make sure this matches the gold cost above
if = { if = {
limit = { limit = {
house ?= { has_house_aspiration_parameter = hunts_costs_treasury } house ?= { has_house_power_parameter = hunts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
add = { add = {
@ -711,7 +711,7 @@
} }
government_has_flag = government_is_mandala government_has_flag = government_is_mandala
AND = { AND = {
house ?= { has_house_aspiration_parameter = hunts_costs_treasury } house ?= { has_house_power_parameter = hunts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
} }
@ -798,7 +798,7 @@
treasury = { # Make sure this matches the gold cost above treasury = { # Make sure this matches the gold cost above
if = { if = {
limit = { limit = {
house ?= { has_house_aspiration_parameter = hunts_costs_treasury } house ?= { has_house_power_parameter = hunts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
add = { # Base cost, scaled by era add = { # Base cost, scaled by era
@ -1360,7 +1360,7 @@
} }
if = { if = {
limit = { limit = {
house ?= { has_house_aspiration_parameter = hunts_costs_treasury } house ?= { has_house_power_parameter = hunts_costs_treasury }
has_treasury = yes has_treasury = yes
short_term_treasury >= hunt_activity_base_cost short_term_treasury >= hunt_activity_base_cost
short_term_treasury >= major_gold_value short_term_treasury >= major_gold_value
@ -1508,9 +1508,11 @@
limit = { limit = {
any_held_title = { any_held_title = {
tier = tier_county tier = tier_county
any_county_province_epidemic = { any_county_province = {
count >= 1 any_province_epidemic = {
outbreak_intensity < apocalyptic count >= 1
outbreak_intensity < apocalyptic
}
} }
} }
would_follow_social_distancing_value >= -1 would_follow_social_distancing_value >= -1
@ -1523,9 +1525,11 @@
else_if = { else_if = {
limit = { limit = {
any_realm_county = { any_realm_county = {
any_county_province_epidemic = { any_county_province = {
count >= 1 any_province_epidemic = {
outbreak_intensity < apocalyptic count >= 1
outbreak_intensity < apocalyptic
}
} }
} }
would_follow_social_distancing_value >= -1 would_follow_social_distancing_value >= -1
@ -1539,9 +1543,11 @@
limit = { limit = {
any_held_title = { any_held_title = {
tier = tier_county tier = tier_county
any_county_province_epidemic = { any_county_province = {
count >= 1 any_province_epidemic = {
outbreak_intensity = apocalyptic count >= 1
outbreak_intensity = apocalyptic
}
} }
} }
} }
@ -1554,9 +1560,11 @@
limit = { limit = {
any_held_title = { any_held_title = {
tier = tier_county tier = tier_county
any_county_province_epidemic = { any_county_province = {
count >= 1 any_province_epidemic = {
outbreak_intensity = apocalyptic count >= 1
outbreak_intensity = apocalyptic
}
} }
} }
} }
@ -1831,13 +1839,6 @@
} }
desc = activity_hunt_province_desc_rainbow_mountains_major desc = activity_hunt_province_desc_rainbow_mountains_major
} }
triggered_desc = {
trigger = {
has_building_or_higher = chocolate_hills_01
NOT = { scope:special_option ?= flag:hunt_type_nerge }
}
desc = activity_hunt_province_desc_chocolate_hills_major
}
triggered_desc = { triggered_desc = {
trigger = { trigger = {
has_building_or_higher = visegrad_castle_01 has_building_or_higher = visegrad_castle_01
@ -1845,17 +1846,6 @@
} }
desc = activity_hunt_province_desc_visegrad_castle_01_major desc = activity_hunt_province_desc_visegrad_castle_01_major
} }
triggered_desc = {
trigger = {
county = {
any_county_province = {
has_building_or_higher = legendary_hunting_lodge
}
}
NOT = { scope:special_option ?= flag:hunt_type_nerge }
}
desc = activity_hunt_province_desc_legendary_hunting_lodge
}
triggered_desc = { triggered_desc = {
trigger = { trigger = {
OR = { OR = {
@ -3752,7 +3742,7 @@
} }
government_has_flag = government_is_mandala government_has_flag = government_is_mandala
AND = { AND = {
house ?= { has_house_aspiration_parameter = hunts_costs_treasury } house ?= { has_house_power_parameter = hunts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
} }
@ -3804,7 +3794,7 @@
treasury = { # Make sure this matches the gold cost above treasury = { # Make sure this matches the gold cost above
if = { if = {
limit = { limit = {
house ?= { has_house_aspiration_parameter = hunts_costs_treasury } house ?= { has_house_power_parameter = hunts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
add = { add = {
@ -4223,7 +4213,7 @@
} }
government_has_flag = government_is_mandala government_has_flag = government_is_mandala
AND = { AND = {
house ?= { has_house_aspiration_parameter = hunts_costs_treasury } house ?= { has_house_power_parameter = hunts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
} }
@ -4264,7 +4254,7 @@
treasury = { # Make sure this matches the gold cost above treasury = { # Make sure this matches the gold cost above
if = { if = {
limit = { limit = {
house ?= { has_house_aspiration_parameter = hunts_costs_treasury } house ?= { has_house_power_parameter = hunts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
add = { add = {
@ -4454,7 +4444,7 @@
} }
government_has_flag = government_is_mandala government_has_flag = government_is_mandala
AND = { AND = {
house ?= { has_house_aspiration_parameter = hunts_costs_treasury } house ?= { has_house_power_parameter = hunts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
} }
@ -4495,7 +4485,7 @@
treasury = { # Make sure this matches the gold cost above treasury = { # Make sure this matches the gold cost above
if = { if = {
limit = { limit = {
house ?= { has_house_aspiration_parameter = hunts_costs_treasury } house ?= { has_house_power_parameter = hunts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
add = { add = {
@ -4745,7 +4735,7 @@
} }
government_has_flag = government_is_mandala government_has_flag = government_is_mandala
AND = { AND = {
house ?= { has_house_aspiration_parameter = hunts_costs_treasury } house ?= { has_house_power_parameter = hunts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
} }
@ -4786,7 +4776,7 @@
treasury = { # Make sure this matches the gold cost above treasury = { # Make sure this matches the gold cost above
if = { if = {
limit = { limit = {
house ?= { has_house_aspiration_parameter = hunts_costs_treasury } house ?= { has_house_power_parameter = hunts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
add = { add = {
@ -4961,7 +4951,7 @@
} }
government_has_flag = government_is_mandala government_has_flag = government_is_mandala
AND = { AND = {
house ?= { has_house_aspiration_parameter = hunts_costs_treasury } house ?= { has_house_power_parameter = hunts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
} }
@ -5002,7 +4992,7 @@
treasury = { # Make sure this matches the gold cost above treasury = { # Make sure this matches the gold cost above
if = { if = {
limit = { limit = {
house ?= { has_house_aspiration_parameter = hunts_costs_treasury } house ?= { has_house_power_parameter = hunts_costs_treasury }
has_treasury = yes has_treasury = yes
} }
add = { add = {
@ -5133,7 +5123,7 @@
# PHASES # PHASES
################### ###################
max_guest_arrival_delay_time = { months = 5 } max_guest_arrival_delay_time = { months = 8 }
phases = { phases = {
hunt_phase = { hunt_phase = {
@ -5257,7 +5247,7 @@
# House aspiration - gain merit # House aspiration - gain merit
if = { if = {
limit = { limit = {
house ?= { has_house_aspiration_parameter = hunts_provides_merit } house ?= { has_house_power_parameter = hunts_provides_merit }
} }
scope:activity = { scope:activity = {
add_activity_log_entry = { add_activity_log_entry = {
@ -5795,49 +5785,5 @@
} }
} }
} }
if = {
limit = {
this = scope:host
}
random_knight = {
limit = {
can_unlock_accolade_attribute_trigger = {
ATTRIBUTE = huntsmaster
}
}
weight = {
base = 1
modifier = {
add = 50
is_acclaimed = yes
}
modifier = {
add = 50
involved_activity ?= scope:activity
}
}
save_scope_as = accolade_knight
liege = {
save_scope_as = accolade_liege
set_variable = {
name = accolade_progress
value = 0
}
send_interface_message = {
type = msg_accolade_eligibility
title = accolade_huntsmaster_unlock.t
left_icon = scope:accolade_knight
right_icon = scope:accolade_liege
custom_tooltip = accolade_huntsmaster_unlock.tt
scope:accolade_knight = {
set_variable = {
name = huntsmaster_attribute_unlock
value = yes
}
}
}
}
}
}
} }
} }

View file

@ -78,7 +78,6 @@
limit = { limit = {
faith = { has_doctrine_parameter = mandatory_hajj } faith = { has_doctrine_parameter = mandatory_hajj }
capital_province.barony ?= title:b_makka capital_province.barony ?= title:b_makka
is_landless_adventurer = no
} }
custom_tooltip = { custom_tooltip = {
text = activity_pilgrimage.is_location_valid.capital_is_mecca text = activity_pilgrimage.is_location_valid.capital_is_mecca
@ -127,10 +126,7 @@
#Invalidate flag, until/unless this is fixed in code #Invalidate flag, until/unless this is fixed in code
NOT = { has_variable = pilgrimage_invalidated_illness } NOT = { has_variable = pilgrimage_invalidated_illness }
#Don't change your capital to be the holy site destination #Don't change your capital to be the holy site destination
trigger_if = { capital_province.barony != scope:activity.activity_location.barony
limit = { is_landless_adventurer = no }
capital_province.barony != scope:activity.activity_location.barony
}
} }
# Converting mid-pilgrimage is a big no-no. # Converting mid-pilgrimage is a big no-no.
scope:activity = { scope:activity = {
@ -256,15 +252,10 @@
} }
} }
} }
#You can't pilgrimage to your own capital - Except for if you are an adventurer because then you travel around all the time anyway #You can't pilgrimage to your own capital
trigger_if = { custom_tooltip = {
limit = { text = activity_pilgrimage.is_location_valid.capital_is_holy_site
scope:host = { is_landless_adventurer = no } scope:host.capital_province != root
}
custom_tooltip = {
text = activity_pilgrimage.is_location_valid.capital_is_holy_site
scope:host.capital_province != root
}
} }
# If you are supposed to be the realm's reserve ruler, then you can't take a multi-year foreign trip. # If you are supposed to be the realm's reserve ruler, then you can't take a multi-year foreign trip.
@ -275,14 +266,10 @@
custom_tooltip = { custom_tooltip = {
text = activity_pilgrimage.serving_diarch text = activity_pilgrimage.serving_diarch
county.holder = { county.holder = {
OR = { any_liege_or_above = { this = scope:host.liege }
any_liege_or_above = { this = scope:host.liege }
this = scope:host.liege
}
} }
} }
} }
trigger_if = { trigger_if = {
limit = { limit = {
scope:host = { scope:host = {
@ -865,13 +852,13 @@
gold = { gold = {
add = { add = {
add = { add = {
value = pilgrimage_base_cost value = root.pilgrimage_base_cost
desc = pilgrimage_base_cost desc = pilgrimage_base_cost
} }
add = { add = {
value = pilgrimage_base_cost value = root.pilgrimage_base_cost
multiply = activity_cost_scale_by_era multiply = activity_cost_scale_by_era
subtract = pilgrimage_base_cost subtract = root.pilgrimage_base_cost
desc = activity_cost_scale_by_era_desc desc = activity_cost_scale_by_era_desc
} }
if = { if = {
@ -902,7 +889,7 @@
dynasty ?= { has_dynasty_perk = ep2_activities_legacy_1 } dynasty ?= { has_dynasty_perk = ep2_activities_legacy_1 }
} }
subtract = { subtract = {
value = pilgrimage_base_cost value = root.pilgrimage_base_cost
multiply = ep2_activities_legacy_1_pilgrimages_discount_value multiply = ep2_activities_legacy_1_pilgrimages_discount_value
desc = ep2_activities_legacy_track desc = ep2_activities_legacy_track
} }
@ -935,7 +922,7 @@
#House Aspiration Humility #House Aspiration Humility
if = { if = {
limit = { limit = {
house ?= { has_house_aspiration_parameter = humility_pilgrimage_discount } house ?= { has_house_power_parameter = humility_pilgrimage_discount }
} }
multiply = { multiply = {
value = 0.75 value = 0.75
@ -1028,12 +1015,6 @@
} }
min = minor_gold_value min = minor_gold_value
} }
if = {
limit = {
has_title = title:e_minister_of_revenue
}
multiply = 0.85
}
} }
} }
@ -1182,7 +1163,7 @@
dynasty ?= { has_dynasty_perk = ep2_activities_legacy_1 } dynasty ?= { has_dynasty_perk = ep2_activities_legacy_1 }
} }
subtract = { subtract = {
value = pilgrimage_base_cost value = root.pilgrimage_base_cost
multiply = ep2_activities_legacy_1_pilgrimages_discount_value multiply = ep2_activities_legacy_1_pilgrimages_discount_value
desc = ep2_activities_legacy_track desc = ep2_activities_legacy_track
} }
@ -1239,12 +1220,6 @@
divide = 5 divide = 5
ceiling = yes ceiling = yes
multiply = 5 multiply = 5
if = {
limit = {
has_title = title:e_minister_of_revenue
}
multiply = 0.85
}
} }
} }
@ -1387,7 +1362,6 @@
NAND = { NAND = {
exists = capital_province exists = capital_province
capital_province.barony = title:b_makka capital_province.barony = title:b_makka
is_landless_adventurer = no
} }
} }
} }
@ -1932,34 +1906,6 @@
add = 1 add = 1
} }
} }
# Bonus wandering XP from travel_events_bp3.95
if = {
limit = {
has_variable_list = holy_site_dreams
is_target_in_variable_list = {
name = holy_site_dreams
target = root.location.barony
}
}
send_interface_message = {
type = send_interface_message_good
title = travel_events_bp3.95.t
left_icon = root
if = {
limit = {
has_lifestyle = wanderer_lifestyle
}
add_wanderer_lifestyle_xp = 500
}
stress_impact = {
base = major_stress_impact_loss
zealous = medium_stress_impact_loss
}
add_piety = major_piety_gain
}
}
#Arrival events - where Pilgrims gain their Pilgrim trait #Arrival events - where Pilgrims gain their Pilgrim trait
#We have the Obligatory option selected - we skip the destination events #We have the Obligatory option selected - we skip the destination events
@ -2095,10 +2041,6 @@
can_be_activity_guest = { can_be_activity_guest = {
age > 5 age > 5
OR = {
faith.religion = scope:host.faith.religion
current_travel_plan ?= { travel_plan_owner = scope:host } #When people join you on the way there.
}
} }
max_guests = 30 max_guests = 30
@ -2904,11 +2846,7 @@
trigger = { trigger = {
scope:host = { scope:host = {
faith.religion = { faith.religion = {
OR = { is_in_family = rf_eastern
is_in_family = rf_eastern
is_in_family = rf_sinitic
this = religion:shintoism_religion
}
} }
culture = { culture = {
has_graphical_east_asia_culture_group_trigger = yes has_graphical_east_asia_culture_group_trigger = yes
@ -2925,19 +2863,6 @@
environment = "environment_ep3_holysite_orthodox" environment = "environment_ep3_holysite_orthodox"
ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_orthodox_holy_site" ambience = "event:/DLC/EP3/SFX/Events/Event_Images/ep3_evn_eventimage_orthodox_holy_site"
} }
background = {
trigger = {
activity_location.culture = {
OR = {
has_graphical_mena_culture_group_trigger = yes
has_graphical_iranian_culture_group_trigger = yes
}
}
}
texture = "gfx/interface/illustrations/event_scenes/ep2_holysite_mena.dds"
environment = "environment_generic_holy_site_mena"
ambience = "event:/SFX/Events/Backgrounds/town_market_middleeastern_day"
}
background = { background = {
trigger = { trigger = {
activity_location.culture = { has_graphical_mena_culture_group_trigger = yes } activity_location.culture = { has_graphical_mena_culture_group_trigger = yes }

View file

@ -271,7 +271,7 @@
} }
wait_time_before_start = { days = 7 } wait_time_before_start = { days = 7 }
max_guest_arrival_delay_time = { months = 5 } max_guest_arrival_delay_time = { months = 8 }
################### ###################

View file

@ -228,7 +228,6 @@
limit = { limit = {
any_vassal = { any_vassal = {
count >= 5 count >= 5
highest_held_title_tier >= tier_county
} }
} }
desc = "I have many vassals" desc = "I have many vassals"
@ -2749,11 +2748,6 @@
# Scripted Modifiers # Scripted Modifiers
activity_guest_shared_ai_accept_modifier = yes activity_guest_shared_ai_accept_modifier = yes
modifier = {
is_acclaimed = yes
add = 20
desc = ACTIVITY_GUEST_ACCLAIMED_KNIGHT_REASON
}
} }
travel_entourage_selection = { travel_entourage_selection = {
@ -3341,49 +3335,6 @@
value = yes value = yes
} }
} }
random_knight = {
limit = {
can_unlock_accolade_attribute_trigger = {
ATTRIBUTE = reeve
}
}
weight = {
base = -10
modifier = {
add = stewardship
factor = 1.5
}
modifier = {
add = 10
is_acclaimed = yes
}
modifier = {
add = 10
involved_activity ?= scope:activity
}
}
save_scope_as = accolade_knight
liege = {
save_scope_as = accolade_liege
set_variable = {
name = accolade_progress
value = 0
}
send_interface_message = {
type = msg_accolade_eligibility
title = accolade_reeve_unlock.t
left_icon = scope:accolade_knight
right_icon = scope:accolade_liege
custom_tooltip = accolade_reeve_unlock.tt
scope:accolade_knight = {
set_variable = {
name = reeve_attribute_unlock
value = yes
}
}
}
}
}
} }
} }
} }

View file

@ -45,11 +45,9 @@
#That someone and their betrothed are alive and adults and can marry #That someone and their betrothed are alive and adults and can marry
var:promised_grand_wedding_marriage_countdown = { var:promised_grand_wedding_marriage_countdown = {
is_valid_grand_wedding_special_guest_trigger = { OTHER_SPOUSE = root.var:promised_grand_wedding_marriage_countdown.betrothed } is_valid_grand_wedding_special_guest_trigger = { OTHER_SPOUSE = root.var:promised_grand_wedding_marriage_countdown.betrothed }
NOT = { any_invited_activity = {} }
} }
var:promised_grand_wedding_marriage_countdown.betrothed = { var:promised_grand_wedding_marriage_countdown.betrothed = {
is_valid_grand_wedding_special_guest_trigger = { OTHER_SPOUSE = root.var:promised_grand_wedding_marriage_countdown } is_valid_grand_wedding_special_guest_trigger = { OTHER_SPOUSE = root.var:promised_grand_wedding_marriage_countdown }
NOT = { any_invited_activity = {} }
} }
} }
} }
@ -73,7 +71,12 @@
scope:activity.var:spouse_2_var = { scope:activity.var:spouse_2_var = {
is_alive = no is_alive = no
} }
is_bloody_wedding = yes scope:activity = { #you're in a murder wedding
has_activity_option = {
category = special_type
option = wedding_type_bloody
}
}
} }
} }
} }
@ -89,7 +92,10 @@
} }
scope:host = { scope:host = {
# The host becoming unlanded will invalidate # The host becoming unlanded will invalidate
is_landed_or_landless_administrative = yes OR = {
is_landed_or_landless_administrative = yes
has_government = landless_minority_government
}
# The new host being only a baron will invalidate # The new host being only a baron will invalidate
highest_held_title_tier >= tier_county highest_held_title_tier >= tier_county
# Incapable host will invalidate # Incapable host will invalidate
@ -129,7 +135,12 @@
is_ai = no is_ai = no
AND = { AND = {
is_alive = no is_alive = no
is_bloody_wedding = yes scope:activity = { #you're in a murder wedding
has_activity_option = {
category = special_type
option = wedding_type_bloody
}
}
} }
} }
} }
@ -156,7 +167,7 @@
if = { if = {
limit = { limit = {
scope:host = { is_physically_able = no } scope:host = { has_trait = incapable }
} }
scope:activity = { scope:activity = {
activity_type = { save_scope_as = activity_type } activity_type = { save_scope_as = activity_type }
@ -176,7 +187,8 @@
scope:activity = { scope:activity = {
has_variable = wedding_invalidated_said_no has_variable = wedding_invalidated_said_no
} }
scope:spouse_1 ?= { is_alive = yes } exists = scope:spouse_1
scope:spouse_1 = { is_alive = yes }
} }
scope:spouse_1 = { trigger_event = ep2_wedding.0152 } scope:spouse_1 = { trigger_event = ep2_wedding.0152 }
} }
@ -245,8 +257,12 @@
scope:activity.var:spouse_2_var ?= { scope:activity.var:spouse_2_var ?= {
is_alive = no is_alive = no
} }
#you're not in a murder wedding scope:activity = { #you're not in a murder wedding
is_bloody_wedding = no has_activity_option = {
category = special_type
option = wedding_type_normal
}
}
} }
} }
} }
@ -479,8 +495,8 @@
} }
if = { if = {
limit = { var:officiant ?= { is_alive = yes } } limit = { exists = scope:officiant }
var:officiant = { scope:officiant = {
if = { if = {
limit = { has_character_flag = need_priest_outfit } limit = { has_character_flag = need_priest_outfit }
remove_character_flag = need_priest_outfit remove_character_flag = need_priest_outfit
@ -498,9 +514,6 @@
} }
} }
scope:host = {
clean_grand_wedding_betrothal_variables = yes
}
} }
on_host_death = { on_host_death = {
@ -509,15 +522,9 @@
# Make the player heir the new host if attending (unless it was the host's wedding!) # Make the player heir the new host if attending (unless it was the host's wedding!)
if = { if = {
limit = { limit = {
scope:host.player_heir ?= { exists = scope:host.player_heir
OR = { scope:host.player_heir = {
involved_activity ?= scope:activity involved_activity = scope:activity
AND = {
location = scope:activity.activity_location
is_available_allow_travelling = yes
NOT = { exists = involved_activity }
}
}
} }
scope:host = { scope:host = {
NOR = { NOR = {
@ -526,27 +533,9 @@
} }
} }
} }
scope:host.player_heir = { scope:host.player_heir = { save_scope_as = new_host }
save_scope_as = new_host
if = {
limit = { NOT = { exists = involved_activity } }
add_to_activity = scope:activity
}
}
} }
else_if = { # Otherwise, spouse_1 takes over
limit = {
scope:spouse_1 = { is_landed_or_landless_administrative = yes }
}
scope:spouse_1 = { save_scope_as = new_host }
}
else_if = {
limit = {
scope:spouse_2 = { is_landed_or_landless_administrative = yes }
}
scope:spouse_2 = { save_scope_as = new_host }
}
# Otherwise, spouse_1 takes over (and invalidate at once)
else = { else = {
scope:spouse_1 = { save_scope_as = new_host } scope:spouse_1 = { save_scope_as = new_host }
} }
@ -644,14 +633,6 @@
desc = "Holy Site" desc = "Holy Site"
} }
} }
#Kizuki Taisha
if = {
limit = { has_building = izumo_taisha_01 }
add = {
value = 30
desc = "Kizuki Taisha"
}
}
} }
max_province_icons = 5 max_province_icons = 5
@ -699,11 +680,6 @@
limit = { barony = { is_holy_site_of = scope:host.faith } } limit = { barony = { is_holy_site_of = scope:host.faith } }
add = 75 add = 75
} }
#Kizuki Taisha
if = {
limit = { has_building = izumo_taisha_01 }
add = 30
}
} }
province_description = { province_description = {
@ -739,10 +715,6 @@
trigger = { has_building = pleasure_dome } trigger = { has_building = pleasure_dome }
desc = province_desc_wedding_pleasure_dome desc = province_desc_wedding_pleasure_dome
} }
triggered_desc = {
trigger = { has_building = izumo_taisha_01 }
desc = province_desc_wedding_izumo_taisha
}
triggered_desc = { triggered_desc = {
trigger = { barony = { is_holy_site_of = scope:host.faith } } trigger = { barony = { is_holy_site_of = scope:host.faith } }
desc = province_desc_wedding_holy_site desc = province_desc_wedding_holy_site
@ -2033,32 +2005,105 @@
scope:host = { trigger_event = ep2_wedding.0101 } scope:host = { trigger_event = ep2_wedding.0101 }
} }
else = { trigger_event = ep2_wedding.0100 } else = { trigger_event = ep2_wedding.0100 }
# Accolade stuff
if = { if = {
limit = { this = scope:host } limit = {
# Accolade stuff this = scope:host
if = { any_active_accolade = {
limit = { accolade_parameter = accolade_party_fertility
any_active_accolade = {
accolade_parameter = accolade_party_fertility
}
}
add_character_modifier = {
modifier = accolade_charmer_party_modifier
} }
} }
if = { add_character_modifier = {
limit = { modifier = accolade_charmer_party_modifier
any_active_accolade = {
accolade_parameter = accolade_party_fertility_high
}
}
add_character_modifier = {
modifier = accolade_charmer_party_high_modifier
}
} }
wedding_assign_officiant_effect = yes
} }
if = {
limit = {
this = scope:host
any_active_accolade = {
accolade_parameter = accolade_party_fertility_high
}
}
add_character_modifier = {
modifier = accolade_charmer_party_high_modifier
}
}
if = {
limit = {
exists = scope:host.faith.religious_head
scope:host.faith.religious_head = {
NOR = {
this = scope:activity.special_guest:spouse_1
this = scope:activity.special_guest:spouse_2
}
}
scope:activity = {
any_attending_character = {
this = scope:host.faith.religious_head
}
}
}
scope:host.faith.religious_head = { save_scope_as = officiant }
}
else_if = {
limit = {
scope:host != scope:activity.special_guest:spouse_1
}
scope:host = { save_scope_as = officiant }
}
else_if = {
limit = {
exists = scope:host.cp:councillor_court_chaplain
scope:activity = {
any_attending_character = {
this = scope:host.cp:councillor_court_chaplain
}
}
}
scope:host.cp:councillor_court_chaplain = { save_scope_as = officiant }
}
else_if = {
limit = {
NOT = { scope:host.faith = { has_doctrine = doctrine_theocracy_lay_clergy } }
}
if = {
limit = {
NOT = {
scope:activity = {
any_attending_character = {
is_ai = no
}
}
}
any_pool_character = {
province = scope:activity.activity_location
is_physically_able_ai_adult = yes
faith = scope:host.faith
can_be_clergy_due_to_gender_trigger = yes
}
}
random_pool_character = {
province = scope:activity.activity_location
limit = {
is_physically_able_ai_adult = yes
faith = scope:host.faith
can_be_clergy_due_to_gender_trigger = yes
}
save_scope_as = officiant
}
}
else = {
create_character = {
template = priest_character_template
dynasty = none
location = scope:host.location
save_scope_as = officiant
}
}
}
scope:officiant ?= {
add_character_flag = officiant
}
# Fires the conclusion events for every attendee, and advance to next phase, with a delay of 2 months # Fires the conclusion events for every attendee, and advance to next phase, with a delay of 2 months
trigger_event = { trigger_event = {
on_action = wedding_ceremony_ending_event_pulse on_action = wedding_ceremony_ending_event_pulse
@ -2100,12 +2145,17 @@
if = { if = {
limit = { limit = {
is_bloody_wedding = yes scope:activity = {
has_activity_option = {
category = special_type
option = wedding_type_bloody
}
}
} }
if = { #if you have the wedding night kill we progress to that if = { #if you have the wedding night kill we progress to that
limit = { limit = {
var:bloody_wedding_murder ?= flag:spouse has_variable = bloody_wedding_murder_spouse_var
} }
scope:activity = { progress_activity_phase_after = { months = 2 } } scope:activity = { progress_activity_phase_after = { months = 2 } }
} }
@ -2160,8 +2210,13 @@
if = { if = {
limit = { limit = {
OR = { OR = {
is_bloody_wedding = no scope:activity = {
scope:host = { var:bloody_wedding_murder ?= flag:spouse } has_activity_option = {
category = special_type
option = wedding_type_normal
}
}
scope:host = { has_variable = bloody_wedding_murder_spouse_var }
} }
} }
trigger_event = ep2_wedding.0300 trigger_event = ep2_wedding.0300
@ -2176,35 +2231,58 @@
# Bloody Wedding only has a murder event, no regular wnight # Bloody Wedding only has a murder event, no regular wnight
if = { if = {
limit = { limit = {
is_bloody_wedding = yes scope:activity = {
has_activity_option = {
category = special_type
option = wedding_type_bloody
}
}
} }
if = { if = {
limit = { limit = {
scope:host = scope:activity.special_guest:spouse_1 #if you're the spouse scope:host = scope:activity.special_guest:spouse_1 #if you're the spouse
scope:host = { var:bloody_wedding_murder ?= flag:spouse } #and you've chosen to kill them during the wedding night scope:host = { has_variable = bloody_wedding_murder_spouse_var } #and you've chosen to kill them during the wedding night
} }
scope:host = { trigger_event = ep2_wedding.3060 } scope:host = { trigger_event = ep2_wedding.3060 }
} }
} }
# For a regular wedding # For a regular wedding
else = { # Fires only for the spouses
# Fires only for the spouses if = {
if = { limit = {
limit = { OR = {
OR = { scope:activity = {
root = scope:activity.special_guest:spouse_1 has_activity_option = {
root = scope:activity.special_guest:spouse_2 category = special_type
option = wedding_type_normal
}
} }
scope:host = { has_variable = bloody_wedding_backed_down_var }
} }
trigger_event = { OR = {
on_action = wedding_wnight_spouse_event_pulse root = scope:activity.special_guest:spouse_1
root = scope:activity.special_guest:spouse_2
} }
} }
# Fires for the guests and host trigger_event = {
else = { on_action = wedding_wnight_spouse_event_pulse
trigger_event = { on_action = wedding_wnight_ongoing_event_pulse }
} }
} }
# Fires for the guests
else_if = {
limit = {
OR = {
scope:activity = {
has_activity_option = {
category = special_type
option = wedding_type_normal
}
}
scope:host = { has_variable = bloody_wedding_backed_down_var }
}
}
trigger_event = { on_action = wedding_wnight_ongoing_event_pulse }
}
} }
ai_will_do = { ai_will_do = {
@ -2735,8 +2813,11 @@
# Remove the wedding reward for Bloody Weddings # Remove the wedding reward for Bloody Weddings
if = { if = {
limit = { limit = {
is_bloody_wedding = yes
scope:activity = { scope:activity = {
has_activity_option = {
category = special_type
option = wedding_type_bloody
}
activity_location.county = { activity_location.county = {
has_county_modifier = ruler_married_here_county_modifier has_county_modifier = ruler_married_here_county_modifier
} }
@ -2749,7 +2830,19 @@
# Clean up for murder host / guests # Clean up for murder host / guests
if = { if = {
limit = { limit = {
is_successful_bloody_wedding = yes scope:activity = {
has_activity_option = {
category = special_type
option = wedding_type_bloody
}
}
scope:host = {
#You haven't failed/backed down
NOR = {
has_variable = bloody_wedding_backed_down_var
has_variable = bloody_murder_fail
}
}
} }
scope:activity.special_guest:spouse_1 = { scope:activity.special_guest:spouse_1 = {
save_scope_as = spouse_1 save_scope_as = spouse_1
@ -2795,56 +2888,21 @@
} }
remove_character_modifier = accolade_charmer_party_high_modifier remove_character_modifier = accolade_charmer_party_high_modifier
} }
if = {
limit = {
this = scope:host
}
random_knight = {
limit = {
can_unlock_accolade_attribute_trigger = {
ATTRIBUTE = politicker
}
}
weight = {
base = 1
modifier = {
add = 50
is_acclaimed = yes
}
modifier = {
add = 50
involved_activity ?= scope:activity
}
}
save_scope_as = accolade_knight
liege = {
save_scope_as = accolade_liege
set_variable = {
name = accolade_progress
value = 0
}
send_interface_message = {
type = msg_accolade_eligibility
title = accolade_politicker_unlock.t_wedding
left_icon = scope:accolade_knight
right_icon = scope:accolade_liege
custom_tooltip = accolade_politicker_unlock.tt
scope:accolade_knight = {
set_variable = {
name = politicker_attribute_unlock
value = yes
}
}
}
}
}
}
# Rewards for Bloody Weddings given out in event ep2_wedding.0955 # Rewards for Bloody Weddings given out in event ep2_wedding.0955
# Rewards for Normal Weddings # Rewards for Normal Weddings
if = { if = {
limit = { limit = {
is_bloody_wedding = no OR = {
scope:activity = {
has_activity_option = {
category = special_type
option = wedding_type_normal
}
}
scope:host = { has_variable = bloody_wedding_backed_down_var } #you've backed down from a Red Wedding
}
} }
if = { if = {
limit = { limit = {
@ -2949,7 +3007,16 @@
limit = { limit = {
exists = global_var:started_black_dinner_achievement exists = global_var:started_black_dinner_achievement
is_ai = no is_ai = no
is_successful_bloody_wedding = yes scope:activity = {
has_activity_option = {
category = special_type
option = wedding_type_bloody
}
}
NOR = {
has_variable = bloody_murder_fail
has_variable = bloody_wedding_backed_down_var
}
} }
set_global_variable = { set_global_variable = {
name = finished_black_dinner_achievement name = finished_black_dinner_achievement
@ -2960,12 +3027,17 @@
} }
# Free the officiant! # Free the officiant!
if = { if = {
limit = { has_character_flag = officiant } limit = { exists = scope:officiant }
if = { scope:officiant = {
limit = { has_character_flag = need_priest_outfit } if = {
remove_character_flag = need_priest_outfit limit = { has_character_flag = need_priest_outfit }
remove_character_flag = need_priest_outfit
}
if = {
limit = { has_character_flag = officiant }
remove_character_flag = officiant
}
} }
remove_character_flag = officiant
} }
} }

View file

@ -116,12 +116,6 @@
# Filter for struggles # Filter for struggles
trigger_if = { trigger_if = {
limit = { limit = {
scope:attacker = {
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
}
}
scope:defender = { scope:defender = {
any_character_struggle = { any_character_struggle = {
involvement = involved involvement = involved
@ -565,10 +559,8 @@ religious_war = {
# Additional requirements to the defines in 00_casus_belli_groups.txt # Additional requirements to the defines in 00_casus_belli_groups.txt
allowed_for_character = { allowed_for_character = {
scope:attacker.faith = { scope:attacker.faith = {
NOR = { NOT = { has_doctrine_parameter = unreformed }
has_doctrine_parameter = unreformed NOT = { has_doctrine_parameter = holy_wars_forbidden }
has_doctrine_parameter = holy_wars_forbidden
}
} }
NOR = { NOR = {
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
@ -687,12 +679,6 @@ religious_war = {
# Filter for struggles # Filter for struggles
trigger_if = { trigger_if = {
limit = { limit = {
scope:attacker = {
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
}
}
scope:defender = { scope:defender = {
any_character_struggle = { any_character_struggle = {
involvement = involved involvement = involved
@ -703,6 +689,7 @@ religious_war = {
are_holy_wars_disabled_in_struggle_phase_trigger = yes are_holy_wars_disabled_in_struggle_phase_trigger = yes
} }
are_holy_wars_disabled_by_struggle_conciliation_trigger = no # Disabled against other involved faiths in FP2 Conciliation ending are_holy_wars_disabled_by_struggle_conciliation_trigger = no # Disabled against other involved faiths in FP2 Conciliation ending
} }
should_invalidate = { should_invalidate = {
@ -1288,12 +1275,6 @@ major_religious_war = {
# Filter for struggles # Filter for struggles
trigger_if = { trigger_if = {
limit = { limit = {
scope:attacker = {
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
}
}
scope:defender = { scope:defender = {
any_character_struggle = { any_character_struggle = {
involvement = involved involvement = involved
@ -4062,6 +4043,9 @@ directed_great_holy_war = {
} }
} }
} }
scope:attacker.religious_head = {
piety_level >= 2
}
religion = { exists = var:variable_ghw_unlocked } #Activated by event for every religion. religion = { exists = var:variable_ghw_unlocked } #Activated by event for every religion.
} }
} }
@ -4142,6 +4126,9 @@ directed_great_holy_war = {
pledge_attacker = scope:attacker pledge_attacker = scope:attacker
} }
} }
scope:attacker.religious_head = {
add_piety_level = -1
}
} }
scope:attacker.faith.great_holy_war = { scope:attacker.faith.great_holy_war = {
every_pledged_attacker = { #Add Beneficiary automatically on victory of direct GHW for any attacker that doesn't have one already. every_pledged_attacker = { #Add Beneficiary automatically on victory of direct GHW for any attacker that doesn't have one already.

View file

@ -355,6 +355,13 @@
## Seizing control so things *vaguely* work. ## Seizing control so things *vaguely* work.
custom_tooltip = fp1_varangian_adventurer_conquest.summaries.control_rebate custom_tooltip = fp1_varangian_adventurer_conquest.summaries.control_rebate
scope:attacker = { trigger_event = fp1_varangian_adventures.0001 } scope:attacker = { trigger_event = fp1_varangian_adventures.0001 }
## And giving them a gold bounty to keep them afloat.
scope:attacker = {
add_gold = {
value = varangian_adventures_bounty_amount_value
multiply = 0.5 #Half it for counties
}
}
# Finally, general cleanup. # Finally, general cleanup.
ep3_become_landed_cleanup_effect = yes ep3_become_landed_cleanup_effect = yes
# Prestige Progress for the Attacker # Prestige Progress for the Attacker
@ -931,6 +938,13 @@ ep3_laamp_adventurer_duchy_invasion = {
## Seizing control so things *vaguely* work. ## Seizing control so things *vaguely* work.
custom_tooltip = fp1_varangian_adventurer_conquest.summaries.control_rebate custom_tooltip = fp1_varangian_adventurer_conquest.summaries.control_rebate
scope:attacker = { trigger_event = fp1_varangian_adventures.0001 } scope:attacker = { trigger_event = fp1_varangian_adventures.0001 }
## And giving them a gold bounty to keep them afloat.
scope:attacker = {
add_gold = {
value = varangian_adventures_bounty_amount_value
multiply = 0.5 #Half it for counties
}
}
# Finally, general cleanup. # Finally, general cleanup.
ep3_become_landed_cleanup_effect = yes ep3_become_landed_cleanup_effect = yes
# Prestige Progress for the Attacker # Prestige Progress for the Attacker
@ -1519,6 +1533,13 @@ ep3_laamp_adventurer_kingdom_invasion = {
## Seizing control so things *vaguely* work. ## Seizing control so things *vaguely* work.
custom_tooltip = fp1_varangian_adventurer_conquest.summaries.control_rebate custom_tooltip = fp1_varangian_adventurer_conquest.summaries.control_rebate
scope:attacker = { trigger_event = fp1_varangian_adventures.0001 } scope:attacker = { trigger_event = fp1_varangian_adventures.0001 }
## And giving them a gold bounty to keep them afloat.
scope:attacker = {
add_gold = {
value = varangian_adventures_bounty_amount_value
multiply = 0.5 #Half it for counties
}
}
# Finally, general cleanup. # Finally, general cleanup.
ep3_become_landed_cleanup_effect = yes ep3_become_landed_cleanup_effect = yes
# Prestige Progress for the Attacker # Prestige Progress for the Attacker
@ -3708,7 +3729,7 @@ imperial_expedition_cb = {
allowed_for_character = { allowed_for_character = {
top_liege != this top_liege != this
liege ?= { has_diarchy_active_parameter = unlock_diarch_requests_military_expedition_interaction } liege ?= { has_diarchy_parameter = unlock_diarch_requests_military_expedition_interaction }
is_diarch_of_target = liege is_diarch_of_target = liege
NOT = { NOT = {
government_has_flag = government_is_landless_adventurer government_has_flag = government_is_landless_adventurer
@ -4620,14 +4641,6 @@ ep3_roman_empire_border_war = {
} }
is_ai = no is_ai = no
} }
top_liege = {
NOR = {
any_owned_story = {
type = ep3_story_cycle_restoring_rome
}
is_roman_emperor_excluding_byzantium_trigger = yes
}
}
} }
allowed_for_character_display_regardless = { allowed_for_character_display_regardless = {
@ -5124,7 +5137,6 @@ ep3_laamp_apprehend_adventurer_cb = {
} }
} }
every_character_artifact = { every_character_artifact = {
limit = { NOT = { has_variable = artifact_prevent_transfer } }
set_owner = { set_owner = {
target = scope:defender target = scope:defender
history = { history = {
@ -5954,44 +5966,6 @@ ep3_laamp_peasant_war = {
} }
remove_variable = number_rebel_reinforcements remove_variable = number_rebel_reinforcements
} }
if = {
limit = {
has_variable = ep3_laamp_peasant_war_remain_laamp
variable_list_size = {
name = war_met_peasant_leaders_list
value <= 0
}
}
ordered_in_list = {
variable = war_supported_counties_list
order_by = development_level
save_scope_as = new_capital
}
create_character = {
location = scope:new_capital.title_province
template = peasant_faction_leader_template
faith = scope:new_capital.faith
culture = scope:new_capital.culture
gender_female_chance = {
if = {
limit = { scope:new_capital.faith = { has_doctrine = doctrine_gender_male_dominated } }
add = 0
}
else_if = {
limit = { scope:new_capital.faith = { has_doctrine = doctrine_gender_female_dominated } }
add = 100
}
else = {
add = 50
}
}
save_scope_as = peasant_leader
}
add_to_variable_list = {
name = war_met_peasant_leaders_list
target = scope:peasant_leader
}
}
} }
} }
@ -6019,7 +5993,7 @@ ep3_laamp_peasant_war = {
involvement = involved involvement = involved
activate_struggle_catalyst = { activate_struggle_catalyst = {
catalyst = catalyst_populist_uprise catalyst = catalyst_populist_uprise
character = scope:defender character = this
} }
} }
} }
@ -6030,24 +6004,16 @@ ep3_laamp_peasant_war = {
first_valid = { first_valid = {
triggered_desc = { triggered_desc = {
trigger = { trigger = {
scope:attacker = { scope:attacker = { is_local_player = yes }
is_local_player = yes
has_variable = ep3_laamp_peasant_war_remain_laamp
}
} }
desc = county_conquest_cb_victory_desc_remain_laamp desc = county_conquest_cb_victory_desc_attacker
} }
desc = county_conquest_cb_victory_desc_attacker desc = county_conquest_cb_victory_desc
} }
} }
on_victory = { on_victory = {
scope:attacker = { scope:attacker = {
ordered_in_list = {
variable = war_supported_counties_list
order_by = development_level
save_scope_as = new_capital
}
primary_title = { primary_title = {
save_scope_as = old_title save_scope_as = old_title
} }
@ -6057,46 +6023,6 @@ ep3_laamp_peasant_war = {
#swap the peasant trait for the better one #swap the peasant trait for the better one
remove_trait = peasant_leader remove_trait = peasant_leader
add_trait = populist_leader add_trait = populist_leader
if = {
limit = {
has_variable = ep3_laamp_peasant_war_remain_laamp
}
random_in_list = {
variable = war_met_peasant_leaders_list
limit = {
this != scope:attacker
}
save_scope_as = peasant_leader
}
if = {
limit = {
NOT = { exists = scope:peasant_leader }
}
create_character = {
location = scope:new_capital.title_province
template = peasant_faction_leader_template
faith = scope:new_capital.faith
culture = scope:new_capital.culture
gender_female_chance = {
if = {
limit = { scope:new_capital.faith = { has_doctrine = doctrine_gender_male_dominated } }
add = 0
}
else_if = {
limit = { scope:new_capital.faith = { has_doctrine = doctrine_gender_female_dominated } }
add = 100
}
else = {
add = 50
}
}
save_scope_as = peasant_leader
}
}
}
else = {
save_scope_as = peasant_leader
}
} }
# Set up titles in the new realm. # Set up titles in the new realm.
# Determine potential breakaways # Determine potential breakaways
@ -6124,18 +6050,18 @@ ep3_laamp_peasant_war = {
if = { if = {
limit = { limit = {
OR = { OR = {
scope:peasant_leader.faith = { scope:attacker.faith = {
faith_hostility_level_comparison = { prev.holder.faith >= scope:defender.faith } faith_hostility_level_comparison = { prev.holder.faith >= scope:defender.faith }
} }
holder = scope:defender holder = scope:defender
holder.primary_title.tier >= scope:target.tier holder.primary_title.tier >= scope:target.tier
scope:peasant_leader = { has_claim_on = scope:title_temp } scope:attacker = { has_claim_on = scope:title_temp }
} }
} }
add_to_list = titles_taken add_to_temporary_list = titles_taken
} }
else = { else = {
holder = { add_to_list = vassals_taken } holder = { add_to_temporary_list = vassals_taken }
} }
} }
} }
@ -6143,7 +6069,7 @@ ep3_laamp_peasant_war = {
every_in_list = { every_in_list = {
list = titles_taken list = titles_taken
change_title_holder = { change_title_holder = {
holder = scope:peasant_leader holder = scope:attacker
change = scope:change change = scope:change
take_baronies = yes take_baronies = yes
} }
@ -6152,13 +6078,20 @@ ep3_laamp_peasant_war = {
every_in_list = { every_in_list = {
list = vassals_taken list = vassals_taken
change_liege = { change_liege = {
liege = scope:peasant_leader liege = scope:attacker
change = scope:change change = scope:change
} }
} }
} }
resolve_title_and_vassal_change = scope:change resolve_title_and_vassal_change = scope:change
## Grab the best county to be the capital ## Grab the best county to be the capital
scope:attacker = {
ordered_in_list = {
variable = war_supported_counties_list
order_by = development_level
save_scope_as = new_capital
}
}
scope:new_capital = { scope:new_capital = {
duchy = { duchy = {
save_scope_as = new_capital_duchy save_scope_as = new_capital_duchy
@ -6177,7 +6110,7 @@ ep3_laamp_peasant_war = {
} }
scope:new_title = { scope:new_title = {
change_title_holder = { change_title_holder = {
holder = scope:peasant_leader holder = scope:attacker
change = scope:change change = scope:change
} }
} }
@ -6185,21 +6118,30 @@ ep3_laamp_peasant_war = {
#make the new title look like your landless adventurer title #make the new title look like your landless adventurer title
hidden_effect = { hidden_effect = {
scope:new_title = { scope:new_title = {
set_de_jure_liege_title = scope:new_capital.title_province.empire
set_coa = scope:old_title set_coa = scope:old_title
set_color_from_title = scope:new_capital set_color_from_title = scope:new_capital
set_capital_county = scope:new_capital set_capital_county = scope:new_capital
} }
} }
scope:attacker = {
scope:peasant_leader = { #stop being a landless adventurer
if = { destroy_laamp_effect = { ADVENTURER = scope:attacker }
limit = { #set new capital
has_variable = ep3_laamp_peasant_war_remain_laamp set_realm_capital = scope:new_capital
#increase county control and remove all county corruption modifiers
every_in_list = {
variable = war_supported_counties_list
change_county_control = 100
remove_every_county_corruption_modifier_effect = yes
add_county_modifier = {
modifier = ep3_peasant_leader_modifier
years = 10
} }
#stop being a landless adventurer
destroy_laamp_effect = { ADVENTURER = scope:attacker }
return_home = yes
} }
clear_variable_list = war_supported_counties_list
clear_variable_list = war_met_peasant_leaders_list
return_home = yes
} }
scope:defender = { scope:defender = {
# Legitimacy effect # Legitimacy effect
@ -6233,29 +6175,7 @@ ep3_laamp_peasant_war = {
} }
} }
} }
scope:attacker = {
#increase county control and remove all county corruption modifiers
every_in_list = {
variable = war_supported_counties_list
if = {
limit = {
scope:attacker = {
has_variable = ep3_laamp_peasant_war_remain_laamp
}
}
custom_tooltip = taken_county_remain_laamp
}
change_county_control = 100
remove_every_county_corruption_modifier_effect = yes
add_county_modifier = {
modifier = ep3_peasant_leader_modifier
years = 10
}
}
clear_variable_list = war_supported_counties_list
clear_variable_list = war_met_peasant_leaders_list
remove_variable = ep3_laamp_peasant_war_remain_laamp
}
# EP3: note gold gained from military assistance/join war contracts and their war contribution threshold # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
laamp_as_mercenary_payout_tooltip_effect = yes laamp_as_mercenary_payout_tooltip_effect = yes
} }
@ -6282,7 +6202,6 @@ ep3_laamp_peasant_war = {
#clear all variable lists, you only get one chance! #clear all variable lists, you only get one chance!
clear_variable_list = war_supported_counties_list clear_variable_list = war_supported_counties_list
clear_variable_list = war_met_peasant_leaders_list clear_variable_list = war_met_peasant_leaders_list
remove_variable = ep3_laamp_peasant_war_remain_laamp
stress_impact = { stress_impact = {
ambitious = medium_stress_impact_gain ambitious = medium_stress_impact_gain
arrogant = medium_stress_impact_gain arrogant = medium_stress_impact_gain
@ -6321,7 +6240,6 @@ ep3_laamp_peasant_war = {
#clear all variable lists, you only get one chance! #clear all variable lists, you only get one chance!
clear_variable_list = war_supported_counties_list clear_variable_list = war_supported_counties_list
clear_variable_list = war_met_peasant_leaders_list clear_variable_list = war_met_peasant_leaders_list
remove_variable = ep3_laamp_peasant_war_remain_laamp
#lose the trait, because you didn't win #lose the trait, because you didn't win
remove_trait = peasant_leader remove_trait = peasant_leader
} }
@ -6415,7 +6333,7 @@ admin_barbarian_conquest_cb = {
} }
} }
} }
target_titles = neighbor_land_or_water target_titles = all
target_title_tier = duchy target_title_tier = duchy
target_de_jure_regions_above = yes target_de_jure_regions_above = yes
ignore_effect = change_title_holder ignore_effect = change_title_holder

View file

@ -3760,7 +3760,7 @@ join_war_interaction = {
} }
scope:recipient = { scope:recipient = {
show_as_tooltip = { show_as_tooltip = {
if = { # if war leader is AI, will directly increase friendship for contributing if = {
limit = { limit = {
is_ai = yes is_ai = yes
} }
@ -3770,7 +3770,7 @@ join_war_interaction = {
REASON = friend_alliance REASON = friend_alliance
} }
} }
else = { # otherwise will create potential friendship else = {
hidden_effect = { #To nudge friendship hidden_effect = { #To nudge friendship
if = { if = {
limit = { limit = {
@ -4058,7 +4058,6 @@ join_vassal_war_interaction = {
} }
any_in_list = { any_in_list = {
list = target_titles list = target_titles
tier <= tier_duchy
count = 1 count = 1
} }

View file

@ -36,7 +36,7 @@ ce1_ask_to_promote_legend_interaction = {
scope:recipient.dynasty = scope:actor.dynasty scope:recipient.dynasty = scope:actor.dynasty
scope:recipient = { knows_language_of_culture = scope:actor.culture } scope:recipient = { knows_language_of_culture = scope:actor.culture }
scope:actor = { scope:actor = {
has_any_moderate_good_relationship_with_character_trigger = { CHARACTER = scope:recipient } has_friendly_relationship_with_character_trigger = { CHARACTER = scope:recipient }
} }
scope:recipient = { scope:recipient = {
any_character_to_title_neighboring_county = { any_character_to_title_neighboring_county = {

View file

@ -650,14 +650,7 @@ offer_vassalization_interaction = {
character_is_realm_neighbor = scope:recipient character_is_realm_neighbor = scope:recipient
} }
} }
scope:recipient = { scope:recipient.capital_province = { squared_distance = { target = scope:actor.capital_province value < 200000 } }
# landless ruler count as within realm
trigger_if = {
limit = { is_landed = no }
NOT = { capital_county.holder = { target_is_same_character_or_above = scope:actor } }
}
capital_province = { squared_distance = { target = scope:actor.capital_province value < 200000 } }
}
} }
add = -250 add = -250
} }
@ -669,14 +662,7 @@ offer_vassalization_interaction = {
character_is_realm_neighbor = scope:recipient character_is_realm_neighbor = scope:recipient
} }
} }
scope:recipient = { scope:recipient.capital_province = { squared_distance = { target = scope:actor.capital_province value >= 200000 } }
# landless ruler count as within realm
trigger_if = {
limit = { is_landed = no }
NOT = { capital_county.holder = { target_is_same_character_or_above = scope:actor } }
}
capital_province = { squared_distance = { target = scope:actor.capital_province value >= 200000 } }
}
} }
add = -500 add = -500
} }
@ -1544,13 +1530,8 @@ offer_fealty_interaction = {
NOT = { NOT = {
any_neighboring_top_liege_realm_owner = { this = scope:recipient } any_neighboring_top_liege_realm_owner = { this = scope:recipient }
} }
# landless ruler count as within realm
trigger_if = {
limit = { is_landed = no }
NOT = { capital_county.holder = { target_is_same_character_or_above = scope:actor } }
}
capital_province = { squared_distance = { target = scope:recipient.capital_province value < 200000 } }
} }
scope:actor.capital_province = { squared_distance = { target = scope:recipient.capital_province value < 200000 } }
} }
add = -15 add = -15
} }
@ -1561,13 +1542,14 @@ offer_fealty_interaction = {
NOT = { NOT = {
any_neighboring_top_liege_realm_owner = { this = scope:recipient } any_neighboring_top_liege_realm_owner = { this = scope:recipient }
} }
# landless ruler count as within realm
trigger_if = {
limit = { is_landed = no }
NOT = { capital_county.holder = { target_is_same_character_or_above = scope:actor } }
}
capital_province = { squared_distance = { target = scope:recipient.capital_province value >= 200000 } }
} }
trigger_if = {
limit = {
exists = scope:recipient.suzerain
scope:recipient.suzerain != scope:actor
}
}
scope:actor.capital_province = { squared_distance = { target = scope:recipient.capital_province value >= 200000 } }
} }
add = -25 add = -25
} }

View file

@ -122,7 +122,9 @@ ai_cultural_hybridization_interaction = {
sub_realm_size >= 4 sub_realm_size >= 4
is_physically_able_adult = yes is_physically_able_adult = yes
is_at_war = no is_at_war = no
game_rule_can_create_hybird_culture_trigger = yes NOT = {
has_game_rule = none_hybrid_culture_ai_frequency
}
} }
is_shown = { is_shown = {
@ -214,6 +216,11 @@ ai_cultural_hybridization_interaction = {
has_game_rule = less_common_hybrid_culture_ai_frequency has_game_rule = less_common_hybrid_culture_ai_frequency
} }
modifier = {
factor = 0
exists = global_var:has_ai_hybrid_event_cooldown
}
modifier = { modifier = {
factor = 0 factor = 0
culture = { culture = {

View file

@ -1577,16 +1577,11 @@ diarch_imprison_interaction = {
on_decline = { on_decline = {
scope:actor = { scope:actor = {
save_scope_as = use_strife_not_tyranny
imprison_HoF_consequences_effect = yes imprison_HoF_consequences_effect = yes
imprison_tyranny_effect = yes imprison_tyranny_effect = yes
} }
# Do we want a war or an escape? # Do we want a war or an escape?
scope:recipient = { scope:recipient = {
add_opinion = {
target = scope:actor
modifier = attempted_imprisonment_opinion
}
# If target is count or higher, we want the option to start a war. # If target is count or higher, we want the option to start a war.
if = { if = {
limit = { limit = {
@ -1604,11 +1599,6 @@ diarch_imprison_interaction = {
diarch_declare_recipient_criminal_effect = yes diarch_declare_recipient_criminal_effect = yes
} }
50 = { 50 = {
trigger = {
scope:actor = {
is_landed = yes # consistent with char_interaction.0283
}
}
show_chance = no show_chance = no
desc = char_interaction.0263.result.war desc = char_interaction.0263.result.war
scope:recipient = { scope:recipient = {
@ -5020,14 +5010,10 @@ diarch_coup_liege_interaction = {
scope:recipient = scope:actor.liege scope:recipient = scope:actor.liege
} }
} }
scope:recipient = { scope:recipient = { save_scope_as = secondary_recipient }
save_scope_as = secondary_recipient
}
} }
# Always make sure we're targeting your liege as the recipient for UX consistency. # Always make sure we're targeting your liege as the recipient for UX consistency.
scope:actor.liege = { scope:actor.liege = { save_scope_as = recipient }
save_scope_as = recipient
}
} }
is_shown = { is_shown = {
@ -5042,11 +5028,12 @@ diarch_coup_liege_interaction = {
is_designated_diarch = yes is_designated_diarch = yes
} }
} }
# secondary_recipient is always saved whenever you use it on anyone who isn't yourself or your liege, so we use this fact to validate it after the redirect, otherwise it will show up on every other ruler in the game # Valid on vassals of your liege or your liege themselves.
trigger_if = { ## More complex triggers don't generally work because redirect brings the interaction back to targeting the liege as scope:recipient, so we're left with this.
limit = { ### Don't try to improve it, it's not worth it, but if you _do_, then test your changes thoroughly.
exists = scope:secondary_recipient #### When this breaks (which it does easily), it tends to mean the interaction shows up as valid against _every_ other character in diplomatic range.
} OR = {
scope:recipient = scope:actor.liege
scope:secondary_recipient.liege ?= scope:actor.liege scope:secondary_recipient.liege ?= scope:actor.liege
} }
} }
@ -5269,18 +5256,12 @@ diarch_coup_liege_interaction = {
# Opinion. # Opinion.
## Of scope:actor. ## Of scope:actor.
opinion_modifier = { opinion_modifier = {
trigger = {
exists = scope:secondary_recipient # because the secondary_recipient hasn't been chosen when the interaction is initialized
}
who = scope:secondary_recipient who = scope:secondary_recipient
opinion_target = scope:actor opinion_target = scope:actor
multiplier = 1 multiplier = 1
} }
## Of scope:recipient. ## Of scope:recipient.
opinion_modifier = { opinion_modifier = {
trigger = {
exists = scope:secondary_recipient
}
who = scope:secondary_recipient who = scope:secondary_recipient
opinion_target = scope:recipient opinion_target = scope:recipient
multiplier = -0.5 multiplier = -0.5
@ -5288,9 +5269,6 @@ diarch_coup_liege_interaction = {
# Personality. # Personality.
## Values. ## Values.
ai_value_modifier = { ai_value_modifier = {
trigger = {
exists = scope:secondary_recipient
}
who = scope:secondary_recipient who = scope:secondary_recipient
ai_honor = -1 ai_honor = -1
ai_boldness = 0.25 ai_boldness = 0.25
@ -5300,69 +5278,68 @@ diarch_coup_liege_interaction = {
modifier = { modifier = {
add = diarch_ai_desire_plus_3_value add = diarch_ai_desire_plus_3_value
desc = diarch_coup_liege_interaction.tt.liege_has_loyalty_hook.tt.has_trait.disloyal desc = diarch_coup_liege_interaction.tt.liege_has_loyalty_hook.tt.has_trait.disloyal
scope:secondary_recipient ?= { has_trait = disloyal } scope:secondary_recipient = { has_trait = disloyal }
} }
### +++ Ambitious. ### +++ Ambitious.
modifier = { modifier = {
add = diarch_ai_desire_plus_3_value add = diarch_ai_desire_plus_3_value
desc = diarch_coup_liege_interaction.tt.liege_has_loyalty_hook.tt.has_trait.ambitious desc = diarch_coup_liege_interaction.tt.liege_has_loyalty_hook.tt.has_trait.ambitious
scope:secondary_recipient ?= { has_trait = ambitious } scope:secondary_recipient = { has_trait = ambitious }
} }
### ++ Arbitrary. ### ++ Arbitrary.
modifier = { modifier = {
add = diarch_ai_desire_plus_2_value add = diarch_ai_desire_plus_2_value
desc = diarch_coup_liege_interaction.tt.liege_has_loyalty_hook.tt.has_trait.arbitrary desc = diarch_coup_liege_interaction.tt.liege_has_loyalty_hook.tt.has_trait.arbitrary
scope:secondary_recipient ?= { has_trait = arbitrary } scope:secondary_recipient = { has_trait = arbitrary }
} }
### + Fickle. ### + Fickle.
modifier = { modifier = {
add = diarch_ai_desire_plus_1_value add = diarch_ai_desire_plus_1_value
desc = diarch_coup_liege_interaction.tt.liege_has_loyalty_hook.tt.has_trait.fickle desc = diarch_coup_liege_interaction.tt.liege_has_loyalty_hook.tt.has_trait.fickle
scope:secondary_recipient ?= { has_trait = fickle } scope:secondary_recipient = { has_trait = fickle }
} }
### - Stubborn. ### - Stubborn.
modifier = { modifier = {
add = diarch_ai_desire_minus_1_value add = diarch_ai_desire_minus_1_value
desc = diarch_coup_liege_interaction.tt.liege_has_loyalty_hook.tt.has_trait.stubborn desc = diarch_coup_liege_interaction.tt.liege_has_loyalty_hook.tt.has_trait.stubborn
scope:secondary_recipient ?= { has_trait = stubborn } scope:secondary_recipient = { has_trait = stubborn }
} }
### -- Just. ### -- Just.
modifier = { modifier = {
add = diarch_ai_desire_minus_2_value add = diarch_ai_desire_minus_2_value
desc = diarch_coup_liege_interaction.tt.liege_has_loyalty_hook.tt.has_trait.just desc = diarch_coup_liege_interaction.tt.liege_has_loyalty_hook.tt.has_trait.just
scope:secondary_recipient ?= { has_trait = just } scope:secondary_recipient = { has_trait = just }
} }
### --- Content. ### --- Content.
modifier = { modifier = {
add = diarch_ai_desire_minus_3_value add = diarch_ai_desire_minus_3_value
desc = diarch_coup_liege_interaction.tt.liege_has_loyalty_hook.tt.has_trait.content desc = diarch_coup_liege_interaction.tt.liege_has_loyalty_hook.tt.has_trait.content
scope:secondary_recipient ?= { has_trait = content } scope:secondary_recipient = { has_trait = content }
} }
### --- Loyal. ### --- Loyal.
modifier = { modifier = {
add = diarch_ai_desire_minus_3_value add = diarch_ai_desire_minus_3_value
desc = diarch_coup_liege_interaction.tt.liege_has_loyalty_hook.tt.has_trait.loyal desc = diarch_coup_liege_interaction.tt.liege_has_loyalty_hook.tt.has_trait.loyal
scope:secondary_recipient ?= { has_trait = loyal } scope:secondary_recipient = { has_trait = loyal }
} }
# Hooks. # Hooks.
## Weak hooks are happy to have you in power. ## Weak hooks are happy to have you in power.
modifier = { modifier = {
add = 25 add = 25
scope:secondary_recipient ?= { has_weak_hook = scope:actor } scope:secondary_recipient = { has_weak_hook = scope:actor }
} }
## Strong hooks are *very* happy to have you in power. ## Strong hooks are *very* happy to have you in power.
modifier = { modifier = {
add = 75 add = 75
scope:secondary_recipient ?= { has_strong_hook = scope:actor } scope:secondary_recipient = { has_strong_hook = scope:actor }
} }
## And conversely, don't want you to coup scope:recipient if they've already got a strong hook on them. ## And conversely, don't want you to coup scope:recipient if they've already got a strong hook on them.
modifier = { modifier = {
add = -100 add = -100
scope:secondary_recipient ?= { has_strong_hook = scope:recipient } scope:secondary_recipient = { has_strong_hook = scope:recipient }
} }
## Loyalty hooks stop the AI signing up. ## Loyalty hooks stop the AI signing up.
modifier = { modifier = {
exists = scope:secondary_recipient
add = -1000 add = -1000
desc = diarch_coup_liege_interaction.tt.liege_has_loyalty_hook desc = diarch_coup_liege_interaction.tt.liege_has_loyalty_hook
diarch_loyalty_due_to_hook_trigger = { diarch_loyalty_due_to_hook_trigger = {
@ -5378,12 +5355,12 @@ diarch_coup_liege_interaction = {
# Reduce the malus a little if also allied to scope:actor. # Reduce the malus a little if also allied to scope:actor.
if = { if = {
limit = { limit = {
scope:secondary_recipient ?= { is_allied_to = scope:actor } scope:secondary_recipient = { is_allied_to = scope:actor }
} }
add = 50 add = 50
} }
} }
scope:secondary_recipient ?= { is_allied_to = scope:recipient } scope:secondary_recipient = { is_allied_to = scope:recipient }
} }
## Heirs don't generally want to betray scope:recipient, as they'll lose out. ## Heirs don't generally want to betray scope:recipient, as they'll lose out.
modifier = { modifier = {
@ -7019,11 +6996,9 @@ diarch_swing_scales_currency_interaction = {
scope:actor.var:movement_power_individual >= decent_movement_power_value scope:actor.var:movement_power_individual >= decent_movement_power_value
} }
is_shown = { is_shown = {
exists = scope:actor.var:movement_power_individual
scope:actor = { scope:actor = {
government_has_flag = government_is_celestial government_has_flag = government_is_celestial
is_diarch_of_target = scope:recipient is_diarch_of_target = scope:recipient
exists = var:movement_power_individual
} }
scope:recipient = { government_has_flag = government_is_celestial } scope:recipient = { government_has_flag = government_is_celestial }
} }
@ -8605,7 +8580,7 @@ liege_dismiss_vizier_interaction = {
declare_me_regent_interaction = { declare_me_regent_interaction = {
category = interaction_category_diarch category = interaction_category_diarch
icon = icon_declare_me_regent icon = icon_declare_me_regent
filter_tags = { admin_liege } filter_tags = { admin_liege rep_liege }
desc = declare_me_regent_interaction_desc desc = declare_me_regent_interaction_desc
notification_text = DECLARE_ME_REGENT_PROPOSAL notification_text = DECLARE_ME_REGENT_PROPOSAL
@ -9218,24 +9193,14 @@ appoint_vizier_interaction = {
NOT = { has_diarchy_active_parameter = diarchy_is_vizierate } NOT = { has_diarchy_active_parameter = diarchy_is_vizierate }
} }
# We perform this upon ourselves or our (probable) candidates. # We perform this upon ourselves or our (probable) candidates.
trigger_if = { scope:recipient = {
limit = { OR = {
exists = scope:secondary_recipient
}
scope:secondary_recipient = {
is_valid_basic_candidate_for_vizier_trigger = yes
OR = {
is_courtier_of = scope:actor
AND = {
highest_held_title_tier = tier_barony
liege = scope:actor
}
}
}
}
trigger_else = {
scope:recipient = {
this = scope:actor this = scope:actor
is_courtier_of = scope:actor
AND = {
highest_held_title_tier = tier_barony
liege = scope:actor
}
} }
} }
} }
@ -9262,14 +9227,6 @@ appoint_vizier_interaction = {
populate_recipient_list = { sort_vizier_candidates_to_list_effect = yes } populate_recipient_list = { sort_vizier_candidates_to_list_effect = yes }
redirect = {
if = {
limit = { scope:recipient != scope:actor }
scope:recipient = { save_scope_as = secondary_recipient }
scope:actor = { save_scope_as = recipient }
}
}
cost = { cost = {
prestige = major_prestige_value prestige = major_prestige_value
renown = { renown = {

View file

@ -14,8 +14,6 @@ invite_agent_to_scheme_interaction = {
always = scope:mandala_trickster always = scope:mandala_trickster
always = scope:gift always = scope:gift
always = scope:gift_significant always = scope:gift_significant
always = scope:treasury
always = scope:treasury_significant
always = scope:offer_hook always = scope:offer_hook
always = scope:offer_hook_strong always = scope:offer_hook_strong
always = scope:hook always = scope:hook
@ -47,8 +45,6 @@ invite_agent_to_scheme_interaction = {
always = scope:mandala_trickster always = scope:mandala_trickster
always = scope:gift always = scope:gift
always = scope:gift_significant always = scope:gift_significant
always = scope:treasury
always = scope:treasury_significant
always = scope:offer_hook always = scope:offer_hook
always = scope:offer_hook_strong always = scope:offer_hook_strong
always = scope:hook always = scope:hook
@ -91,22 +87,6 @@ invite_agent_to_scheme_interaction = {
} }
stress_impact = { greedy = medium_stress_impact_gain } stress_impact = { greedy = medium_stress_impact_gain }
} }
# Treasury Bribe
if = {
limit = { always = scope:treasury }
pay_treasury_to_gold = {
value = bribe_value
target = scope:recipient
}
}
# Big Treasury Bribe
if = {
limit = { always = scope:treasury_significant }
pay_treasury_to_gold = {
value = greater_bribe_value
target = scope:recipient
}
}
# Offer Hook # Offer Hook
if = { if = {
limit = { always = scope:offer_hook } limit = { always = scope:offer_hook }
@ -469,12 +449,6 @@ invite_agent_to_scheme_interaction = {
send_option = { send_option = {
flag = gift flag = gift
is_shown = { is_shown = {
NOT = {
scope:actor = {
has_treasury = yes
has_title = title:e_minister_censor
}
}
# We don't show bribes for schemes where agents will always auto-accept or else deny. # We don't show bribes for schemes where agents will always auto-accept or else deny.
NAND = { NAND = {
scope:scheme = { is_scheme_category = contract } scope:scheme = { is_scheme_category = contract }
@ -502,12 +476,6 @@ invite_agent_to_scheme_interaction = {
send_option = { send_option = {
flag = gift_significant flag = gift_significant
is_shown = { is_shown = {
NOT = {
scope:actor = {
has_treasury = yes
has_title = title:e_minister_censor
}
}
# We don't show bribes for schemes where agents will always auto-accept or else deny. # We don't show bribes for schemes where agents will always auto-accept or else deny.
NAND = { NAND = {
scope:scheme = { is_scheme_category = contract } scope:scheme = { is_scheme_category = contract }
@ -531,68 +499,6 @@ invite_agent_to_scheme_interaction = {
} }
} }
} }
## Treasury
send_option = {
flag = treasury
is_shown = {
scope:actor = {
has_treasury = yes
has_title = title:e_minister_censor
}
# We don't show bribes for schemes where agents will always auto-accept or else deny.
NAND = {
scope:scheme = { is_scheme_category = contract }
scope:recipient = { is_courtier_of = scope:actor }
}
}
is_valid = {
scope:actor.treasury >= bribe_value
custom_tooltip = {
text = offer_gold.tt.cannot_offer_both_bribes
scope:treasury_significant = no
}
would_agent_accept_petty_bribes_against_target_trigger = yes
}
localization = SCHEME_AGENT_TREASURY_BRIBE
current_description = {
# Triggered desc so that we don't get a weird double tooltip.
triggered_desc = {
trigger = { scope:actor.treasury >= bribe_value }
desc = SCHEME_AGENT_TREASURY_BRIBE_VALID
}
}
}
## Even more treasury
send_option = {
flag = treasury_significant
is_shown = {
scope:actor = {
has_treasury = yes
has_title = title:e_minister_censor
}
# We don't show bribes for schemes where agents will always auto-accept or else deny.
NAND = {
scope:scheme = { is_scheme_category = contract }
scope:recipient = { is_courtier_of = scope:actor }
}
}
is_valid = {
scope:actor.treasury >= greater_bribe_value
custom_tooltip = {
text = offer_gold.tt.cannot_offer_both_bribes
scope:treasury = no
}
would_agent_accept_petty_bribes_against_target_trigger = yes
}
localization = SCHEME_AGENT_TREASURY_SIGNIFICANT_BRIBE
current_description = {
# Triggered desc so that we don't get a weird double tooltip.
triggered_desc = {
trigger = { scope:actor.treasury >= greater_bribe_value }
desc = SCHEME_AGENT_TREASURY_SIGNIFICANT_VALID
}
}
}
## Offer a hook ## Offer a hook
send_option = { send_option = {
flag = offer_hook flag = offer_hook

File diff suppressed because it is too large Load diff

View file

@ -15,8 +15,7 @@
is_shown = { is_shown = {
scope:recipient = { scope:recipient = {
this != scope:actor this != scope:actor
liege = scope:actor liege ?= scope:actor # this excludes tributary contracts by default
is_tributary = no # this excludes tributary contracts by default
is_ruler = yes is_ruler = yes
vassal_contract_has_modifiable_obligations = yes vassal_contract_has_modifiable_obligations = yes
NOT = { government_allows = administrative } NOT = { government_allows = administrative }
@ -340,14 +339,12 @@ vassal_modify_vassal_contract_interaction = {
is_shown = { is_shown = {
scope:recipient = { scope:recipient = {
liege = scope:actor top_liege != this
this != scope:actor this != scope:actor
is_tributary = no # this excludes tributary contracts by default liege ?= scope:actor # this excludes tributary contracts by default
vassal_contract_has_modifiable_obligations = yes vassal_contract_has_modifiable_obligations = yes
NOR = { NOT = { government_allows = administrative }
government_allows = administrative NOT = { government_has_flag = government_is_nomadic }
government_has_flag = government_is_nomadic
}
} }
} }
@ -598,11 +595,10 @@ ai_only_liege_modify_vassal_contract_interaction = {
} }
scope:recipient = { scope:recipient = {
this != scope:actor this != scope:actor
liege = scope:actor
NOT = { NOT = {
has_strong_hook = scope:actor has_strong_hook = scope:actor
} }
is_tributary = no # this excludes tributary contracts by default liege ?= scope:actor # this excludes tributary contracts by default
is_ruler = yes is_ruler = yes
vassal_contract_can_be_modified_trigger = yes vassal_contract_can_be_modified_trigger = yes
does_ai_liege_in_vassal_contract_desire_obligation_change = yes does_ai_liege_in_vassal_contract_desire_obligation_change = yes
@ -687,11 +683,10 @@ ai_only_liege_modify_vassal_contract_admin_province_interaction = {
} }
scope:recipient = { scope:recipient = {
this != scope:actor this != scope:actor
liege = scope:actor
is_tributary = no
NOT = { NOT = {
has_strong_hook = scope:actor has_strong_hook = scope:actor
} }
liege ?= scope:actor # this excludes tributary contracts by default
is_ruler = yes is_ruler = yes
government_has_flag = government_uses_admin_province_obligations government_has_flag = government_uses_admin_province_obligations
@ -753,11 +748,10 @@ ai_only_vassal_modify_vassal_contract_interaction = {
has_usable_hook = scope:recipient has_usable_hook = scope:recipient
vassal_contract_can_be_modified_trigger = yes vassal_contract_can_be_modified_trigger = yes
does_ai_vassal_in_vassal_contract_desire_obligation_change = yes does_ai_vassal_in_vassal_contract_desire_obligation_change = yes
is_tributary = no # this excludes tributary contracts by default
liege = scope:recipient
} }
scope:recipient = { scope:recipient = {
this != scope:actor this != scope:actor
liege ?= scope:actor # this excludes tributary contracts by default
is_ruler = yes is_ruler = yes
NOT = { NOT = {
has_strong_hook = scope:actor has_strong_hook = scope:actor
@ -830,12 +824,11 @@ admin_liege_modify_vassal_contract_interaction = {
is_shown = { is_shown = {
scope:recipient = { scope:recipient = {
this != scope:actor this != scope:actor
liege = scope:actor
OR = { OR = {
is_landed = yes is_landed = yes
is_councillor_of = scope:actor.top_liege is_councillor_of = scope:actor.top_liege
} }
is_tributary = no # this excludes tributary contracts by default liege ?= scope:actor # this excludes tributary contracts by default
is_ruler = yes is_ruler = yes
vassal_contract_has_modifiable_obligations = yes vassal_contract_has_modifiable_obligations = yes
government_allows = administrative government_allows = administrative
@ -1024,6 +1017,7 @@ admin_liege_modify_vassal_contract_interaction = {
government_has_flag = government_is_celestial government_has_flag = government_is_celestial
scope:obligation.vassal_contract_type = vassal_contract:celestial_provinces scope:obligation.vassal_contract_type = vassal_contract:celestial_provinces
} }
if = { if = {
limit = { limit = {
OR = { OR = {
@ -1046,51 +1040,6 @@ admin_liege_modify_vassal_contract_interaction = {
add_realm_law_skip_effects = celestial_appointment_succession_law add_realm_law_skip_effects = celestial_appointment_succession_law
} }
} }
# Update the succession law for meritocratic province types if applicable - That way, we don't have to wait until the current law invalidates.
else_if = {
limit = {
government_has_flag = government_is_meritocratic
scope:obligation.vassal_contract_type = vassal_contract:meritocratic_provinces
}
if = {
limit = {
vassal_contract_has_flag = meritocratic_province_military
NOT = { has_realm_law = meritocratic_military_appointment_succession_law }
}
add_realm_law_skip_effects = meritocratic_military_appointment_succession_law
}
else_if = {
limit = {
OR = {
vassal_contract_has_flag = meritocratic_province_standard
vassal_contract_has_flag = meritocratic_province_industrial
}
NOT = { has_realm_law = meritocratic_appointment_succession_law }
}
add_realm_law_skip_effects = meritocratic_appointment_succession_law
}
}
# Update the succession law for japanese province types if applicable - That way, we don't have to wait until the current law invalidates.
else_if = {
limit = {
government_has_flag = government_is_japanese_administrative
scope:obligation.vassal_contract_type = vassal_contract:japan_administrative_provinces
}
if = {
limit = {
NOT = { vassal_contract_has_flag = japan_administrative_military_appointment }
NOT = { has_realm_law = japanese_appointment_succession_law }
}
add_realm_law_skip_effects = japanese_appointment_succession_law
}
else_if = {
limit = {
vassal_contract_has_flag = japan_administrative_military_appointment
NOT = { has_realm_law = japanese_military_appointment_succession_law }
}
add_realm_law_skip_effects = japanese_military_appointment_succession_law
}
}
} }
} }
} }
@ -1111,7 +1060,7 @@ admin_vassal_modify_vassal_contract_interaction = {
common_interaction = yes common_interaction = yes
icon = icon_contract_modification_single icon = icon_contract_modification_single
filter_tags = { admin_liege } filter_tags = { admin_liege rep_liege }
send_name = "admin_vassal_modify_vassal_contract_interaction_send" send_name = "admin_vassal_modify_vassal_contract_interaction_send"
desc = admin_vassal_modify_vassal_contract_interaction_desc desc = admin_vassal_modify_vassal_contract_interaction_desc
@ -1120,8 +1069,7 @@ admin_vassal_modify_vassal_contract_interaction = {
scope:actor = { scope:actor = {
top_liege != this top_liege != this
this != scope:recipient this != scope:recipient
liege = scope:recipient liege ?= scope:recipient # this excludes tributary contracts by default
is_tributary = no # this excludes tributary contracts by default
vassal_contract_has_modifiable_obligations = yes vassal_contract_has_modifiable_obligations = yes
government_allows = administrative government_allows = administrative
tgp_is_ceremonial_liege_trigger = no tgp_is_ceremonial_liege_trigger = no
@ -1287,51 +1235,6 @@ admin_vassal_modify_vassal_contract_interaction = {
add_realm_law_skip_effects = celestial_appointment_succession_law add_realm_law_skip_effects = celestial_appointment_succession_law
} }
} }
# Update the succession law for meritocratic province types if applicable - That way, we don't have to wait until the current law invalidates.
else_if = {
limit = {
government_has_flag = government_is_meritocratic
scope:obligation.vassal_contract_type = vassal_contract:meritocratic_provinces
}
if = {
limit = {
vassal_contract_has_flag = meritocratic_province_military
NOT = { has_realm_law = meritocratic_military_appointment_succession_law }
}
add_realm_law_skip_effects = meritocratic_military_appointment_succession_law
}
else_if = {
limit = {
OR = {
vassal_contract_has_flag = meritocratic_province_standard
vassal_contract_has_flag = meritocratic_province_industrial
}
NOT = { has_realm_law = meritocratic_appointment_succession_law }
}
add_realm_law_skip_effects = meritocratic_appointment_succession_law
}
}
# Update the succession law for japanese province types if applicable - That way, we don't have to wait until the current law invalidates.
else_if = {
limit = {
government_has_flag = government_is_japanese_administrative
scope:obligation.vassal_contract_type = vassal_contract:japan_administrative_provinces
}
if = {
limit = {
NOT = { vassal_contract_has_flag = japan_administrative_military_appointment }
NOT = { has_realm_law = japanese_appointment_succession_law }
}
add_realm_law_skip_effects = japanese_appointment_succession_law
}
else_if = {
limit = {
vassal_contract_has_flag = japan_administrative_military_appointment
NOT = { has_realm_law = japanese_military_appointment_succession_law }
}
add_realm_law_skip_effects = japanese_military_appointment_succession_law
}
}
} }
} }
} }
@ -1524,9 +1427,8 @@ nomad_liege_modify_vassal_contract_interaction = {
is_shown = { is_shown = {
scope:recipient = { scope:recipient = {
this != scope:actor NOT = { this = scope:actor }
liege = scope:actor liege ?= scope:actor # this excludes tributary contracts by default
is_tributary = no # this excludes tributary contracts by default
is_ruler = yes is_ruler = yes
vassal_contract_has_modifiable_obligations = yes vassal_contract_has_modifiable_obligations = yes
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
@ -1790,9 +1692,8 @@ nomad_vassal_modify_vassal_contract_interaction = {
is_shown = { is_shown = {
scope:recipient = { scope:recipient = {
is_independent_ruler = no is_independent_ruler = no
this != scope:actor NOT = { this = scope:actor }
liege = scope:actor liege ?= scope:actor # this excludes tributary contracts by default
is_tributary = no # this excludes tributary contracts by default
vassal_contract_has_modifiable_obligations = yes vassal_contract_has_modifiable_obligations = yes
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
} }
@ -1973,7 +1874,7 @@ suzerain_modify_tributary_contract_interaction = {
scope:recipient = { scope:recipient = {
is_tributary_of = scope:actor # excludes vassals by default is_tributary_of = scope:actor # excludes vassals by default
subject_contract_has_modifiable_obligations = yes subject_contract_has_modifiable_obligations = yes
NOT = { government_has_flag = government_is_herder } NOT = { government_has_flag = government_is_true_herder }
} }
} }

File diff suppressed because it is too large Load diff

View file

@ -2234,7 +2234,7 @@ seek_indulgences_interaction = {
trigger_if = { trigger_if = {
limit = { limit = {
has_trait = kinslayer_3 has_trait = kinslayer_3
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = trait:kinslayer_3 GENDER_CHARACTER = scope:actor } trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = kinslayer_3 GENDER_CHARACTER = scope:actor }
} }
gold >= seek_indulgences_major_criminal_trait_value gold >= seek_indulgences_major_criminal_trait_value
} }
@ -2243,19 +2243,19 @@ seek_indulgences_interaction = {
OR = { OR = {
AND = { AND = {
has_trait = kinslayer_2 has_trait = kinslayer_2
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = trait:kinslayer_2 GENDER_CHARACTER = scope:actor } trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = kinslayer_2 GENDER_CHARACTER = scope:actor }
} }
AND = { AND = {
has_trait = witch has_trait = witch
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = trait:witch GENDER_CHARACTER = scope:actor } trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = witch GENDER_CHARACTER = scope:actor }
} }
AND = { AND = {
has_trait = deviant has_trait = deviant
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = trait:deviant GENDER_CHARACTER = scope:actor } trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = deviant GENDER_CHARACTER = scope:actor }
} }
AND = { AND = {
has_trait = sodomite has_trait = sodomite
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = trait:sodomite GENDER_CHARACTER = scope:actor } trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = sodomite GENDER_CHARACTER = scope:actor }
} }
} }
} }
@ -2266,15 +2266,15 @@ seek_indulgences_interaction = {
OR = { OR = {
AND = { AND = {
has_trait = kinslayer_1 has_trait = kinslayer_1
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = trait:kinslayer_1 GENDER_CHARACTER = scope:actor } trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = kinslayer_1 GENDER_CHARACTER = scope:actor }
} }
AND = { AND = {
has_trait = fornicator has_trait = fornicator
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = trait:fornicator GENDER_CHARACTER = scope:actor } trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = fornicator GENDER_CHARACTER = scope:actor }
} }
AND = { AND = {
has_trait = adulterer has_trait = adulterer
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = trait:adulterer GENDER_CHARACTER = scope:actor } trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = adulterer GENDER_CHARACTER = scope:actor }
} }
} }
} }
@ -4089,7 +4089,7 @@ take_vows_interaction = {
if = { if = {
limit = { limit = {
house = { house = {
has_house_aspiration_parameter = humility_take_the_vows_bonus has_house_power_parameter = humility_take_the_vows_bonus
} }
} }
add_piety_experience = 100 add_piety_experience = 100
@ -5426,11 +5426,11 @@ hof_ask_for_gold_interaction = {
OR = { OR = {
AND = { AND = {
has_trait = fornicator has_trait = fornicator
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = trait:fornicator GENDER_CHARACTER = scope:actor } trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = fornicator GENDER_CHARACTER = scope:actor }
} }
AND = { AND = {
has_trait = adulterer has_trait = adulterer
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = trait:adulterer GENDER_CHARACTER = scope:actor } trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = adulterer GENDER_CHARACTER = scope:actor }
} }
} }
} }
@ -5460,15 +5460,15 @@ hof_ask_for_gold_interaction = {
OR = { OR = {
AND = { AND = {
has_trait = kinslayer_1 has_trait = kinslayer_1
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = trait:kinslayer_1 GENDER_CHARACTER = scope:actor } trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = kinslayer_1 GENDER_CHARACTER = scope:actor }
} }
AND = { AND = {
has_trait = kinslayer_2 has_trait = kinslayer_2
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = trait:kinslayer_2 GENDER_CHARACTER = scope:actor } trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = kinslayer_2 GENDER_CHARACTER = scope:actor }
} }
AND = { AND = {
has_trait = kinslayer_3 has_trait = kinslayer_3
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = trait:kinslayer_3 GENDER_CHARACTER = scope:actor } trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = kinslayer_3 GENDER_CHARACTER = scope:actor }
} }
} }
} }
@ -6255,11 +6255,11 @@ hof_ask_for_claim_interaction = {
OR = { OR = {
AND = { AND = {
has_trait = fornicator has_trait = fornicator
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = trait:fornicator GENDER_CHARACTER = scope:actor } trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = fornicator GENDER_CHARACTER = scope:actor }
} }
AND = { AND = {
has_trait = adulterer has_trait = adulterer
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = trait:adulterer GENDER_CHARACTER = scope:actor } trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = adulterer GENDER_CHARACTER = scope:actor }
} }
} }
} }
@ -6272,11 +6272,11 @@ hof_ask_for_claim_interaction = {
OR = { OR = {
AND = { AND = {
has_trait = fornicator has_trait = fornicator
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = trait:fornicator GENDER_CHARACTER = scope:secondary_recipient } trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = fornicator GENDER_CHARACTER = scope:secondary_recipient }
} }
AND = { AND = {
has_trait = adulterer has_trait = adulterer
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = trait:adulterer GENDER_CHARACTER = scope:secondary_recipient } trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = adulterer GENDER_CHARACTER = scope:secondary_recipient }
} }
} }
} }
@ -6323,15 +6323,15 @@ hof_ask_for_claim_interaction = {
OR = { OR = {
AND = { AND = {
has_trait = kinslayer_1 has_trait = kinslayer_1
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = trait:kinslayer_1 GENDER_CHARACTER = scope:actor } trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = kinslayer_1 GENDER_CHARACTER = scope:actor }
} }
AND = { AND = {
has_trait = kinslayer_2 has_trait = kinslayer_2
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = trait:kinslayer_2 GENDER_CHARACTER = scope:actor } trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = kinslayer_2 GENDER_CHARACTER = scope:actor }
} }
AND = { AND = {
has_trait = kinslayer_3 has_trait = kinslayer_3
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = trait:kinslayer_3 GENDER_CHARACTER = scope:actor } trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = kinslayer_3 GENDER_CHARACTER = scope:actor }
} }
} }
} }
@ -6344,15 +6344,15 @@ hof_ask_for_claim_interaction = {
OR = { OR = {
AND = { AND = {
has_trait = kinslayer_1 has_trait = kinslayer_1
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = trait:kinslayer_1 GENDER_CHARACTER = scope:secondary_recipient } trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = kinslayer_1 GENDER_CHARACTER = scope:secondary_recipient }
} }
AND = { AND = {
has_trait = kinslayer_2 has_trait = kinslayer_2
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = trait:kinslayer_2 GENDER_CHARACTER = scope:secondary_recipient } trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = kinslayer_2 GENDER_CHARACTER = scope:secondary_recipient }
} }
AND = { AND = {
has_trait = kinslayer_3 has_trait = kinslayer_3
trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = trait:kinslayer_3 GENDER_CHARACTER = scope:secondary_recipient } trait_is_shunned_or_criminal_in_faith_trigger = { FAITH = faith TRAIT = kinslayer_3 GENDER_CHARACTER = scope:secondary_recipient }
} }
} }
} }

View file

@ -738,7 +738,7 @@ befriend_interaction = {
involvement = involved involvement = involved
has_struggle_phase_parameter = struggle_unlocks_befriend_schemes_for_everyone has_struggle_phase_parameter = struggle_unlocks_befriend_schemes_for_everyone
} }
house ?= { has_house_aspiration_parameter = aspect_of_serenity } house ?= { has_house_power_parameter = aspect_of_serenity }
} }
NOR = { NOR = {
has_trait = shy has_trait = shy
@ -903,7 +903,7 @@ befriend_interaction = {
factor = 25 factor = 25
OR = { OR = {
has_focus = diplomacy_family_focus has_focus = diplomacy_family_focus
house ?= { has_house_aspiration_parameter = aspect_of_serenity } house ?= { has_house_power_parameter = aspect_of_serenity }
} }
} }
@ -1388,7 +1388,7 @@ seduce_interaction = {
} }
} }
modifier = { # Try to avoid aggressive seduction unless you're geared for it modifier = { # Try to avoid agressive seduction unless you're geared for it
add = -10 add = -10
scope:actor = { scope:actor = {
NOR = { NOR = {

View file

@ -416,19 +416,31 @@ appoint_podesta_interaction = {
} }
resolve_title_and_vassal_change = scope:change resolve_title_and_vassal_change = scope:change
} }
every_vassal = { }
limit = { }
government_has_flag = government_is_republic else = {
scope:recipient = {
show_as_tooltip = {
change_government = republic_government
create_title_and_vassal_change = {
type = returned
save_scope_as = change
add_claim_on_loss = no
} }
every_held_title = { every_vassal = {
change_title_holder = { limit = {
holder = scope:recipient government_has_flag = government_is_republic
change = scope:change }
take_baronies = yes every_held_title = {
change_title_holder = {
holder = scope:recipient
change = scope:change
take_baronies = yes
}
} }
} }
resolve_title_and_vassal_change = scope:change
} }
resolve_title_and_vassal_change = scope:change
} }
} }
} }

View file

@ -182,23 +182,27 @@
} }
} }
scope:target ?= { if = {
if = { limit = {
limit = { scope:target = {
title_province = { title_province = {
geographical_region = geographical_region:mpo_region_permafrost geographical_region = geographical_region:mpo_region_permafrost
} }
} }
if = { }
limit = { has_county_modifier = mpo_siberian_permafrost_modifier } if = {
remove_county_modifier = mpo_siberian_permafrost_modifier limit = {
scope:target = { has_county_modifier = mpo_siberian_permafrost_modifier }
} }
else_if = { scope:target = { remove_county_modifier = mpo_siberian_permafrost_modifier }
limit = { has_county_modifier = mpo_siberian_permafrost_modifier_bad } }
remove_county_modifier = mpo_siberian_permafrost_modifier_bad else_if = {
limit = {
scope:target = { has_county_modifier = mpo_siberian_permafrost_modifier_bad }
} }
} scope:target = { remove_county_modifier = mpo_siberian_permafrost_modifier_bad }
} }
}
} }
} }
} }
@ -360,7 +364,29 @@ tribalize_holding_interaction = {
scope:target.title_province = { scope:target.title_province = {
set_holding_type = tribal_holding set_holding_type = tribal_holding
} }
} }
if = {
limit = {
scope:target = {
title_province = {
geographical_region = geographical_region:mpo_region_permafrost
}
}
}
if = {
limit = {
scope:target = { has_county_modifier = mpo_siberian_permafrost_modifier }
}
scope:target = { remove_county_modifier = mpo_siberian_permafrost_modifier }
}
else_if = {
limit = {
scope:target = { has_county_modifier = mpo_siberian_permafrost_modifier_bad }
}
scope:target = { remove_county_modifier = mpo_siberian_permafrost_modifier_bad }
}
}
} }
} }
} }
@ -821,7 +847,7 @@ turn_subject_into_mandala_interaction = {
scope:actor = { is_at_war = no } scope:actor = { is_at_war = no }
custom_tooltip = { custom_tooltip = {
text = cannot_take_overt_hostile_actions_against_diarch.tt text = cannot_take_overt_hostile_actions_against_diarch.tt
NOT = { scope:actor.diarch ?= scope:recipient } NOT = { scope:recipient ?= scope:actor.diarch }
} }
custom_tooltip = { custom_tooltip = {
text = head_of_faith_unable_to_change_government_desc text = head_of_faith_unable_to_change_government_desc
@ -912,16 +938,6 @@ turn_subject_into_mandala_interaction = {
scope:recipient = { highest_held_title_tier >= tier_kingdom } scope:recipient = { highest_held_title_tier >= tier_kingdom }
gold >= 2000 gold >= 2000
} }
modifier = {
scope:recipient.capital_county.title_province = {
NOR = {
has_holding_type = temple_citadel_holding
has_holding_type = church_holding
has_holding_type = castle_holding
}
}
factor = 0
}
} }
ai_accept = { ai_accept = {

View file

@ -12,6 +12,13 @@ become_tributary_interaction = {
desc = become_tributary_interaction_desc desc = become_tributary_interaction_desc
is_shown = { is_shown = {
scope:actor = {
trigger_if = {
limit = { is_ai = yes }
current_military_strength < scope:recipient.one_and_a_half_times_current_military_strength
primary_title.tier < scope:recipient.primary_title.tier
}
}
scope:recipient = { scope:recipient = {
is_independent_ruler = yes # while it's possible for tributaries to have their own tributaries, it should not be possible to create a tributary relationship with a non-independent ruler is_independent_ruler = yes # while it's possible for tributaries to have their own tributaries, it should not be possible to create a tributary relationship with a non-independent ruler
NOR = { NOR = {
@ -21,13 +28,6 @@ become_tributary_interaction = {
} }
can_have_tributaries_trigger = yes can_have_tributaries_trigger = yes
} }
scope:actor = {
trigger_if = {
limit = { is_ai = yes }
current_military_strength < scope:recipient.one_and_a_half_times_current_military_strength
primary_title.tier < scope:recipient.primary_title.tier
}
}
} }
is_valid_showing_failures_only = { is_valid_showing_failures_only = {
@ -76,6 +76,22 @@ become_tributary_interaction = {
is_confederation_member = no is_confederation_member = no
is_at_war = no is_at_war = no
} }
trigger_if = {
limit = { scope:recipient = title:h_china.holder }
scope:actor = {
custom_tooltip = {
text = neighbor_is_china
is_tributary = no
is_independent_ruler = yes
OR = {
has_variable = wants_to_become_tributary_of_china
any_neighboring_and_across_water_top_liege_realm_owner = {
primary_title = title:h_china
}
}
}
}
}
} }
needs_confirmation = { needs_confirmation = {
@ -1273,7 +1289,8 @@ demand_tributary_interaction = {
scope:recipient = { scope:recipient = {
NOT = { NOT = {
any_neighboring_top_suzerain_realm_owner = { any_neighboring_top_suzerain_realm_owner = {
this != scope:actor exists = this
NOT = { this = scope:actor }
} }
} }
NOT = { NOT = {
@ -2003,7 +2020,6 @@ release_tributary_interaction = {
add_truce_both_ways = { add_truce_both_ways = {
character = scope:actor character = scope:actor
years = 5 years = 5
override = yes
name = TRUCE_TRIBUTARY_STOPPED name = TRUCE_TRIBUTARY_STOPPED
} }
add_opinion = { add_opinion = {
@ -2154,7 +2170,7 @@ exact_tribute_interaction = {
ai_max_reply_days = 9 ai_max_reply_days = 9
can_send_despite_rejection = yes can_send_despite_rejection = yes
popup_on_receive = yes popup_on_receive = yes
common_interaction = no common_interaction = yes
interface_priority = 4 interface_priority = 4
@ -2212,7 +2228,9 @@ exact_tribute_interaction = {
is_tributary = no is_tributary = no
custom_tooltip = { custom_tooltip = {
text = exact_tribute_interaction_hegemony_not_neighbor_tt text = exact_tribute_interaction_hegemony_not_neighbor_tt
any_neighboring_realm_with_tributaries_owner = { this = scope:actor } any_neighboring_and_across_water_top_liege_realm_owner = {
this = scope:actor
}
} }
} }
} }
@ -2414,7 +2432,9 @@ exact_tribute_interaction = {
GIVER = scope:recipient GIVER = scope:recipient
CHARACTER = scope:actor CHARACTER = scope:actor
} }
tribute_mission_is_available_concubine_trigger = yes is_adult = yes
has_any_disease_trigger = no
has_easily_mocked_physical_attribute_trigger = no
} }
add_to_list = potential_concubine_tribute_list add_to_list = potential_concubine_tribute_list
random_in_list = { random_in_list = {
@ -3442,7 +3462,7 @@ offer_courtier_interaction = {
add_opinion = { add_opinion = {
target = scope:recipient target = scope:recipient
modifier = annoyed_opinion modifier = annoyed_opinion
opinion = -10 opinion = 10
} }
} }
scope:recipient = { scope:recipient = {

View file

@ -2,7 +2,7 @@
grant_vassal_interaction = { grant_vassal_interaction = {
category = interaction_category_vassal category = interaction_category_vassal
common_interaction = no common_interaction = yes
interface = transfer_vassal interface = transfer_vassal
icon = icon_vassal icon = icon_vassal
@ -1393,17 +1393,24 @@ create_claimant_faction_against_interaction = {
exists = scope:recipient exists = scope:recipient
exists = scope:landed_title exists = scope:landed_title
scope:recipient = { scope:recipient = {
tgp_is_any_minister = yes OR = {
has_title = title:e_minister_chancellor
has_title = title:e_minister_censor
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_personnel
has_title = title:e_minister_of_revenue
has_title = title:e_minister_of_rites
has_title = title:e_minister_of_war
has_title = title:e_minister_of_justice
has_title = title:e_minister_of_works
}
} }
} }
scope:recipient = { scope:recipient = {
custom_description = { custom_description = {
text = target_is_a_minister_desc text = target_is_a_minister_desc
subject = this subject = this
any_held_title = { scope:landed_title = { this = title:h_china }
tgp_is_minister_title = yes
de_jure_liege ?= scope:landed_title
}
} }
} }
} }
@ -1674,7 +1681,10 @@ force_onto_council = {
NAND = { NAND = {
has_council_position = councillor_court_chaplain has_council_position = councillor_court_chaplain
faith = { faith = {
has_doctrine_parameter = clerical_appointment_fixed OR = {
has_doctrine = doctrine_clerical_succession_temporal_fixed_appointment
has_doctrine = doctrine_clerical_succession_spiritual_fixed_appointment
}
} }
} }
} }
@ -2281,7 +2291,7 @@ ask_for_pardon_interaction = {
first_valid = { first_valid = {
triggered_desc = { triggered_desc = {
trigger = { trigger = {
scope:actor.top_liege != scope:recipient scope:actor != scope:recipient.liege
} }
desc = ask_for_pardon_interaction_minister_desc desc = ask_for_pardon_interaction_minister_desc
} }
@ -2322,9 +2332,7 @@ ask_for_pardon_interaction = {
is_highlighted = { is_highlighted = {
OR = { OR = {
scope:actor = { has_usable_hook = scope:recipient
has_usable_hook = scope:recipient
}
AND = { AND = {
scope:recipient = { scope:recipient = {
has_title = title:e_minister_of_justice has_title = title:e_minister_of_justice
@ -4000,7 +4008,6 @@ grant_court_position = {
scope:recipient = { scope:recipient = {
liege ?= scope:actor liege ?= scope:actor
tgp_is_ceremonial_liege_trigger = no tgp_is_ceremonial_liege_trigger = no
NOT = { has_character_flag = travel_option_added_character }
} }
} }

View file

@ -114,9 +114,7 @@
NOT = { has_strong_hook = scope:actor } NOT = { has_strong_hook = scope:actor }
trigger_if = { trigger_if = {
limit = { is_imprisoned = yes } limit = { is_imprisoned = yes }
NOT = { imprisoner != scope:actor
imprisoner = scope:actor
}
} }
} }
scope:actor = { scope:actor = {

View file

@ -3411,11 +3411,7 @@ contract_assistance_interaction = {
greedy = medium_stress_impact_gain greedy = medium_stress_impact_gain
arrogant = medium_stress_impact_gain arrogant = medium_stress_impact_gain
} }
custom_description_no_bullet = { custom_tooltip = contract_assistance_interaction_condition_tt
text = contract_assistance_interaction_condition_tt
subject = scope:recipient
object = scope:actor
}
show_as_tooltip = { show_as_tooltip = {
pay_short_term_gold = { pay_short_term_gold = {
target = scope:actor target = scope:actor
@ -4000,11 +3996,7 @@ request_contract_assistance_interaction = {
greedy = medium_stress_impact_gain greedy = medium_stress_impact_gain
arrogant = medium_stress_impact_gain arrogant = medium_stress_impact_gain
} }
custom_description_no_bullet = { custom_tooltip = request_contract_assistance_interaction_condition_tt
text = contract_assistance_interaction_condition_tt
subject = scope:actor
object = scope:recipient
}
show_as_tooltip = { show_as_tooltip = {
pay_short_term_gold = { pay_short_term_gold = {
target = scope:recipient target = scope:recipient
@ -4786,8 +4778,8 @@ bargain_fealty_interaction = {
top_liege = this top_liege = this
is_at_war = yes is_at_war = yes
any_character_war = { any_character_war = {
is_war_leader = scope:actor is_war_leader = prev
primary_defender = scope:actor primary_defender = prev
} }
trigger_if = { trigger_if = {
limit = { limit = {
@ -4807,36 +4799,24 @@ bargain_fealty_interaction = {
} }
} }
} }
# Recipient is not at war with Actor
scope:recipient = { scope:recipient = {
NOT = { this = scope:actor } any_neighboring_and_across_water_top_liege_realm_owner = { this = scope:actor }
primary_title = { is_mercenary_company = no } primary_title = { is_mercenary_company = no }
NOR = {
this = scope:actor
is_at_war_with = scope:actor
}
} }
} }
is_valid_showing_failures_only = { is_valid_showing_failures_only = {
scope:actor = { scope:actor = {
custom_tooltip = {
text = bargain_fealty_interaction_valid_tt
any_character_war = {
is_war_leader = scope:actor
primary_defender = scope:actor
NOT = { using_cb = fp2_border_raid }
NOT = { using_cb = county_struggle_cb }
}
}
any_character_struggle = { any_character_struggle = {
involvement = involved involvement = involved
has_struggle_phase_parameter = unlocks_bargain_fealty_interaction has_struggle_phase_parameter = unlocks_bargain_fealty_interaction
} }
} }
scope:recipient = {
custom_tooltip = {
text = bargain_fealty_interaction_neighbor_tt
any_neighboring_and_across_water_top_liege_realm_owner = { this = scope:actor }
}
# Recipient is not at war with Actor
NOT = { is_at_war_with = scope:actor }
}
} }
can_be_picked = { can_be_picked = {
@ -4861,45 +4841,45 @@ bargain_fealty_interaction = {
} }
} }
can_send = {
exists = scope:target
}
on_accept = { on_accept = {
scope:target = {
# Add Recipient to Actor's war
hidden_effect = { set_called_to = scope:recipient }
add_defender = scope:recipient
}
create_title_and_vassal_change = {
type = swear_fealty
save_scope_as = change
}
scope:actor = {
change_liege = {
liege = scope:recipient
change = scope:change
}
resolve_title_and_vassal_change = scope:change
}
# Actor effects
scope:actor = {
stress_impact = {
arrogant = medium_stress_impact_gain
craven = medium_stress_impact_gain
}
}
# Recipient effects
scope:recipient = {
stress_impact = {
greedy = medium_stress_impact_gain
craven = medium_stress_impact_gain
}
}
if = { if = {
limit = { limit = { exists = scope:target }
NOT = { exists = scope:target } # Add Recipient to Actor'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 }
} }
create_title_and_vassal_change = {
type = swear_fealty
save_scope_as = change
}
scope:actor = {
change_liege = {
liege = scope:recipient
change = scope:change
}
resolve_title_and_vassal_change = scope:change
}
# Actor effects
scope:actor = {
stress_impact = {
arrogant = medium_stress_impact_gain
craven = medium_stress_impact_gain
}
}
# Recipient effects
scope:recipient = {
stress_impact = {
greedy = medium_stress_impact_gain
craven = medium_stress_impact_gain
}
}
}
else = {
scope:actor = { scope:actor = {
send_interface_toast = { send_interface_toast = {
type = event_toast_effect_neutral type = event_toast_effect_neutral
@ -5397,7 +5377,7 @@ invite_foreign_ruler_to = {
# is_imprisoned = no # is_imprisoned = no
# # Matches the regular minimum triggers. # # Matches the regular minimum triggers.
# any_character_struggle = { involvement = involved } # any_character_struggle = { involvement = involved }
# short_term_gold > standard_activity_base_cost # short_term_gold > standard_activity_cost
#} #}
# #
#ai_target_quick_trigger = { adult = yes } #ai_target_quick_trigger = { adult = yes }

View file

@ -168,18 +168,21 @@ purchase_land_interaction = {
} }
is_valid_showing_failures_only = { is_valid_showing_failures_only = {
scope:actor = { top_liege = this }
scope:actor = { scope:actor = {
top_liege = this
prestige_level >= 2 prestige_level >= 2
NOR = { }
scope:actor = {
NOT = {
has_trait = gallowsbait has_trait = gallowsbait
}
}
scope:actor = {
NOT = {
has_trait = gallivanter has_trait = gallivanter
} }
} }
scope:recipient = { scope:recipient = { is_at_war = no }
is_at_war = no
NOT = { has_strong_hook = scope:actor }
}
trigger_if = { # Can't purchase Baronies trigger_if = { # Can't purchase Baronies
limit = { limit = {
scope:target ?= { tier = tier_barony } scope:target ?= { tier = tier_barony }
@ -237,6 +240,9 @@ purchase_land_interaction = {
always = no always = no
} }
} }
scope:recipient = {
NOT = { has_strong_hook = scope:actor }
}
#Has to be used instead of diplo range checks in laamp to landed interactions #Has to be used instead of diplo range checks in laamp to landed interactions
ep3_laamp_diplo_range_trigger = { ep3_laamp_diplo_range_trigger = {
TARGET = scope:recipient TARGET = scope:recipient
@ -314,7 +320,9 @@ purchase_land_interaction = {
multiply = 0.5 multiply = 0.5
} }
if = { if = {
limit = { scope:offer_gold = yes } limit = {
scope:offer_gold = yes
}
multiply = 2 multiply = 2
} }
} }
@ -338,9 +346,7 @@ purchase_land_interaction = {
} }
} }
} }
show_as_tooltip = { show_as_tooltip = { purchase_land_interaction_shortened_effect = yes }
scope:actor = { purchase_land_interaction_effect = yes }
}
if = { if = {
limit = { always = scope:hook } limit = { always = scope:hook }
scope:actor = { use_hook = scope:recipient } scope:actor = { use_hook = scope:recipient }
@ -2004,7 +2010,10 @@ negotiate_settlement_interaction = {
any_claim = { any_claim = {
OR = { OR = {
holder ?= { holder ?= {
target_is_same_character_or_above = scope:actor OR = {
this = scope:actor
target_is_liege_or_above = scope:actor
}
} }
target_is_de_jure_liege_or_above = scope:actor.primary_title target_is_de_jure_liege_or_above = scope:actor.primary_title
} }
@ -4792,11 +4801,6 @@ hire_laamp_mercenaries_interaction = {
is_ai = yes is_ai = yes
} }
scope:recipient.current_military_strength >= 100 scope:recipient.current_military_strength >= 100
scope:recipient = {
NOT = {
has_character_flag = ai_hire_blocker
}
}
} }
} }
} }
@ -4918,20 +4922,9 @@ hire_laamp_mercenaries_interaction = {
} }
} }
scope:actor = { scope:actor = {
if = { pay_short_term_gold = {
limit = { target = scope:recipient
has_treasury = no gold = ep3_hire_laamp_mercs_cost_value
}
pay_short_term_gold = {
target = scope:recipient
gold = ep3_hire_laamp_mercs_cost_value
}
}
else = {
pay_short_term_treasury = {
target = scope:recipient
treasury = ep3_hire_laamp_mercs_cost_value
}
} }
add_to_variable_list = { add_to_variable_list = {
name = hired_mercenaries name = hired_mercenaries
@ -4952,10 +4945,7 @@ hire_laamp_mercenaries_interaction = {
} }
} }
scope:recipient = { scope:recipient = {
set_variable = { add_character_flag = joined_as_mercenary
name = joined_as_mercenary
value = scope:actor
}
} }
add_clan_unity_interaction_effect = { add_clan_unity_interaction_effect = {
CHARACTER = scope:actor CHARACTER = scope:actor
@ -5675,7 +5665,10 @@ evict_adventurer_interaction = {
scope:recipient = { scope:recipient = {
# Adventurer must be in the subrealm # Adventurer must be in the subrealm
domicile.domicile_location.county.holder ?= { domicile.domicile_location.county.holder ?= {
target_is_same_character_or_above = scope:actor OR = {
this = scope:actor
any_liege_or_above = { this ?= scope:actor }
}
} }
} }
# AI should not against hired adventurers # AI should not against hired adventurers
@ -5716,7 +5709,10 @@ evict_adventurer_interaction = {
every_character_task_contract = { every_character_task_contract = {
limit = { limit = {
task_contract_location.county.holder = { task_contract_location.county.holder = {
target_is_same_character_or_above = scope:actor OR = {
this = scope:actor
any_liege_or_above = { this = scope:actor }
}
} }
} }
invalidate_contract = yes invalidate_contract = yes
@ -5737,14 +5733,14 @@ evict_adventurer_interaction = {
modifier = demanded_eviction_opinion modifier = demanded_eviction_opinion
} }
custom_tooltip = evict_adventurer_contracts_tt custom_tooltip = evict_adventurer_contracts_tt
custom_description_no_bullet = {
text = evict_adventurer_consequences_tt
object = scope:actor
subject = scope:recipient
}
custom_tooltip = evict_adventurer_casus_belli_tt
} }
scope:actor = { scope:actor = {
custom_description_no_bullet = {
text = evict_adventurer_consequences_tt
object = scope:recipient
subject = scope:actor
}
custom_tooltip = evict_adventurer_casus_belli_tt
show_as_tooltip = { show_as_tooltip = {
add_opinion = { add_opinion = {
target = scope:recipient target = scope:recipient
@ -5839,10 +5835,6 @@ evict_adventurer_interaction = {
target = scope:recipient target = scope:recipient
} }
} }
modifier = {
add = 100
has_imprisonment_reason = scope:recipient
}
modifier = { modifier = {
add = { add = {
if = { if = {

View file

@ -369,7 +369,9 @@
scope:recipient = { scope:recipient = {
NOT = { NOT = {
any_land_neighboring_realm_with_tributaries_owner = { any_land_neighboring_realm_with_tributaries_owner = {
this != scope:actor NOT = {
this = scope:actor
}
} }
} }
NOT = { NOT = {
@ -2629,43 +2631,7 @@ migration_interaction = {
value = scope:target_title value = scope:target_title
} }
} }
if = {
limit = {
OR = {
has_variable = crowned_king_var
has_variable = crowned_emperor_var
}
}
set_variable = {
name = nomad_migration_preserve_coronation
value = yes
}
}
if = {
limit = {
highest_held_title_tier = tier_duchy
}
add_character_modifier = {
modifier = mpo_migrating_accolade_duke_modifier
}
}
else_if = {
limit = {
highest_held_title_tier = tier_kingdom
}
add_character_modifier = {
modifier = mpo_migrating_accolade_king_modifier
}
}
else_if = {
limit = {
highest_held_title_tier >= tier_empire
}
add_character_modifier = {
modifier = mpo_migrating_accolade_emperor_modifier
}
}
# Save your old lands # Save your old lands
save_scope_as = old_holder save_scope_as = old_holder
capital_county = { save_scope_as = old_capital_county } capital_county = { save_scope_as = old_capital_county }
@ -2750,6 +2716,17 @@ migration_interaction = {
migration_set_obedient_vassal_effect = yes migration_set_obedient_vassal_effect = yes
} }
} }
# Player and non obedient vassals get turned into Tributaries instead
every_vassal = {
limit = {
exists = scope:target_title
OR = {
NOT = { is_obedient_to = scope:actor }
is_ai = no
}
}
break_subject_contract_and_establish_tributary_effect = { SUZERAIN = scope:actor TRIBUTARY = prev }
}
# Migration travel is handled by code # Migration travel is handled by code
} }
} }
@ -2774,44 +2751,6 @@ migration_interaction = {
} }
} }
} }
scope:actor = {
if = {
limit = {
OR = {
has_variable = crowned_king_var
has_variable = crowned_emperor_var
}
}
set_variable = {
name = nomad_migration_preserve_coronation
value = yes
}
}
if = {
limit = {
highest_held_title_tier = tier_duchy
}
add_character_modifier = {
modifier = mpo_migrating_accolade_duke_modifier
}
}
else_if = {
limit = {
highest_held_title_tier = tier_kingdom
}
add_character_modifier = {
modifier = mpo_migrating_accolade_king_modifier
}
}
else_if = {
limit = {
highest_held_title_tier >= tier_empire
}
add_character_modifier = {
modifier = mpo_migrating_accolade_emperor_modifier
}
}
}
# Migration wars are handled by code # Migration wars are handled by code
scope:actor = { scope:actor = {
if = { if = {
@ -3393,7 +3332,9 @@ migration_interaction = {
} }
AND = { AND = {
tier = tier_county tier = tier_county
any_county_province_epidemic = { any_county_province = {
any_province_epidemic = {
}
} }
} }
} }
@ -7775,9 +7716,7 @@ mpo_retrieve_land_from_herder_interaction = {
desc = YOU_ARE_AN_ADVENTURER_REASON desc = YOU_ARE_AN_ADVENTURER_REASON
} }
modifier = { modifier = {
scope:recipient = { exists = scope:actor.suzerain
is_tributary = yes
}
add = -25 add = -25
desc = ADVENTURER_SUZERAIN_REASON desc = ADVENTURER_SUZERAIN_REASON
} }
@ -7836,7 +7775,6 @@ mpo_vassal_to_tributary_interaction = {
is_valid_showing_failures_only = { is_valid_showing_failures_only = {
scope:recipient = { scope:recipient = {
is_imprisoned = no is_imprisoned = no
is_independent_ruler = yes
} }
scope:actor = { scope:actor = {
is_imprisoned = no is_imprisoned = no
@ -8831,7 +8769,9 @@ mpo_offer_submission_or_ruin = {
scope:recipient = { scope:recipient = {
NOT = { NOT = {
any_neighboring_top_liege_realm_owner = { any_neighboring_top_liege_realm_owner = {
this != scope:actor NOT = {
this = scope:actor
}
} }
} }
NOT = { NOT = {

View file

@ -382,7 +382,8 @@ tribute_mission_concubine_interaction = {
GIVER = scope:actor GIVER = scope:actor
CHARACTER = scope:actor.overlord CHARACTER = scope:actor.overlord
} }
tribute_mission_is_available_concubine_trigger = yes has_any_disease_trigger = no
has_easily_mocked_physical_attribute_trigger = no
} }
add_to_list = characters add_to_list = characters
} }

View file

@ -567,18 +567,17 @@ task_integrate_title = {
trigger_if = { trigger_if = {
limit = { limit = {
has_tgp_dlc_trigger = yes has_tgp_dlc_trigger = yes
top_liege = { liege = {
top_participant_group:dynastic_cycle ?= { any_character_situation = {
participant_group_type = hegemon_ruler situation_type = dynastic_cycle
save_temporary_scope_as = dynastic_cycle
} }
} }
} }
custom_tooltip = { custom_tooltip = {
text = dynastic_cycle_locks_title_integration_tt text = dynastic_cycle_locks_title_integration_tt
top_liege = { top_participant_group:dynastic_cycle ?= {
top_participant_group:dynastic_cycle ?= { NOT = { has_participant_group_parameter = dynastic_cycle_locks_title_integration }
NOT = { has_participant_group_parameter = dynastic_cycle_locks_title_integration }
}
} }
} }
} }
@ -586,17 +585,6 @@ task_integrate_title = {
on_finish_task_county = { on_finish_task_county = {
start_default_task = yes start_default_task = yes
# Add the title to the Dynastic Cycle core region
if = {
limit = {
scope:councillor_liege = {
top_participant_group:dynastic_cycle ?= {
participant_group_type = hegemon_ruler
}
}
}
situation:dynastic_cycle.situation_sub_region:core = { add_dejure_title_to_sub_region = scope:county.empire }
}
} }
potential_county = { potential_county = {

View file

@ -34,6 +34,33 @@ culture_era_early_medieval = {
damage = 5 damage = 5
toughness = 2 toughness = 2
} }
# Accolade
## Accolade Archers
maa_upgrade = {
men_at_arms = accolade_maa_archers
damage = 6
}
## Accolade Skirmishers
maa_upgrade = {
men_at_arms = accolade_maa_skirmishers
damage = 6
}
## Accolade Pikes
maa_upgrade = {
men_at_arms = accolade_maa_pikes
damage = 6
}
## Accolade Outriders
maa_upgrade = {
men_at_arms = accolade_maa_outriders
pursuit = 6
}
## Accolade Cameliers
maa_upgrade = {
men_at_arms = accolade_maa_cameliers
pursuit = 6
}
} }
culture_era_high_medieval = { culture_era_high_medieval = {
@ -78,6 +105,55 @@ culture_era_high_medieval = {
damage = 5 damage = 5
screen = 3 screen = 3
} }
# Accolade
## Accolade Archers
maa_upgrade = {
men_at_arms = accolade_maa_archers
damage = 4
toughness = 4
}
## Accolade Skirmishers
maa_upgrade = {
men_at_arms = accolade_maa_skirmishers
damage = 4
toughness = 4
pursuit = 4
screen = 4
}
## Accolade Pikes
maa_upgrade = {
men_at_arms = accolade_maa_pikes
damage = 4
toughness = 4
}
## Accolade Outriders
maa_upgrade = {
men_at_arms = accolade_maa_outriders
damage = 4
toughness = 4
pursuit = 4
screen = 4
}
## Accolade Vanguards
maa_upgrade = {
men_at_arms = accolade_maa_vanguards
damage = 10
toughness = 10
}
## Accolade Lancers
maa_upgrade = {
men_at_arms = accolade_maa_lancers
pursuit = 10
}
## Accolade Cameliers
maa_upgrade = {
men_at_arms = accolade_maa_cameliers
damage = 4
toughness = 4
pursuit = 4
screen = 4
}
} }
culture_era_late_medieval = { culture_era_late_medieval = {
@ -123,4 +199,59 @@ culture_era_late_medieval = {
damage = 8 damage = 8
screen = 5 screen = 5
} }
# Accolade
## Accolade Archers
maa_upgrade = {
men_at_arms = accolade_maa_archers
damage = 10
toughness = 10
}
## Accolade Skirmishers
maa_upgrade = {
men_at_arms = accolade_maa_skirmishers
damage = 6
toughness = 6
pursuit = 4
screen = 4
}
## Accolade Pikes
maa_upgrade = {
men_at_arms = accolade_maa_pikes
damage = 10
toughness = 6
}
## Accolade Outriders
maa_upgrade = {
men_at_arms = accolade_maa_outriders
damage = 16
toughness = 16
pursuit = 20
screen = 6
}
## Accolade Vanguards
maa_upgrade = {
men_at_arms = accolade_maa_vanguards
damage = 10
toughness = 10
}
## Accolade Lancers
maa_upgrade = {
men_at_arms = accolade_maa_lancers
screen = 20
}
## Accolade Crossbowers
maa_upgrade = {
men_at_arms = accolade_maa_crossbowers
damage = 10
toughness = 10
}
## Accolade Cameliers
maa_upgrade = {
men_at_arms = accolade_maa_cameliers
damage = 16
toughness = 6
pursuit = 20
screen = 6
}
} }

View file

@ -181,7 +181,17 @@ innovation_sericulture = { # VICTORIA TECHS ARE BACK BABEYYY AWOOOOU (wolf howl)
icon = @sericulture icon = @sericulture
potential = { potential = {
silk_road_innovation_trigger = { INNOVATION = sericulture } has_tgp_dlc_trigger = yes
}
can_progress = {
custom_tooltip = {
text = silk_road_sericulture_trigger_tt
OR = {
has_cultural_pillar = heritage_chinese
has_cultural_pillar = heritage_byzantine
}
}
} }
parameters = { parameters = {

View file

@ -932,7 +932,7 @@ morganna_female = { Morganna Morganne }
morna_female = { Morna Muirne } morna_female = { Morna Muirne }
moses_male = { MosE_ Moses Mouses Musa Muza } moses_male = { MosE_ Moses Mouses Musa Muza }
mstislav_male = { Mstislav ML_cisL_aw MS_cisL_aw } mstislav_male = { Mstislav ML_cisL_aw MS_cisL_aw }
muhammad_male = { Muhammad Mahammad Mamlan Mihemed Mohammed Muhammed Mahamed Muhammad_Bughra Muhammad_Toghan } muhammad_male = { Muhammad Mahammad Mamlan Mihemed Mohammed Muhammed Mahamed }
mungo_male = { Mungo Mwyn } mungo_male = { Mungo Mwyn }
munia_female = { Moninha Monnia Munia MU_nia Munya } munia_female = { Moninha Monnia Munia MU_nia Munya }
muniadomna_female = { Mumadona MU_niadomna Muniadona } muniadomna_female = { Mumadona MU_niadomna Muniadona }
@ -1218,7 +1218,7 @@ skule_male = { Skule Scule Skuli SkU_li }
slaine_female = { Slaine SlA_I_ne } slaine_female = { Slaine SlA_I_ne }
smbat_male = { Smbat Sumbat } smbat_male = { Smbat Sumbat }
sobeslaus_male = { Sobeslaus SobE_slav Sobieslav } sobeslaus_male = { Sobeslaus SobE_slav Sobieslav }
solomon_male = { Salemon Salman Salomon Selevan Selyf Solomon SolomO_n Sulayman Suleyman Suleiman Suleyman-Arslan } solomon_male = { Salemon Salman Salomon Selevan Selyf Solomon SolomO_n Sulayman Suleyman Suleiman }
solve_male = { SO_lve SO_lvi } solve_male = { SO_lve SO_lvi }
somerled_male = { Somerled Somhairle SumarliT_i } somerled_male = { Somerled Somhairle SumarliT_i }
sonpala_male = { Sonpala Sonpal } sonpala_male = { Sonpala Sonpal }

View file

@ -551,7 +551,6 @@ tradition_gardening = {
} }
} }
} }
NOT = { culture_tradition:tradition_tgp_ephemeral_grace = { is_in_list = traits } }
} }
parameters = { parameters = {
@ -1625,7 +1624,7 @@ tradition_culture_blending = {
scope:character = { scope:character = {
any_sub_realm_county = { any_sub_realm_county = {
percent >= 0.3 percent >= 0.3
culture != root NOT = { culture = root }
} }
} }
} }
@ -1719,7 +1718,9 @@ tradition_isolationist = {
any_sub_realm_county = { any_sub_realm_county = {
culture = scope:character.culture culture = scope:character.culture
any_neighboring_county = { any_neighboring_county = {
culture != scope:character.culture NOT = {
culture = scope:character.culture
}
culture = { culture = {
cultural_acceptance = { target = scope:character.culture value >= 40 } cultural_acceptance = { target = scope:character.culture value >= 40 }
} }
@ -1759,14 +1760,6 @@ tradition_isolationist = {
} }
} }
can_pick = {
# Mutually exclusive with other Isolationist
NOR = {
culture_tradition:tradition_tgp_inward_perfection = { is_in_list = traits }
culture_tradition:tradition_cultural_primacy = { is_in_list = traits }
}
}
ai_will_do = { ai_will_do = {
value = 100 value = 100
if = { if = {
@ -1910,20 +1903,16 @@ tradition_agrarian = {
1 = indian 1 = indian
4 = farmland.dds 4 = farmland.dds
} }
is_shown = {
NOT = {
culture_tradition:tradition_intensive_farming = { is_in_list = traits }
}
}
can_pick = { can_pick = {
custom_tooltip = { custom_tooltip = {
text = culture_in_farmlands_or_floodplains_terrain_desc text = culture_in_farmlands_or_floodplains_terrain_desc
any_culture_county = { any_culture_county = {
county_has_province_with_terrain = { any_county_province = {
terrain = farmlands OR = {
terrain = floodplains terrain = farmlands
terrain = floodplains
}
} }
} }
} }
@ -1977,9 +1966,11 @@ tradition_agrarian = {
NOT = { NOT = {
any_culture_county = { any_culture_county = {
count >= 5 count >= 5
county_has_province_with_terrain = { any_county_province = {
terrain = farmlands OR = {
terrain = floodplains terrain = farmlands
terrain = floodplains
}
} }
} }
} }
@ -2013,9 +2004,11 @@ tradition_agrarian = {
any_sub_realm_county = { any_sub_realm_county = {
count >= 2 count >= 2
culture = scope:character.culture culture = scope:character.culture
county_has_province_with_terrain = { any_county_province = {
terrain = farmlands OR = {
terrain = floodplains terrain = farmlands
terrain = floodplains
}
} }
} }
} }
@ -2137,9 +2130,11 @@ tradition_pastoralists = {
any_sub_realm_county = { any_sub_realm_county = {
percent >= 0.6 percent >= 0.6
culture = scope:character.culture culture = scope:character.culture
county_has_province_with_terrain = { any_county_province = {
terrain = plains OR = {
terrain = steppe terrain = plains
terrain = steppe
}
} }
} }
} }
@ -2442,7 +2437,9 @@ tradition_staunch_traditionalists = {
limit = { limit = {
scope:character = { scope:character = {
any_sub_realm_county = { any_sub_realm_county = {
culture != scope:character.culture NOT = {
culture = scope:character.culture
}
} }
} }
} }
@ -2519,7 +2516,7 @@ tradition_hill_dwellers = {
custom_description = { custom_description = {
text = culture_in_hills_desc text = culture_in_hills_desc
any_culture_county = { any_culture_county = {
county_has_province_with_terrain = { any_county_province = {
terrain = hills terrain = hills
} }
} }
@ -2565,7 +2562,7 @@ tradition_hill_dwellers = {
NOT = { NOT = {
any_culture_county = { any_culture_county = {
percent >= 0.3 percent >= 0.3
county_has_province_with_terrain = { any_county_province = {
terrain = hills terrain = hills
} }
} }
@ -2600,7 +2597,7 @@ tradition_hill_dwellers = {
any_sub_realm_county = { any_sub_realm_county = {
percent >= 0.2 percent >= 0.2
culture = scope:character.culture culture = scope:character.culture
county_has_province_with_terrain = { any_county_province = {
terrain = hills terrain = hills
} }
} }
@ -2613,7 +2610,7 @@ tradition_hill_dwellers = {
limit = { limit = {
any_culture_county = { any_culture_county = {
percent >= 0.6 percent >= 0.6
county_has_province_with_terrain = { any_county_province = {
terrain = hills terrain = hills
} }
} }
@ -2645,9 +2642,11 @@ tradition_forest_folk = {
custom_description = { custom_description = {
text = culture_in_forest_desc text = culture_in_forest_desc
any_culture_county = { any_culture_county = {
county_has_province_with_terrain = { any_county_province = {
terrain = forest OR = {
terrain = taiga terrain = forest
terrain = taiga
}
} }
} }
} }
@ -2696,9 +2695,11 @@ tradition_forest_folk = {
NOT = { NOT = {
any_culture_county = { any_culture_county = {
percent >= 0.3 percent >= 0.3
county_has_province_with_terrain = { any_county_province = {
terrain = forest OR = {
terrain = taiga terrain = forest
terrain = taiga
}
} }
} }
} }
@ -2732,9 +2733,11 @@ tradition_forest_folk = {
any_sub_realm_county = { any_sub_realm_county = {
percent >= 0.2 percent >= 0.2
culture = scope:character.culture culture = scope:character.culture
county_has_province_with_terrain = { any_county_province = {
terrain = forest OR = {
terrain = taiga terrain = forest
terrain = taiga
}
} }
} }
} }
@ -2746,9 +2749,11 @@ tradition_forest_folk = {
limit = { limit = {
any_culture_county = { any_culture_county = {
percent >= 0.6 percent >= 0.6
county_has_province_with_terrain = { any_county_province = {
terrain = forest OR = {
terrain = taiga terrain = forest
terrain = taiga
}
} }
} }
} }
@ -2786,9 +2791,11 @@ tradition_mountain_homes = {
custom_description = { custom_description = {
text = culture_in_mountains_desc text = culture_in_mountains_desc
any_culture_county = { any_culture_county = {
county_has_province_with_terrain = { any_county_province = {
terrain = mountains OR = {
terrain = desert_mountains terrain = mountains
terrain = desert_mountains
}
} }
} }
} }
@ -2837,9 +2844,11 @@ tradition_mountain_homes = {
NOT = { NOT = {
any_culture_county = { any_culture_county = {
percent >= 0.3 percent >= 0.3
county_has_province_with_terrain = { any_county_province = {
terrain = mountains OR = {
terrain = desert_mountains terrain = mountains
terrain = desert_mountains
}
} }
} }
} }
@ -2873,9 +2882,11 @@ tradition_mountain_homes = {
any_sub_realm_county = { any_sub_realm_county = {
percent >= 0.2 percent >= 0.2
culture = scope:character.culture culture = scope:character.culture
county_has_province_with_terrain = { any_county_province = {
terrain = mountains OR = {
terrain = desert_mountains terrain = mountains
terrain = desert_mountains
}
} }
} }
} }
@ -2887,9 +2898,11 @@ tradition_mountain_homes = {
limit = { limit = {
any_culture_county = { any_culture_county = {
percent >= 0.6 percent >= 0.6
county_has_province_with_terrain = { any_county_province = {
terrain = mountains OR = {
terrain = desert_mountains terrain = mountains
terrain = desert_mountains
}
} }
} }
} }
@ -2911,9 +2924,11 @@ tradition_dryland_dwellers = {
custom_description = { custom_description = {
text = culture_in_dryland_desc text = culture_in_dryland_desc
any_culture_county = { any_culture_county = {
county_has_province_with_terrain = { any_county_province = {
terrain = drylands OR = {
terrain = desert terrain = drylands
terrain = desert
}
} }
} }
} }
@ -2966,9 +2981,11 @@ tradition_dryland_dwellers = {
NOT = { NOT = {
any_culture_county = { any_culture_county = {
percent >= 0.3 percent >= 0.3
county_has_province_with_terrain = { any_county_province = {
terrain = drylands OR = {
terrain = desert terrain = drylands
terrain = desert
}
} }
} }
} }
@ -3002,9 +3019,11 @@ tradition_dryland_dwellers = {
any_sub_realm_county = { any_sub_realm_county = {
percent >= 0.2 percent >= 0.2
culture = scope:character.culture culture = scope:character.culture
county_has_province_with_terrain = { any_county_province = {
terrain = drylands OR = {
terrain = desert terrain = drylands
terrain = desert
}
} }
} }
} }
@ -3016,9 +3035,11 @@ tradition_dryland_dwellers = {
limit = { limit = {
any_culture_county = { any_culture_county = {
percent >= 0.6 percent >= 0.6
county_has_province_with_terrain = { any_county_province = {
terrain = drylands OR = {
terrain = desert terrain = drylands
terrain = desert
}
} }
} }
} }
@ -3047,7 +3068,7 @@ tradition_jungle_dwellers = {
custom_description = { custom_description = {
text = culture_in_jungle_desc text = culture_in_jungle_desc
any_culture_county = { any_culture_county = {
county_has_province_with_terrain = { any_county_province = {
terrain = jungle terrain = jungle
} }
} }
@ -3090,7 +3111,7 @@ tradition_jungle_dwellers = {
NOT = { NOT = {
any_culture_county = { any_culture_county = {
percent >= 0.3 percent >= 0.3
county_has_province_with_terrain = { any_county_province = {
terrain = jungle terrain = jungle
} }
} }
@ -3125,7 +3146,7 @@ tradition_jungle_dwellers = {
any_sub_realm_county = { any_sub_realm_county = {
percent >= 0.2 percent >= 0.2
culture = scope:character.culture culture = scope:character.culture
county_has_province_with_terrain = { any_county_province = {
terrain = jungle terrain = jungle
} }
} }
@ -3138,7 +3159,7 @@ tradition_jungle_dwellers = {
limit = { limit = {
any_culture_county = { any_culture_county = {
percent >= 0.6 percent >= 0.6
county_has_province_with_terrain = { any_county_province = {
terrain = jungle terrain = jungle
} }
} }
@ -3161,7 +3182,7 @@ tradition_wetlanders = {
custom_tooltip = { custom_tooltip = {
text = culture_in_wetlands_desc text = culture_in_wetlands_desc
any_culture_county = { any_culture_county = {
county_has_province_with_terrain = { any_county_province = {
terrain = wetlands terrain = wetlands
} }
} }
@ -3216,7 +3237,7 @@ tradition_wetlanders = {
NOT = { NOT = {
any_culture_county = { any_culture_county = {
count >= 3 count >= 3
county_has_province_with_terrain = { any_county_province = {
terrain = wetlands terrain = wetlands
} }
} }
@ -3251,7 +3272,7 @@ tradition_wetlanders = {
any_sub_realm_county = { any_sub_realm_county = {
count >= 3 count >= 3
culture = scope:character.culture culture = scope:character.culture
county_has_province_with_terrain = { any_county_province = {
terrain = wetlands terrain = wetlands
} }
} }
@ -3264,7 +3285,7 @@ tradition_wetlanders = {
limit = { limit = {
any_culture_county = { any_culture_county = {
percent >= 0.6 percent >= 0.6
county_has_province_with_terrain = { any_county_province = {
terrain = wetlands terrain = wetlands
} }
} }
@ -3294,7 +3315,7 @@ tradition_hidden_cities = {
custom_description = { custom_description = {
text = culture_in_jungle_desc text = culture_in_jungle_desc
any_culture_county = { any_culture_county = {
county_has_province_with_terrain = { any_county_province = {
terrain = jungle terrain = jungle
} }
} }
@ -3337,7 +3358,7 @@ tradition_hidden_cities = {
NOT = { NOT = {
any_culture_county = { any_culture_county = {
percent >= 0.3 percent >= 0.3
county_has_province_with_terrain = { any_county_province = {
terrain = jungle terrain = jungle
} }
} }
@ -3370,7 +3391,7 @@ tradition_hidden_cities = {
NOT = { NOT = {
any_culture_county = { any_culture_county = {
percent >= 0.3 percent >= 0.3
county_has_province_with_terrain = { any_county_province = {
terrain = jungle terrain = jungle
} }
} }
@ -3398,8 +3419,8 @@ tradition_hidden_cities = {
limit = { limit = {
any_culture_county = { any_culture_county = {
percent >= 0.6 percent >= 0.6
county_has_province_with_terrain = { any_county_province = {
terrain = jungle terrain = wetlands
} }
} }
} }
@ -3457,7 +3478,7 @@ tradition_ancient_miners = {
scope:character = { scope:character = {
any_sub_realm_county = { any_sub_realm_county = {
culture = scope:character.culture culture = scope:character.culture
county_has_province_with_terrain = { any_county_province = {
terrain = hills terrain = hills
} }
} }
@ -3482,11 +3503,8 @@ tradition_castle_keepers = {
custom_tooltip = { custom_tooltip = {
scope:character = { scope:character = {
OR = { OR = {
government_has_flag = government_is_feudal government_has_flag = government_is_feudal
government_has_flag = government_is_clan #Update for FP3 government_has_flag = government_is_clan
government_has_flag = government_is_administrative
government_has_flag = government_has_merit
government_has_flag = government_is_japan_feudal
} }
} }
text = must_be_feudal_or_clan text = must_be_feudal_or_clan
@ -3593,20 +3611,13 @@ tradition_city_keepers = {
can_pick = { can_pick = {
trigger_if = { trigger_if = {
limit = { limit = { has_ep3_dlc_trigger = yes }
OR = {
has_ep3_dlc_trigger = yes
has_tgp_dlc_trigger = yes
}
}
custom_tooltip = { custom_tooltip = {
scope:character = { scope:character = {
OR = { OR = {
government_has_flag = government_is_feudal government_has_flag = government_is_feudal
government_has_flag = government_is_clan government_has_flag = government_is_clan #Update for FP3
government_has_flag = government_is_administrative government_has_flag = government_is_administrative
government_has_flag = government_has_merit
government_has_flag = government_is_japan_feudal
} }
} }
text = must_be_feudal_clan_or_admin text = must_be_feudal_clan_or_admin
@ -3617,7 +3628,7 @@ tradition_city_keepers = {
scope:character = { scope:character = {
OR = { OR = {
government_has_flag = government_is_feudal government_has_flag = government_is_feudal
government_has_flag = government_is_clan government_has_flag = government_is_clan #Update for FP3
} }
} }
text = must_be_feudal_or_clan text = must_be_feudal_or_clan
@ -3724,7 +3735,9 @@ tradition_maritime_mercantilism = {
custom_description = { custom_description = {
text = culture_on_coast_desc text = culture_on_coast_desc
any_culture_county = { any_culture_county = {
has_coastal_province = yes any_county_province = {
is_coastal = yes
}
} }
} }
} }
@ -3766,7 +3779,9 @@ tradition_maritime_mercantilism = {
NOT = { NOT = {
any_culture_county = { any_culture_county = {
percent >= 0.3 percent >= 0.3
has_coastal_province = yes any_county_province = {
is_coastal = yes
}
} }
} }
} }
@ -3797,7 +3812,9 @@ tradition_maritime_mercantilism = {
scope:character = { scope:character = {
any_sub_realm_county = { any_sub_realm_county = {
percent >= 0.6 percent >= 0.6
has_coastal_province = yes any_county_province = {
is_coastal = yes
}
} }
} }
} }
@ -3818,7 +3835,9 @@ tradition_maritime_mercantilism = {
scope:character = { scope:character = {
any_sub_realm_county = { any_sub_realm_county = {
percent >= 0.3 percent >= 0.3
has_coastal_province = yes any_county_province = {
is_coastal = yes
}
} }
} }
} }
@ -3829,7 +3848,9 @@ tradition_maritime_mercantilism = {
limit = { limit = {
any_culture_county = { any_culture_county = {
percent >= 0.6 percent >= 0.6
has_coastal_province = yes any_county_province = {
is_coastal = yes
}
} }
} }
multiply = 2 multiply = 2

View file

@ -1238,7 +1238,6 @@ tradition_music_theory = {
gregarious_trait_gives_bonuses = yes gregarious_trait_gives_bonuses = yes
characters_are_better_court_musicians = yes # Also hooked in to increase the Feast opinion bonus characters_are_better_court_musicians = yes # Also hooked in to increase the Feast opinion bonus
better_court_musicians = yes better_court_musicians = yes
withering_mind_less_likely = yes
} }
cost = { cost = {

View file

@ -781,7 +781,6 @@ tradition_fp3_fierce_independence = {
} }
parameters = { parameters = {
unlock_maa_tawashi = yes
harder_to_hybridize = yes harder_to_hybridize = yes
harder_to_convert_county_culture = yes harder_to_convert_county_culture = yes
} }

View file

@ -302,17 +302,7 @@ GetSuccessionHeirMotion = {
trigger = { trigger = {
trigger_if = { trigger_if = {
limit = { is_ruler = yes } limit = { is_ruler = yes }
OR = { has_government = landless_adventurer_government
has_government = landless_adventurer_government
AND = {
OR = {
any_held_title = { is_noble_family_title = yes }
government_allows = administrative
}
is_independent_ruler = no
}
tgp_is_ceremonial_regent_trigger = yes
}
} }
trigger_else = { trigger_else = {
liege ?= { has_government = landless_adventurer_government } liege ?= { has_government = landless_adventurer_government }
@ -518,10 +508,10 @@ GetRealmOrDomicileTooltip = {
trigger = { trigger = {
trigger_if = { trigger_if = {
limit = { is_ruler = yes } limit = { is_ruler = yes }
is_governor_or_admin_count = yes is_governor = yes
} }
trigger_else = { trigger_else = {
liege ?= { is_governor_or_admin_count = yes } liege ?= { is_governor = yes }
} }
} }
localization_key = GOVERNORSHIP_TOOLTIP localization_key = GOVERNORSHIP_TOOLTIP

View file

@ -800,7 +800,7 @@ FormOfAddressForLiege = {
trigger = { trigger = {
tgp_is_ceremonial_regent_trigger = yes tgp_is_ceremonial_regent_trigger = yes
} }
localization_key = form_of_address_liege_title localization_key = form_of_address_ladylord_regent
} }
text = { text = {
trigger = { trigger = {

View file

@ -203,24 +203,6 @@ DeathMessageIntro = {
} }
} }
NicknameReason = {
type = character
random_valid = yes
text = {
localization_key = SUCCESSION_EVENT_WINDOW_NICKNAME
trigger = {
has_any_nickname = yes
}
}
text = {
localization_key = blank_line
trigger = {
has_any_nickname = no
}
}
}
DeathMessageReason = { DeathMessageReason = {
type = character type = character
@ -473,10 +455,7 @@ DeathMessageOutro = {
text = { text = {
localization_key = SUCCESSION_EVENT_WINDOW_DEAD_OUTRO_MIND_INFIRM localization_key = SUCCESSION_EVENT_WINDOW_DEAD_OUTRO_MIND_INFIRM
trigger = { trigger = {
OR = { has_trait = infirm
has_trait = infirm
has_trait = withering_mind
}
} }
weight_multiplier = { weight_multiplier = {
base = 2 base = 2
@ -2120,22 +2099,6 @@ GameOverMessageNotableAchievements = {
} }
} }
text = {
localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_BRUNEI_KINGDOM_DESC
trigger = {
exists = global_var:flag_created_brunei_kingdom
dynasty = global_var:flag_created_brunei_kingdom.dynasty
}
}
text = {
localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_BRUNEI_EMPIRE_DESC
trigger = {
exists = global_var:flag_created_brunei_empire
dynasty = global_var:flag_created_brunei_empire.dynasty
}
}
text = { text = {
localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_RUM_DESC localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_RUM_DESC
trigger = { trigger = {

View file

@ -390,12 +390,6 @@ GetLearningBuilding = {
RockStoryName = { RockStoryName = {
type = character type = character
text = {
trigger = {
NOT = { exists = var:story_cycle_rock_name }
}
localization_key = not_yet_chosen
}
text = { text = {
trigger = { trigger = {
AND = { AND = {

View file

@ -701,31 +701,31 @@ GetTurbanRebellionColor = {
type = all type = all
text = { text = {
trigger = { trigger = {
situation:dynastic_cycle.var:wuking_element ?= flag:metal has_global_variable = old_dynastic_color_is_red
} }
localization_key = red localization_key = red
} }
text = { text = {
trigger = { trigger = {
situation:dynastic_cycle.var:wuking_element ?= flag:earth has_global_variable = old_dynastic_color_is_green
} }
localization_key = green localization_key = green
} }
text = { text = {
trigger = { trigger = {
situation:dynastic_cycle.var:wuking_element ?= flag:wood has_global_variable = old_dynastic_color_is_white
} }
localization_key = white localization_key = white
} }
text = { text = {
trigger = { trigger = {
situation:dynastic_cycle.var:wuking_element ?= flag:fire has_global_variable = old_dynastic_color_is_black
} }
localization_key = black localization_key = black
} }
text = { text = {
trigger = { trigger = {
situation:dynastic_cycle.var:wuking_element ?= flag:water has_global_variable = old_dynastic_color_is_yellow
} }
localization_key = yellow localization_key = yellow
} }

View file

@ -95,10 +95,6 @@ unite_the_western_slavs_decision = {
name = unite_the_western_slavs_decision_title name = unite_the_western_slavs_decision_title
value = scope:western_slav_uniter.primary_title value = scope:western_slav_uniter.primary_title
} }
close_view = {
view = decisions
player = root
}
} }
@ -130,7 +126,7 @@ unite_the_southern_slavs_decision = {
is_shown = { is_shown = {
culture = { has_cultural_pillar = heritage_south_slavic } culture = { has_cultural_pillar = heritage_south_slavic }
NOR = { NOT = {
has_culture = culture:vlach # Not technically Slavic despite being in the South Slavic group. has_culture = culture:vlach # Not technically Slavic despite being in the South Slavic group.
is_target_in_global_variable_list = { is_target_in_global_variable_list = {
name = unavailable_unique_decisions name = unavailable_unique_decisions

View file

@ -401,7 +401,7 @@ initiate_consolamentum_decision = {
is_valid = { is_valid = {
OR = { OR = {
age >= ritual_suicide_age age >= 60
custom_description = { custom_description = {
text = decision_consolamentum_health text = decision_consolamentum_health
health <= 1 health <= 1
@ -414,7 +414,7 @@ initiate_consolamentum_decision = {
hidden_effect = { hidden_effect = {
add_piety_level = 1 add_piety_level = 1
} }
death = { death_reason = death_ritual_suicide } death = { death_reason = death_suicide}
show_as_tooltip = { show_as_tooltip = {
add_piety_level = 1 add_piety_level = 1
} }
@ -1356,18 +1356,12 @@ return_rome_decision = {
resolve_title_and_vassal_change = scope:change resolve_title_and_vassal_change = scope:change
add_piety = major_piety_value add_piety = major_piety_value
if = {
limit = { faith.religious_head = {
faith.religious_head ?= { add_opinion = {
this != root target = root
} modifier = grateful_opinion
} opinion = 20
faith.religious_head = {
add_opinion = {
target = root
modifier = grateful_opinion
opinion = 20
}
} }
} }

View file

@ -39,7 +39,7 @@ restore_roman_empire_decision = {
is_valid = { is_valid = {
prestige_level >= max_prestige_level prestige_level >= max_prestige_level
restore_roman_empire_decision_religion_culture_trigger = yes
completely_controls = title:d_latium completely_controls = title:d_latium
completely_controls = title:d_venice completely_controls = title:d_venice
completely_controls = title:d_romagna completely_controls = title:d_romagna
@ -62,6 +62,13 @@ restore_roman_empire_decision = {
is_capable_adult = yes is_capable_adult = yes
is_imprisoned = no is_imprisoned = no
top_liege = this top_liege = this
OR = {
religion = { is_in_family = rf_abrahamic }
religion = religion:hellenism_religion
culture = { has_cultural_pillar = heritage_latin }
culture = { has_cultural_pillar = heritage_byzantine }
}
} }
effect = { effect = {
@ -144,7 +151,6 @@ restore_roman_empire_holy_decision = {
is_valid = { is_valid = {
prestige_level >= max_prestige_level prestige_level >= max_prestige_level
restore_roman_empire_decision_religion_culture_trigger = yes
completely_controls = title:d_latium completely_controls = title:d_latium
completely_controls = title:d_venice completely_controls = title:d_venice
completely_controls = title:d_romagna completely_controls = title:d_romagna
@ -167,6 +173,13 @@ restore_roman_empire_holy_decision = {
is_capable_adult = yes is_capable_adult = yes
is_imprisoned = no is_imprisoned = no
top_liege = this top_liege = this
OR = {
religion = { is_in_family = rf_abrahamic }
religion = religion:hellenism_religion
culture = { has_cultural_pillar = heritage_latin }
culture = { has_cultural_pillar = heritage_byzantine }
}
} }
effect = { effect = {
@ -250,7 +263,7 @@ restore_roman_empire_italian_decision = {
is_valid = { is_valid = {
prestige_level >= max_prestige_level prestige_level >= max_prestige_level
restore_roman_empire_decision_religion_culture_trigger = yes
completely_controls = title:d_latium completely_controls = title:d_latium
completely_controls = title:d_venice completely_controls = title:d_venice
completely_controls = title:d_romagna completely_controls = title:d_romagna
@ -273,6 +286,13 @@ restore_roman_empire_italian_decision = {
is_capable_adult = yes is_capable_adult = yes
is_imprisoned = no is_imprisoned = no
top_liege = this top_liege = this
OR = {
religion = { is_in_family = rf_abrahamic }
religion = religion:hellenism_religion
culture = { has_cultural_pillar = heritage_latin }
culture = { has_cultural_pillar = heritage_byzantine }
}
} }
effect = { effect = {
@ -887,7 +907,7 @@ restore_pope_in_rome_decision = {
} }
NOT = { title:c_roma.holder = { has_title = title:k_papal_state } } NOT = { title:c_roma.holder = { has_title = title:k_papal_state } }
NOT = { capital_county = { this = title:c_roma } } NOT = { capital_county = { this = title:c_roma } }
title:k_papal_state.holder ?= { title:k_papal_state.holder = {
NOT = { NOT = {
has_opinion_modifier = { #Not accepting it if you conquered it yourself. has_opinion_modifier = { #Not accepting it if you conquered it yourself.
target = root target = root
@ -1257,10 +1277,7 @@ dismantle_byz_pretender_decision = {
} }
is_ruler = yes is_ruler = yes
is_playable_character = yes is_playable_character = yes
OR = { is_roman_emperor_trigger = yes
is_roman_emperor_trigger = yes
has_title = title:e_hre
}
NOR = { #Once an Emperor throws the challenge, he has only one chance to dismantle the Empire. NOR = { #Once an Emperor throws the challenge, he has only one chance to dismantle the Empire.
has_character_flag = flag_emperor_challenging_byz #Applied below. has_character_flag = flag_emperor_challenging_byz #Applied below.
has_character_flag = flag_emperor_challenged_byz #Applied in war. has_character_flag = flag_emperor_challenged_byz #Applied in war.

View file

@ -5,7 +5,6 @@
# by Joe Parkin # # by Joe Parkin #
############################################# #############################################
### [ROOT.Char.GetPrimaryTitle.GetAdjectiveNoTooltip] Dominance ###
struggle_iberia_ending_hostility_decision = { struggle_iberia_ending_hostility_decision = {
decision_group_type = major decision_group_type = major
title = struggle_iberia_ending_hostility_decision title = struggle_iberia_ending_hostility_decision
@ -18,7 +17,6 @@ struggle_iberia_ending_hostility_decision = {
confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm" confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm"
is_invisible = yes is_invisible = yes
sort_order = 80 sort_order = 80
cooldown = { days = 1 }
is_shown = { is_shown = {
is_landless_adventurer = no is_landless_adventurer = no
@ -31,7 +29,9 @@ struggle_iberia_ending_hostility_decision = {
OR = { OR = {
custom_tooltip = { custom_tooltip = {
text = struggle_iberia_ending_hostility_decision_correct_phase_tt text = struggle_iberia_ending_hostility_decision_correct_phase_tt
struggle:iberian_struggle = { any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
is_struggle_phase = struggle_iberia_phase_hostility is_struggle_phase = struggle_iberia_phase_hostility
} }
} }
@ -45,6 +45,15 @@ struggle_iberia_ending_hostility_decision = {
} }
} }
custom_tooltip = {
text = struggle_ending_decision_correct_involvement_spain_tt
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
}
}
# Hold and completely control two de jure kingdoms of Hispania # Hold and completely control two de jure kingdoms of Hispania
OR = { OR = {
custom_tooltip = { # custom_tooltip = { #
@ -212,7 +221,6 @@ struggle_iberia_ending_hostility_decision = {
# by Joe Parkin # # by Joe Parkin #
############################################# #############################################
### Status Quo ###
struggle_iberia_ending_compromise_decision = { struggle_iberia_ending_compromise_decision = {
decision_group_type = major decision_group_type = major
title = struggle_iberia_ending_compromise_decision title = struggle_iberia_ending_compromise_decision
@ -224,7 +232,6 @@ struggle_iberia_ending_compromise_decision = {
selection_tooltip = struggle_iberia_ending_compromise_decision_tooltip selection_tooltip = struggle_iberia_ending_compromise_decision_tooltip
confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm" confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm"
is_invisible = yes is_invisible = yes
cooldown = { days = 1 }
sort_order = 80 sort_order = 80
@ -238,11 +245,20 @@ struggle_iberia_ending_compromise_decision = {
custom_tooltip = { custom_tooltip = {
text = struggle_iberia_ending_compromise_decision_correct_phase_tt text = struggle_iberia_ending_compromise_decision_correct_phase_tt
struggle:iberian_struggle = { any_character_struggle = {
is_struggle_type = iberian_struggle
is_struggle_phase = struggle_iberia_phase_compromise is_struggle_phase = struggle_iberia_phase_compromise
} }
} }
custom_tooltip = {
text = struggle_ending_decision_correct_involvement_spain_tt
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
}
}
OR = { OR = {
# Exalted among Men or higher # Exalted among Men or higher
prestige_level >= very_high_prestige_level prestige_level >= very_high_prestige_level
@ -418,7 +434,6 @@ struggle_iberia_ending_compromise_decision = {
# by Joe Parkin # # by Joe Parkin #
############################################# #############################################
### Détente ###
struggle_iberia_ending_conciliation_decision = { struggle_iberia_ending_conciliation_decision = {
decision_group_type = major decision_group_type = major
title = struggle_iberia_ending_conciliation_decision title = struggle_iberia_ending_conciliation_decision
@ -430,7 +445,6 @@ struggle_iberia_ending_conciliation_decision = {
selection_tooltip = struggle_iberia_ending_conciliation_decision_tooltip selection_tooltip = struggle_iberia_ending_conciliation_decision_tooltip
confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm" confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm"
is_invisible = yes is_invisible = yes
cooldown = { days = 1 }
sort_order = 80 sort_order = 80
@ -444,11 +458,20 @@ struggle_iberia_ending_conciliation_decision = {
custom_tooltip = { custom_tooltip = {
text = struggle_iberia_ending_conciliation_decision_correct_phase_tt text = struggle_iberia_ending_conciliation_decision_correct_phase_tt
struggle:iberian_struggle = { any_character_struggle = {
is_struggle_type = iberian_struggle
is_struggle_phase = struggle_iberia_phase_conciliation is_struggle_phase = struggle_iberia_phase_conciliation
} }
} }
custom_tooltip = {
text = struggle_ending_decision_correct_involvement_spain_tt
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
}
}
prestige_level >= very_high_prestige_level # Exalted among Men or higher prestige_level >= very_high_prestige_level # Exalted among Men or higher
# Hold and completely control a de jure kingdom of Hispania # Hold and completely control a de jure kingdom of Hispania
@ -537,192 +560,10 @@ struggle_iberia_ending_conciliation_decision = {
ai_will_do = { base = 100 } ai_will_do = { base = 100 }
} }
###################################
# Secure the Mediterranean
# By Hugo Cortell
###################################
### Secure The Mediterranean ###
secure_mediterranean_decision = {
title = fp2_secure_mediterranean.t
picture = {
reference = "gfx/interface/illustrations/event_scenes/fp1_ocean.dds"
}
desc = fp2_secure_mediterranean.desc
decision_group_type = major
selection_tooltip = fp2_secure_mediterranean.tip
sort_order = 50
is_shown = {
# DLC check
has_fp2_dlc_trigger = yes
# Standard checks
is_playable_character = yes
exists = dynasty
NOT = {
is_target_in_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_secured_the_mediterranean
}
}
OR = {
completely_controls = title:d_sardinia
completely_controls = title:d_sicily
AND = {
completely_controls = title:d_mallorca
completely_controls = title:d_corsica
}
}
}
is_valid = {
completely_controls = title:d_mallorca
completely_controls = title:d_sardinia
completely_controls = title:d_corsica
completely_controls = title:d_sicily
}
is_valid_showing_failures_only = {
is_landed = yes
}
effect = {
add_to_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_secured_the_mediterranean
}
# LOC
root = {
save_scope_as = mediterranean_conqueror
house = { save_scope_as = mediterranean_house }
}
title:d_mallorca = { save_scope_as = mallorca }
title:d_sardinia = { save_scope_as = sardinas }
title:d_sicily = { save_scope_as = sicily }
title:k_mediterranean_sea = { save_scope_as = mediterranean_title }
every_player = {
limit = {
this != ROOT
any_held_title = { title_province = { geographical_region = dlc_fp2_mediterranean_shoreline } }
}
send_interface_message = {
type = event_generic_bad_with_text
title = secure_mediterranean_decision.involved_notif
desc = secure_mediterranean_decision.involved_notif_desc # Players who get this: "why do I hear boss music?" (It is meant to sound vaguely threatening)
left_icon = scope:mediterranean_conqueror
show_as_tooltip = {
scope:mediterranean_conqueror = {
house = {
add_house_modifier = {
modifier = fp2_controls_the_mediterranean_house_modifier
years = 100
}
}
dynasty = { add_dynasty_prestige = major_prestige_gain }
}
}
}
}
house = {
add_house_modifier = {
modifier = fp2_controls_the_mediterranean_house_modifier
years = 100
}
}
dynasty = { add_dynasty_prestige = major_prestige_gain } # You used to get +25% prestiege, but that caused UI issues
custom_tooltip = secure_mediterranean_decision.a
create_title_and_vassal_change = {
type = created
save_scope_as = title_change
add_claim_on_loss = yes
}
title:k_mediterranean_sea = {
change_title_holder = {
holder = root
change = scope:title_change
}
}
resolve_title_and_vassal_change = scope:title_change
title:d_mallorca = { set_de_jure_liege_title = title:k_mediterranean_sea }
title:d_sardinia = { set_de_jure_liege_title = title:k_mediterranean_sea }
title:d_corsica = { set_de_jure_liege_title = title:k_mediterranean_sea }
title:d_sicily = { set_de_jure_liege_title = title:k_mediterranean_sea }
hidden_effect = {
title:k_mediterranean_sea = { set_de_jure_liege_title = title:e_italy } # Straying closer to remaking the roman empire
trigger_event = iberia_north_africa.2105
}
}
cost = {
gold = {
value = 0
if = {
limit = {
has_treasury = no
}
add = major_gold_value
multiply = 1.5
round = yes
}
}
treasury = {
value = 0
if = {
limit = {
has_treasury = yes
}
add = major_gold_value
multiply = 1.5
round = yes
}
}
prestige = {
value = major_prestige_gain
multiply = 3
round = yes
}
}
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 730
empire = 730
hegemony = 730
}
ai_potential = {
is_ruler = yes
short_term_gold >= {
value = major_gold_value
multiply = 1.5
round = yes
}
prestige >= {
value = major_prestige_gain
multiply = 3
round = yes
}
}
ai_will_do = {
base = 80
}
}
############################################# #############################################
# Eat a Cheese # Eat a Cheese
# by Daniel "yes I know what exciting content is stop bullying me" Moore # by Daniel "yes I know what exciting content is stop bullying me" Moore
########################################################################### ###########################################################################
### Eat Your Cheese ###
eat_cheese_decision = { eat_cheese_decision = {
picture = { picture = {
reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds" reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds"
@ -758,7 +599,6 @@ eat_cheese_decision = {
# Sponsor Jewish Sciences # Sponsor Jewish Sciences
# By Hugo Cortell # By Hugo Cortell
################################### ###################################
### Sponsor Jewish Sciences ###
golden_age_jewish_science_in_iberia_decision = { golden_age_jewish_science_in_iberia_decision = {
picture = { picture = {
reference = "gfx/interface/illustrations/decisions/decision_golden_age.dds" reference = "gfx/interface/illustrations/decisions/decision_golden_age.dds"
@ -953,7 +793,6 @@ golden_age_jewish_science_in_iberia_decision = {
# Convene Council of Toledo # # Convene Council of Toledo #
# by Joe Parkin and Ola Jentzsch # # by Joe Parkin and Ola Jentzsch #
############################################# #############################################
### Council Of Toledo Decision ###
council_of_toledo_decision = { council_of_toledo_decision = {
title = council_of_toledo_decision_title title = council_of_toledo_decision_title
picture = { picture = {
@ -1088,7 +927,6 @@ council_of_toledo_decision = {
# Secure Iberian Foothold # Secure Iberian Foothold
# by Joe Parkin and Ola Jentzsch # by Joe Parkin and Ola Jentzsch
############################################# #############################################
### Secure Iberian Foothold Decision ###
secure_iberian_foothold_decision = { secure_iberian_foothold_decision = {
title = secure_iberian_foothold_decision_title title = secure_iberian_foothold_decision_title
picture = { picture = {
@ -1272,7 +1110,6 @@ secure_iberian_foothold_decision = {
# Build Pilgrim Roads # Build Pilgrim Roads
# By Hugo Cortell # By Hugo Cortell
################################### ###################################
### Build Pilgrim Roads ###
build_holy_pilgrim_roads_decision = { build_holy_pilgrim_roads_decision = {
picture = { picture = {
reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_opening.dds" reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_opening.dds"
@ -1448,7 +1285,6 @@ build_holy_pilgrim_roads_decision = {
# Found Kingdom of Toledo # Found Kingdom of Toledo
# by Joe Parkin # by Joe Parkin
############################################# #############################################
### Found Kingdom Toledo Decision ###
found_kingdom_toledo_decision = { found_kingdom_toledo_decision = {
title = found_kingdom_toledo_decision_title title = found_kingdom_toledo_decision_title
picture = { picture = {
@ -1579,7 +1415,6 @@ found_kingdom_toledo_decision = {
# Develop a city # Develop a city
# by Maxence Voleau # by Maxence Voleau
############################################# #############################################
### Expand Cities ###
improve_city_province_decision = { improve_city_province_decision = {
title = improve_city_province_decision_name title = improve_city_province_decision_name
picture = { picture = {

View file

@ -43,7 +43,7 @@ NSetup = {
# chance that a courtless character is sent to a court as a guest instead of a regular courtier on game start (0..1) # chance that a courtless character is sent to a court as a guest instead of a regular courtier on game start (0..1)
COURTLESS_CHARACTER_GUEST_CHANCE = 0 COURTLESS_CHARACTER_GUEST_CHANCE = 0
# Random range for number of characters per pool (duchy) generated at the start of the game # Random range for number of characters per pool (duchy) generated at the start of the game
GENERATED_POOL_CHARACTERS = { 2 6 } GENERATED_POOL_CHARACTERS = { 2 9 }
# Templates used for the pool character. The weights correspond to the template names at the same index. # Templates used for the pool character. The weights correspond to the template names at the same index.
# The scope of the template is a random ruler whose capital is in that pool. # The scope of the template is a random ruler whose capital is in that pool.
GENERATED_POOL_CHARACTER_TEMPLATES = { GENERATED_POOL_CHARACTER_TEMPLATES = {
@ -227,10 +227,8 @@ NCharacter = {
SKILL_MODIFIER_OFFSET = -8 # skill modifiers with offset add this from skill value (see common/modifiers/00_basic_modifiers.txt) SKILL_MODIFIER_OFFSET = -8 # skill modifiers with offset add this from skill value (see common/modifiers/00_basic_modifiers.txt)
# Standard RelationTo number of relations to show #Character window info
MAX_RELATIONS_TO_SHOW = 3 MAX_RELATIONS_TO_SHOW = 3
# Standard RelationToShort number of relations to show
MAX_RELATIONS_TO_SHOW_SHORT = 2
MARRIAGE_TIER_DIFF_PRESTIGE_MULT = 100 MARRIAGE_TIER_DIFF_PRESTIGE_MULT = 100
@ -784,18 +782,9 @@ NPowerfulVassal = {
VALUE_INCOME_MULT = 50 # Multiplier applied to the income of the vassal VALUE_INCOME_MULT = 50 # Multiplier applied to the income of the vassal
} }
NFaith = {
BASE_FERVOR = 50.0 # Default fervor
MAX_FERVOR = 100.0 # Max amount of fervor
YEARLY_FERVOR_GROWTH = 3.5 # Fervor yearly change, can be negative
MINIMUM_FAITH_SIZE_FERVOR_MODIFIER = 10 # Adjusts the size modifier for monthly fervor gain for a faith according to the following formula: 1/squareroot(max(define_value, faith_size)/define_value) where define value is the value of MINIMUM_FAITH_SIZE_FERVOR_MODIFIER and faith_size is the current amount of provinces that follows the faith.
FERVOR_CHANGELOG_DURATION = 10 # After how many years do fervor changelog entries get deleted?
FAITH_CREATION_FERVOR_DISCOUNT_PER_MISSING_FERVOR = 1 # How much cheaper does creating a faith get per fervor below 100%? 1 means 1% per point
FAITH_CREATION_FERVOR_DISCOUNT_MAX = 50 # What percentage does the discount cap out at? With these numbers, 0-50 fervor means a 50% discount. Above 50 means between 0% and 50% discount
}
NReligion = { NReligion = {
TIME_AT_PEACE_FOR_PIETY = 730 # For faiths with a doctrine with piety_from_long_peace, how long do they need to be at peace (in days) DEFAULT_FERVOR = 50 # Default fervor
TIME_AT_PEACE_FOR_PIETY = 730 # For faiths with a doctrine with piety_from_long_peace, how long do they need to be at peace (in days)
# Hostility levels start at 0 (same faith or equivalent to same faith) # Hostility levels start at 0 (same faith or equivalent to same faith)
HOSTILITY_OPINION_EFFECTS = { # The opinion effects of each hostility level HOSTILITY_OPINION_EFFECTS = { # The opinion effects of each hostility level
@ -828,12 +817,17 @@ NReligion = {
PIETY_LOSS_PER_MISSING_SPOUSE = 0.5 # If you have fewer spouses than expected in a polygamous faith, you'll lose this much piety for each spouse you fall short. PIETY_LOSS_PER_MISSING_SPOUSE = 0.5 # If you have fewer spouses than expected in a polygamous faith, you'll lose this much piety for each spouse you fall short.
DESIRED_SPOUSES_PER_TIER = { 0 1 1 2 3 4 4 } # Number of spouses you are expected to have per tier, starging with unlanded, then baron and ending with hegemon DESIRED_SPOUSES_PER_TIER = { 0 1 1 2 3 4 4 } # Number of spouses you are expected to have per tier, starging with unlanded, then baron and ending with hegemon
FAITH_CONVERSION_PIETY_MINIMUM = 250 # The minimum amount of piety converting faith costs FAITH_CONVERSION_PIETY_MINIMUM = 250 # The minimum amount of piety converting faith costs
FAITH_CREATION_FERVOR_DISCOUNT_PER_MISSING_FERVOR = 1 # How much cheaper does creating a faith get per fervor below 100%? 1 means 1% per point
FAITH_CREATION_FERVOR_DISCOUNT_MAX = 50 # What percentage does the discount cap out at? With these numbers, 0-50 fervor means a 50% discount. Above 50 means between 0% and 50% discount
PART_OF_GHW_POT_DESIGNATED_FOR_KINGDOM_RECIPIENT = 10 # How many percent of the pot will be reserved for the person receiving the kingdom? PART_OF_GHW_POT_DESIGNATED_FOR_KINGDOM_RECIPIENT = 10 # How many percent of the pot will be reserved for the person receiving the kingdom?
GHW_HOSTILITY_MIN_LEVEL = 2 # Any independent ruler within the target kingdom at least this hostile to the caller faith will be a forced defender GHW_HOSTILITY_MIN_LEVEL = 2 # Any independent ruler within the target kingdom at least this hostile to the caller faith will be a forced defender
PREFERRED_GENDER_CHANCE = 3 # When deciding if clergy characters should be male or female a 3 here means that the preferred gender will be three times as likely PREFERRED_GENDER_CHANCE = 3 # When deciding if clergy characters should be male or female a 3 here means that the preferred gender will be three times as likely
GHW_DAYS_LIMIT_CAN_CHANGE_TARGET = 30 # is GHW starts sooner than this number, you can no longer change target GHW_DAYS_LIMIT_CAN_CHANGE_TARGET = 30 # is GHW starts sooner than this number, you can no longer change target
GHW_COST_PIETY_CHANGE_TARGET = 250 # cost to chagne GHW target. Grows linearly with each change GHW_COST_PIETY_CHANGE_TARGET = 250 # cost to chagne GHW target. Grows linearly with each change
MAX_FERVOR = 100 # Max amount of fervor
HEAD_OF_FAITH_PIETY_GAIN = 1.0 # Monthly piety gain for heads of faith HEAD_OF_FAITH_PIETY_GAIN = 1.0 # Monthly piety gain for heads of faith
MINIMUM_FAITH_SIZE_FERVOR_MODIFIER = 10 # Adjusts the size modifier for monthly fervor gain for a faith according to the following formula: 1/squareroot(max(define_value, faith_size)/define_value) where define value is the value of MINIMUM_FAITH_SIZE_FERVOR_MODIFIER and faith_size is the current amount of provinces that follows the faith.
FERVOR_CHANGELOG_DURATION = 10 # After how many years do fervor changelog entries get deleted?
FAITH_COLOR_DEVIATION = { 0.25 0.35 } # How much should generated colors differ from the faith they're based on? Distance within the HSV colorspace FAITH_COLOR_DEVIATION = { 0.25 0.35 } # How much should generated colors differ from the faith they're based on? Distance within the HSV colorspace
} }
@ -861,7 +855,7 @@ NTitle = {
DRIFT_ADJACENT_ACROSS_WATER_DISTANCE = 2 DRIFT_ADJACENT_ACROSS_WATER_DISTANCE = 2
REVOKE_LAWS_COST_SCALE = { 0 0 0.1 0.25 0.5 1 2 } REVOKE_LAWS_COST_SCALE = { 0 0 0.1 0.25 0.5 1 2 }
DYNAMIC_TITLE_MAP_COLOR_S_V = { 0.8 1.0 } # What is the Saturation and Value of dynamic title map colors? (via HSV color - Hue is fully randomized) DYNAMIC_TITLE_MAP_COLOR_S_V = { 0.8 1.0 } # What is the Saturation and Value of dynamic title map colors? (via HSV color - Hue is fully randomized)
CREATE_TITLE_PIETY_LEVEL = { 0 0 0 2 3 5 5 } # not a global requirement, it is used only for government with rule considers_piety_for_title_creation CREATE_TITLE_PIETY_LEVEL = { 0 0 0 2 3 5 5 } # not a global requirement, it is used only for goverment with rule considers_piety_for_title_creation
CREATE_TITLE_PIETY_COST = { 0 0 0 500 2500 5000 10000 } CREATE_TITLE_PIETY_COST = { 0 0 0 500 2500 5000 10000 }
# Default desired titles to keep for AI - per current primary title tier. (-1 = keep all) # Default desired titles to keep for AI - per current primary title tier. (-1 = keep all)
@ -972,7 +966,7 @@ NCounty = {
COUNTY_FERTILITY_DECLINE_FACTOR = 0.125 # Makes all county fertility decline modifiers give out more adjusted growth. 1.1 = 10% stronger decline. Moves equilibriums COUNTY_FERTILITY_DECLINE_FACTOR = 0.125 # Makes all county fertility decline modifiers give out more adjusted growth. 1.1 = 10% stronger decline. Moves equilibriums
COUNTY_FERTILITY_EQUILIBRIUM_FACTOR = 0.09 # 0.007 # Factor value for how sensitive the fertility equilibrium is towards small changes. Inverted in calculations: the lower the value the more sensitive the behavior. Set to 100 to have a clear curve. COUNTY_FERTILITY_EQUILIBRIUM_FACTOR = 0.09 # 0.007 # Factor value for how sensitive the fertility equilibrium is towards small changes. Inverted in calculations: the lower the value the more sensitive the behavior. Set to 100 to have a clear curve.
COUNTY_FERTILITY_MONTHLY_CHANGE_LEVELS = { -20 -0.01 0.01 20 } COUNTY_FERTILITY_MONTHLY_CHANGE_LEVELS = { -20 -0.01 0.01 20 }
COUNTY_FERTILITY_NON_NOMAD_HOLDING_MALUS = -0.75 # Negative mult malus applied to the amount of Herd gained from the county fertility in a county that does not have a Nomad or Herder Holding COUNTY_FERTILITY_NON_NOMAD_HOLDING_MALUS = -0.001 # Negative mult malus applied to the amount of Herd gained from the county fertility in a county that does not have a Nomad or Herder Holding
HERD_GAIN_FROM_COUNTY_MULTIPLIER = 0.5 # Direct multiplier on the base Herd gained from County ( Base Gain = CountyFertility * HERD_GAIN_FROM_COUNTY_MULTIPLIER ) HERD_GAIN_FROM_COUNTY_MULTIPLIER = 0.5 # Direct multiplier on the base Herd gained from County ( Base Gain = CountyFertility * HERD_GAIN_FROM_COUNTY_MULTIPLIER )
} }
@ -1063,7 +1057,7 @@ NDomain = {
ABOVE_LIMIT_HERD_INCOME_PENALTY = 0.5 # How much herd income from domain is reduced per holding over the limit ABOVE_LIMIT_HERD_INCOME_PENALTY = 0.5 # How much herd income from domain is reduced per holding over the limit
ABOVE_LIMIT_MAX_HERD_INCOME_PENALTY = 1 # How much herd income from domain can be reduced at most ABOVE_LIMIT_MAX_HERD_INCOME_PENALTY = 1 # How much herd income from domain can be reduced at most
HOLDING_GRACE_PERIOD = 365 # How many days do newly gained holdings not count towards the domain size for the purposes of penalties (but also not produce any levies) HOLDING_GRACE_PERIOD = 365 # How many days do newly gained holdings not count towards the domain size for the purposes of penalties (but also not produce any levies)
STEWARDSHIP_SKILL_FOR_DOMAIN_LIMIT_INCREASE = 200 # domain limit += floor( <stewardship skill> / STEWARDSHIP_SKILL_FOR_DOMAIN_LIMIT_INCREASE ) STEWARDSHIP_SKILL_FOR_DOMAIN_LIMIT_INCREASE = 6 # domain limit += floor( <stewardship skill> / STEWARDSHIP_SKILL_FOR_DOMAIN_LIMIT_INCREASE )
LEVIES_AT_ZERO_COUNTY_CONTROL = 0.5 # How many % levies do you get at 0 county control? Interpolated between this value and 100% when between 0 and 100 LEVIES_AT_ZERO_COUNTY_CONTROL = 0.5 # How many % levies do you get at 0 county control? Interpolated between this value and 100% when between 0 and 100
TAX_AT_ZERO_COUNTY_CONTROL = 0.0 # How much % tax do you get at 0 county control? Interpolated between this value and 100% when between 0 and 100 TAX_AT_ZERO_COUNTY_CONTROL = 0.0 # How much % tax do you get at 0 county control? Interpolated between this value and 100% when between 0 and 100
LEVIES_AT_MAX_COUNTY_DEVELOPMENT = 0.5 # How many % levies bonus do you get at 100 county development? Interpolated between this value and 0% when between 0 and 100 LEVIES_AT_MAX_COUNTY_DEVELOPMENT = 0.5 # How many % levies bonus do you get at 100 county development? Interpolated between this value and 0% when between 0 and 100
@ -1084,11 +1078,7 @@ NFaction =
DEFAULT_POWER_THRESHOLD = 80 # The default power threshold if there no one defined. DEFAULT_POWER_THRESHOLD = 80 # The default power threshold if there no one defined.
MAX_DEMAND_DELAY_DAYS = 90 # The faction is guaranteed to send demands on the next update after this number of days has passed since it started being able to send demands. MAX_DEMAND_DELAY_DAYS = 90 # The faction is guaranteed to send demands on the next update after this number of days has passed since it started being able to send demands.
POTENTIAL_FORCE_JOIN_HOOK_TYPE = "strong" # The type of hook that means the UI will show a member as potentially joining POTENTIAL_FORCE_JOIN_HOOK_TYPE = "strong" # The type of hook that means the UI will show a member as potentially joining
# the minimum warscore a defender in a faction war must have to win the war when the faction is destroyed due to other reasons.
# If below this warscore the war will just be invalidated.
MIN_WARSCORE_FOR_VICTORY_ON_FACTION_INVALIDATION = 75
} }
NPathFinding = { NPathFinding = {
@ -1389,7 +1379,7 @@ NRaid = {
MIN_SOLDIERS_TO_RAID = 200 # How small can a raid army be and still be able to loot? MIN_SOLDIERS_TO_RAID = 200 # How small can a raid army be and still be able to loot?
MONTHLY_ATTRITION = 0.01 # How much attrition do you take while looting a province? 0.01 = 1% per month MONTHLY_ATTRITION = 0.01 # How much attrition do you take while looting a province? 0.01 = 1% per month
MONTHS_OF_RAID_LOOT = 12 # How many months of holding income (with owner effects discounted) does raiding provide? MONTHS_OF_RAID_LOOT = 12 # How many months of holding income (with owner effects discounted) does raiding provide?
LESS_MONTHS_OF_RAID_LOOT = 6 # This is subtracted from MONTHS_OF_RAID_LOOT if you have the government 'barter = yes' LESS_MONTHS_OF_RAID_LOOT = 6 # This is subtracted from MONTHS_OF_RAID_LOOT if you have the goverment 'barter = yes'
# Progress cannot be lower than 1/day (except when interrupted by combat) # Progress cannot be lower than 1/day (except when interrupted by combat)
BASE_PROGRESS = 20 # How much base raid action progress do you get per day? BASE_PROGRESS = 20 # How much base raid action progress do you get per day?
@ -1409,7 +1399,7 @@ NBarter = {
BASE_PROGRESS = 15 BASE_PROGRESS = 15
PROGRESS_PER_SOLDIER = 0.005 PROGRESS_PER_SOLDIER = 0.005
LOOT_PER_SOLDIER = 0.1 # How much loot can a single soldier carry? Minimum increment is 0.001 LOOT_PER_SOLDIER = 0.1 # How much loot can a single soldier carry? Minimum increment is 0.001
BARTER_GOODS_TO_LOOT_MULT = 0.5 # Used to convert Barter Goods to Loot. A value of 0.5 means that 2 Barter Goods are worth 1 Loot BARTER_GOODS_TO_LOOT_MULT = 1.5 # Used to convert Barter Goods to Loot. A value of 0.5 means that 2 Barter Goods are worth 1 Loot
} }
NCharacterGlow = { NCharacterGlow = {
@ -1654,24 +1644,6 @@ NAccolade = {
"badge_color9.dds" "badge_color9.dds"
} }
ACCOLADE_GLORY_LEVELS = {
100
300
600
1000
1500
2100
}
ACCOLADE_SQUIRE_LEVELS = {
20
40
60
80
}
ACCOLADE_MAX_TYPES = 3 # maximum number of accolade attributes (types) an acclaimed knight can have
STARTING_GLORY = 100 # how much glory does each created accolade start out with? 100 is default to unlock rank 1 STARTING_GLORY = 100 # how much glory does each created accolade start out with? 100 is default to unlock rank 1
POTENTIAL_ACCLAIMED_KNIGHT_UPDATE_TIME = 0.5 # Time between potential acclaimed knights window updates, in seconds POTENTIAL_ACCLAIMED_KNIGHT_UPDATE_TIME = 0.5 # Time between potential acclaimed knights window updates, in seconds
} }

View file

@ -4469,7 +4469,7 @@ proving_grounds_01 = {
} }
proving_grounds_02 = { proving_grounds_02 = {
construction_time = @camp_building_main_slot_construction_duration_t2 construction_time = @camp_building_main_slot_construction_duration_t2
allowed_domicile_types = { camp } allowed_domicile_types = { camp}
previous_building = proving_grounds_01 previous_building = proving_grounds_01
internal_slots = 2 internal_slots = 2
@ -4518,7 +4518,7 @@ proving_grounds_02 = {
} }
proving_grounds_03 = { proving_grounds_03 = {
construction_time = @camp_building_main_slot_construction_duration_t3 construction_time = @camp_building_main_slot_construction_duration_t3
allowed_domicile_types = { camp } allowed_domicile_types = { camp}
previous_building = proving_grounds_02 previous_building = proving_grounds_02
internal_slots = 3 internal_slots = 3
@ -4567,7 +4567,7 @@ proving_grounds_03 = {
} }
proving_grounds_04 = { proving_grounds_04 = {
construction_time = @camp_building_main_slot_construction_duration_t4 construction_time = @camp_building_main_slot_construction_duration_t4
allowed_domicile_types = { camp } allowed_domicile_types = { camp}
previous_building = proving_grounds_03 previous_building = proving_grounds_03
internal_slots = 4 internal_slots = 4
@ -4619,7 +4619,7 @@ proving_grounds_04 = {
} }
proving_grounds_05 = { proving_grounds_05 = {
construction_time = @camp_building_main_slot_construction_duration_t5 construction_time = @camp_building_main_slot_construction_duration_t5
allowed_domicile_types = { camp } allowed_domicile_types = { camp}
previous_building = proving_grounds_04 previous_building = proving_grounds_04
internal_slots = 5 internal_slots = 5
@ -4670,7 +4670,7 @@ proving_grounds_05 = {
} }
proving_grounds_06 = { proving_grounds_06 = {
construction_time = @camp_building_main_slot_construction_duration_t6 construction_time = @camp_building_main_slot_construction_duration_t6
allowed_domicile_types = { camp } allowed_domicile_types = { camp}
previous_building = proving_grounds_05 previous_building = proving_grounds_05
internal_slots = 6 internal_slots = 6
@ -4725,7 +4725,7 @@ proving_grounds_06 = {
proving_grounds_horse_run = { # Horse Run proving_grounds_horse_run = { # Horse Run
slot_type = internal slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2 construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp } allowed_domicile_types = { camp}
previous_building = proving_grounds_01 previous_building = proving_grounds_01
cost = { gold = proving_grounds_horse_run_domicile_building_gold_cost_value } cost = { gold = proving_grounds_horse_run_domicile_building_gold_cost_value }
@ -4790,7 +4790,7 @@ proving_grounds_horse_run = { # Horse Run
proving_grounds_camel_run = { # Camel Run proving_grounds_camel_run = { # Camel Run
slot_type = internal slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2 construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp } allowed_domicile_types = { camp}
previous_building = proving_grounds_01 previous_building = proving_grounds_01
cost = { gold = proving_grounds_camel_run_domicile_building_gold_cost_value } cost = { gold = proving_grounds_camel_run_domicile_building_gold_cost_value }
@ -4859,7 +4859,7 @@ proving_grounds_camel_run = { # Camel Run
proving_grounds_elephantry_reserve = { # Elephantry Reserve proving_grounds_elephantry_reserve = { # Elephantry Reserve
slot_type = internal slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3 construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp } allowed_domicile_types = { camp}
previous_building = proving_grounds_01 previous_building = proving_grounds_01
cost = { gold = proving_grounds_elephantry_reserve_domicile_building_gold_cost_value } cost = { gold = proving_grounds_elephantry_reserve_domicile_building_gold_cost_value }
@ -4922,7 +4922,7 @@ proving_grounds_elephantry_reserve = { # Elephantry Reserve
proving_grounds_nightly_barding_drills = { # Nightly Barding Drills proving_grounds_nightly_barding_drills = { # Nightly Barding Drills
slot_type = internal slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3 construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp } allowed_domicile_types = { camp}
previous_building = proving_grounds_01 previous_building = proving_grounds_01
cost = { gold = proving_grounds_nightly_barding_drills_domicile_building_gold_cost_value } cost = { gold = proving_grounds_nightly_barding_drills_domicile_building_gold_cost_value }
@ -4987,7 +4987,7 @@ proving_grounds_nightly_barding_drills = { # Nightly Barding Drills
proving_grounds_life_in_the_saddle = { # Life in the Saddle proving_grounds_life_in_the_saddle = { # Life in the Saddle
slot_type = internal slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3 construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp } allowed_domicile_types = { camp}
previous_building = proving_grounds_01 previous_building = proving_grounds_01
cost = { gold = proving_grounds_life_in_the_saddle_domicile_building_gold_cost_value } cost = { gold = proving_grounds_life_in_the_saddle_domicile_building_gold_cost_value }
@ -5002,7 +5002,12 @@ proving_grounds_life_in_the_saddle = { # Life in the Saddle
can_construct = { can_construct = {
custom_tooltip = { custom_tooltip = {
text = proving_grounds_life_in_the_saddle_horse_archers_tt text = proving_grounds_life_in_the_saddle_horse_archers_tt
number_maa_regiments_of_base_type:archer_cavalry > 0 any_maa_regiment = {
OR = {
is_maa_type = horse_archers
is_maa_type = heavy_horse_archers
}
}
} }
} }
@ -5060,7 +5065,7 @@ proving_grounds_life_in_the_saddle = { # Life in the Saddle
proving_grounds_the_stump = { # The Stump proving_grounds_the_stump = { # The Stump
slot_type = internal slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3 construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp } allowed_domicile_types = { camp}
previous_building = proving_grounds_01 previous_building = proving_grounds_01
cost = { gold = proving_grounds_the_stump_domicile_building_gold_cost_value } cost = { gold = proving_grounds_the_stump_domicile_building_gold_cost_value }
@ -5125,7 +5130,7 @@ proving_grounds_the_stump = { # The Stump
proving_grounds_personal_bouts = { # Personal Bouts proving_grounds_personal_bouts = { # Personal Bouts
slot_type = internal slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3 construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp } allowed_domicile_types = { camp}
previous_building = proving_grounds_01 previous_building = proving_grounds_01
cost = { gold = proving_grounds_personal_bouts_domicile_building_gold_cost_value } cost = { gold = proving_grounds_personal_bouts_domicile_building_gold_cost_value }
@ -5191,7 +5196,7 @@ proving_grounds_personal_bouts = { # Personal Bouts
proving_grounds_training_circle = { # Training Circle proving_grounds_training_circle = { # Training Circle
slot_type = internal slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3 construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp } allowed_domicile_types = { camp}
previous_building = proving_grounds_01 previous_building = proving_grounds_01
cost = { gold = proving_grounds_training_circle_domicile_building_gold_cost_value } cost = { gold = proving_grounds_training_circle_domicile_building_gold_cost_value }
@ -5257,7 +5262,7 @@ proving_grounds_training_circle = { # Training Circle
proving_grounds_mock_battle_drills = { # Mock Battle Drills proving_grounds_mock_battle_drills = { # Mock Battle Drills
slot_type = internal slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3 construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp } allowed_domicile_types = { camp}
previous_building = proving_grounds_01 previous_building = proving_grounds_01
cost = { gold = proving_grounds_mock_battle_drills_domicile_building_gold_cost_value } cost = { gold = proving_grounds_mock_battle_drills_domicile_building_gold_cost_value }
@ -5322,7 +5327,7 @@ proving_grounds_mock_battle_drills = { # Mock Battle Drills
proving_grounds_lockwagon = { # Lockwagon proving_grounds_lockwagon = { # Lockwagon
slot_type = internal slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t2 construction_time = @camp_building_internal_slot_construction_duration_t2
allowed_domicile_types = { camp } allowed_domicile_types = { camp}
previous_building = proving_grounds_01 previous_building = proving_grounds_01
cost = { gold = proving_grounds_lockwagon_domicile_building_gold_cost_value } cost = { gold = proving_grounds_lockwagon_domicile_building_gold_cost_value }
@ -5387,7 +5392,7 @@ proving_grounds_lockwagon = { # Lockwagon
proving_grounds_martial_study = { # Martial Study proving_grounds_martial_study = { # Martial Study
slot_type = internal slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3 construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp } allowed_domicile_types = { camp}
previous_building = proving_grounds_01 previous_building = proving_grounds_01
cost = { gold = proving_grounds_martial_study_domicile_building_gold_cost_value } cost = { gold = proving_grounds_martial_study_domicile_building_gold_cost_value }
@ -5449,7 +5454,7 @@ proving_grounds_martial_study = { # Martial Study
proving_grounds_the_stick_game = { # The Stick Game proving_grounds_the_stick_game = { # The Stick Game
slot_type = internal slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t1 construction_time = @camp_building_internal_slot_construction_duration_t1
allowed_domicile_types = { camp } allowed_domicile_types = { camp}
previous_building = proving_grounds_01 previous_building = proving_grounds_01
cost = { gold = proving_grounds_the_stick_game_domicile_building_gold_cost_value } cost = { gold = proving_grounds_the_stick_game_domicile_building_gold_cost_value }
@ -5509,7 +5514,7 @@ proving_grounds_the_stick_game = { # The Stick Game
proving_grounds_bodyguard_drills = { # Bodyguard Drills proving_grounds_bodyguard_drills = { # Bodyguard Drills
slot_type = internal slot_type = internal
construction_time = @camp_building_internal_slot_construction_duration_t3 construction_time = @camp_building_internal_slot_construction_duration_t3
allowed_domicile_types = { camp } allowed_domicile_types = { camp}
previous_building = proving_grounds_01 previous_building = proving_grounds_01
cost = { gold = proving_grounds_bodyguard_drills_domicile_building_gold_cost_value } cost = { gold = proving_grounds_bodyguard_drills_domicile_building_gold_cost_value }
@ -5530,7 +5535,7 @@ proving_grounds_bodyguard_drills = { # Bodyguard Drills
character_modifier = { character_modifier = {
enemy_hostile_scheme_phase_duration_add = minor_scheme_phase_duration_malus_value enemy_hostile_scheme_phase_duration_add = minor_scheme_phase_duration_malus_value
enemy_scheme_secrecy_add = -15 scheme_discovery_chance_mult = 0.15
} }
parameters = { parameters = {
@ -5902,7 +5907,7 @@ camp_perimeter_good_siting = { # Good Siting
} }
character_modifier = { character_modifier = {
enemy_scheme_secrecy_add = -10 scheme_discovery_chance_mult = 0.1
enemy_hostile_scheme_phase_duration_add = minor_scheme_phase_duration_malus_value enemy_hostile_scheme_phase_duration_add = minor_scheme_phase_duration_malus_value
} }
@ -6016,7 +6021,7 @@ camp_perimeter_extra_watch = { # Extra Watch
character_modifier = { character_modifier = {
enemy_hostile_scheme_phase_duration_add = major_scheme_phase_duration_malus_value enemy_hostile_scheme_phase_duration_add = major_scheme_phase_duration_malus_value
enemy_scheme_secrecy_add = -10 scheme_discovery_chance_mult = 0.1
archers_damage_mult = 0.1 archers_damage_mult = 0.1
archer_cavalry_damage_mult = 0.05 archer_cavalry_damage_mult = 0.05
} }

View file

@ -633,7 +633,9 @@ east_asian_peasant_quarters_01 = {
} }
can_construct = { can_construct = {
top_participant_group:dynastic_cycle ?= {
NOT = { participant_group_type = conservative_movement }
}
} }
cost = { cost = {
@ -666,7 +668,9 @@ east_asian_peasant_quarters_02 = {
previous_building = east_asian_peasant_quarters_01 previous_building = east_asian_peasant_quarters_01
can_construct = { can_construct = {
top_participant_group:dynastic_cycle ?= {
NOT = { participant_group_type = conservative_movement }
}
} }
cost = { cost = {
@ -700,7 +704,9 @@ east_asian_peasant_quarters_03 = {
previous_building = east_asian_peasant_quarters_02 previous_building = east_asian_peasant_quarters_02
can_construct = { can_construct = {
top_participant_group:dynastic_cycle ?= {
NOT = { participant_group_type = conservative_movement }
}
} }
cost = { cost = {
@ -736,7 +742,9 @@ east_asian_peasant_quarters_04 = {
previous_building = east_asian_peasant_quarters_03 previous_building = east_asian_peasant_quarters_03
can_construct = { can_construct = {
top_participant_group:dynastic_cycle ?= {
NOT = { participant_group_type = conservative_movement }
}
} }
cost = { cost = {
@ -2648,10 +2656,7 @@ east_asian_estate_commander_study_01 = {
custom_tooltip = { custom_tooltip = {
text = is_a_military_governor_county_or_above_desc text = is_a_military_governor_county_or_above_desc
highest_held_title_tier >= tier_county highest_held_title_tier >= tier_county
OR = { vassal_contract_has_flag = celestial_military_appointment
vassal_contract_has_flag = celestial_military_appointment
vassal_contract_has_flag = meritocratic_military_appointment
}
} }
} }
} }
@ -2669,7 +2674,6 @@ east_asian_estate_commander_study_01 = {
parameters = { parameters = {
celestial_military_score_bonus_1 = yes celestial_military_score_bonus_1 = yes
meritocratic_military_score_bonus_1 = yes
} }
character_modifier = { character_modifier = {
@ -2697,10 +2701,7 @@ east_asian_estate_commander_study_02 = {
custom_tooltip = { custom_tooltip = {
text = is_a_military_governor_duchy_or_above_desc text = is_a_military_governor_duchy_or_above_desc
highest_held_title_tier >= tier_duchy highest_held_title_tier >= tier_duchy
OR = { vassal_contract_has_flag = celestial_military_appointment
vassal_contract_has_flag = celestial_military_appointment
vassal_contract_has_flag = meritocratic_military_appointment
}
} }
} }
@ -2717,7 +2718,6 @@ east_asian_estate_commander_study_02 = {
parameters = { parameters = {
celestial_military_score_bonus_2 = yes celestial_military_score_bonus_2 = yes
meritocratic_military_score_bonus_2 = yes
} }
character_modifier = { character_modifier = {
@ -2746,10 +2746,7 @@ east_asian_estate_commander_study_03 = {
custom_tooltip = { custom_tooltip = {
text = is_a_military_governor_kingdom_or_above_desc text = is_a_military_governor_kingdom_or_above_desc
highest_held_title_tier >= tier_kingdom highest_held_title_tier >= tier_kingdom
OR = { vassal_contract_has_flag = celestial_military_appointment
vassal_contract_has_flag = celestial_military_appointment
vassal_contract_has_flag = meritocratic_military_appointment
}
} }
domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_02 } domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_02 }
} }
@ -2767,7 +2764,6 @@ east_asian_estate_commander_study_03 = {
parameters = { parameters = {
celestial_military_score_bonus_3 = yes celestial_military_score_bonus_3 = yes
meritocratic_military_score_bonus_3 = yes
} }
character_modifier = { character_modifier = {
@ -2810,7 +2806,6 @@ east_asian_estate_commander_study_04 = {
parameters = { parameters = {
celestial_military_score_bonus_4 = yes celestial_military_score_bonus_4 = yes
meritocratic_military_score_bonus_4 = yes
} }
character_modifier = { character_modifier = {
@ -2842,10 +2837,7 @@ east_asian_estate_office_01 = {
custom_tooltip = { custom_tooltip = {
text = is_a_civilian_governor_county_or_above_desc text = is_a_civilian_governor_county_or_above_desc
highest_held_title_tier >= tier_county highest_held_title_tier >= tier_county
OR = { vassal_contract_has_flag = celestial_civil_appointment
vassal_contract_has_flag = celestial_civil_appointment
vassal_contract_has_flag = meritocratic_civil_appointment
}
} }
} }
@ -2862,7 +2854,6 @@ east_asian_estate_office_01 = {
parameters = { parameters = {
celestial_civilian_score_bonus_1 = yes celestial_civilian_score_bonus_1 = yes
meritocratic_civilian_score_bonus_1 = yes
} }
character_modifier = { character_modifier = {
@ -2890,10 +2881,7 @@ east_asian_estate_office_02 = {
custom_tooltip = { custom_tooltip = {
text = is_a_civilian_governor_duchy_or_above_desc text = is_a_civilian_governor_duchy_or_above_desc
highest_held_title_tier >= tier_duchy highest_held_title_tier >= tier_duchy
OR = { vassal_contract_has_flag = celestial_civil_appointment
vassal_contract_has_flag = celestial_civil_appointment
vassal_contract_has_flag = meritocratic_civil_appointment
}
} }
} }
@ -2910,7 +2898,6 @@ east_asian_estate_office_02 = {
parameters = { parameters = {
celestial_civilian_score_bonus_2 = yes celestial_civilian_score_bonus_2 = yes
meritocratic_civilian_score_bonus_2 = yes
estate_governor_efficiency_bonus = yes estate_governor_efficiency_bonus = yes
} }
@ -2939,10 +2926,7 @@ east_asian_estate_office_03 = {
custom_tooltip = { custom_tooltip = {
text = is_a_civilian_governor_kingdom_or_above_desc text = is_a_civilian_governor_kingdom_or_above_desc
highest_held_title_tier >= tier_kingdom highest_held_title_tier >= tier_kingdom
OR = { vassal_contract_has_flag = celestial_civil_appointment
vassal_contract_has_flag = celestial_civil_appointment
vassal_contract_has_flag = meritocratic_civil_appointment
}
} }
domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_02 } domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_02 }
} }
@ -2960,7 +2944,6 @@ east_asian_estate_office_03 = {
parameters = { parameters = {
celestial_civilian_score_bonus_3 = yes celestial_civilian_score_bonus_3 = yes
meritocratic_civilian_score_bonus_3 = yes
estate_governor_efficiency_bonus = yes estate_governor_efficiency_bonus = yes
estate_governor_efficiency_bonus_for_house_members = yes estate_governor_efficiency_bonus_for_house_members = yes
} }
@ -3003,7 +2986,6 @@ east_asian_estate_office_04 = {
parameters = { parameters = {
celestial_civilian_score_bonus_4 = yes celestial_civilian_score_bonus_4 = yes
meritocratic_civilian_score_bonus_4 = yes
estate_governor_efficiency_bonus = yes estate_governor_efficiency_bonus = yes
estate_governor_efficiency_bonus_for_house_members = yes estate_governor_efficiency_bonus_for_house_members = yes
estate_governor_trait_xp_bonus_for_contracts = yes estate_governor_trait_xp_bonus_for_contracts = yes
@ -4025,6 +4007,9 @@ east_asian_estate_reception_hall_01 = {
previous_building = east_asian_estate_main_01 previous_building = east_asian_estate_main_01
can_construct_potential = { can_construct_potential = {
top_participant_group:dynastic_cycle ?= {
participant_group_type = conservative_movement
}
} }
cost = { cost = {
@ -4065,6 +4050,9 @@ east_asian_estate_reception_hall_02 = {
previous_building = east_asian_estate_reception_hall_01 previous_building = east_asian_estate_reception_hall_01
can_construct = { can_construct = {
top_participant_group:dynastic_cycle ?= {
participant_group_type = conservative_movement
}
} }
cost = { cost = {
@ -4106,6 +4094,9 @@ east_asian_estate_reception_hall_03 = {
previous_building = east_asian_estate_reception_hall_02 previous_building = east_asian_estate_reception_hall_02
can_construct = { can_construct = {
top_participant_group:dynastic_cycle ?= {
participant_group_type = conservative_movement
}
domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_02 } domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_02 }
} }
@ -4147,6 +4138,11 @@ east_asian_estate_reception_hall_04 = {
slot_type = internal slot_type = internal
previous_building = east_asian_estate_reception_hall_03 previous_building = east_asian_estate_reception_hall_03
can_construct = {
top_participant_group:dynastic_cycle ?= {
participant_group_type = conservative_movement
}
}
cost = { cost = {
gold = { gold = {
@ -4187,6 +4183,9 @@ east_asian_estate_reception_hall_05 = {
previous_building = east_asian_estate_reception_hall_04 previous_building = east_asian_estate_reception_hall_04
can_construct = { can_construct = {
top_participant_group:dynastic_cycle ?= {
participant_group_type = conservative_movement
}
domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_04 } domicile ?= { has_domicile_building_or_higher = east_asian_estate_main_04 }
} }
@ -4230,7 +4229,7 @@ east_asian_estate_cabinet_of_curiosities_01 = {
slot_type = internal slot_type = internal
previous_building = east_asian_estate_main_01 previous_building = east_asian_estate_main_01
can_construct = { can_construct_potential = {
dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_4 } dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_4 }
} }
@ -5107,7 +5106,6 @@ east_asian_estate_health_01 = {
parameters = { parameters = {
estate_increase_safe_treatment_success_1 = yes estate_increase_safe_treatment_success_1 = yes
estate_increase_physician_aptitude_1 = yes
} }
ai_value = { ai_value = {
@ -5154,7 +5152,7 @@ east_asian_estate_health_02 = {
parameters = { parameters = {
estate_increase_safe_treatment_success_1 = yes estate_increase_safe_treatment_success_1 = yes
estate_increase_physician_aptitude_2 = yes estate_increase_physician_aptitude = yes
} }
ai_value = { ai_value = {
@ -5196,7 +5194,7 @@ east_asian_estate_health_03 = {
parameters = { parameters = {
estate_increase_safe_treatment_success_1 = yes estate_increase_safe_treatment_success_1 = yes
estate_increase_physician_aptitude_3 = yes estate_increase_physician_aptitude = yes
} }
ai_value = { ai_value = {
@ -5238,7 +5236,7 @@ east_asian_estate_health_04 = {
parameters = { parameters = {
estate_increase_safe_treatment_success_2 = yes estate_increase_safe_treatment_success_2 = yes
estate_increase_physician_aptitude_4 = yes estate_increase_physician_aptitude_2 = yes
} }
ai_value = { ai_value = {
@ -5280,7 +5278,7 @@ east_asian_estate_health_05 = {
parameters = { parameters = {
estate_increase_safe_treatment_success_2 = yes estate_increase_safe_treatment_success_2 = yes
estate_increase_physician_aptitude_5 = yes estate_increase_physician_aptitude_2 = yes
} }
ai_value = { ai_value = {
@ -5322,7 +5320,7 @@ east_asian_estate_health_06 = {
parameters = { parameters = {
estate_increase_safe_treatment_success_2 = yes estate_increase_safe_treatment_success_2 = yes
estate_increase_physician_aptitude_6 = yes estate_increase_physician_aptitude_3 = yes
} }
ai_value = { ai_value = {
@ -6574,7 +6572,6 @@ east_asian_estate_watchtower_01 = {
} }
parameters = { parameters = {
estate_increase_bodyguard_aptitude_1 = yes
raids_less_likely_to_make_prisoners_1 = yes raids_less_likely_to_make_prisoners_1 = yes
house_head_can_ask_for_knight = yes house_head_can_ask_for_knight = yes
} }
@ -6620,7 +6617,7 @@ east_asian_estate_watchtower_02 = {
parameters = { parameters = {
raids_less_likely_to_make_prisoners_1 = yes raids_less_likely_to_make_prisoners_1 = yes
estate_increase_bodyguard_aptitude_2 = yes estate_increase_bodyguard_aptitude_1 = yes
house_head_can_ask_for_knight = yes house_head_can_ask_for_knight = yes
} }
@ -6660,7 +6657,7 @@ east_asian_estate_watchtower_03 = {
parameters = { parameters = {
raids_less_likely_to_make_prisoners_2 = yes raids_less_likely_to_make_prisoners_2 = yes
estate_unlock_bolster_security_decision = yes estate_unlock_bolster_security_decision = yes
estate_increase_bodyguard_aptitude_3 = yes estate_increase_bodyguard_aptitude_1 = yes
house_head_can_ask_for_knight = yes house_head_can_ask_for_knight = yes
house_head_can_ask_for_maa = yes house_head_can_ask_for_maa = yes
} }
@ -6712,7 +6709,7 @@ east_asian_estate_watchtower_04 = {
raids_less_likely_to_make_prisoners_2 = yes raids_less_likely_to_make_prisoners_2 = yes
house_head_can_ask_for_maa = yes house_head_can_ask_for_maa = yes
estate_unlock_bolster_security_decision = yes estate_unlock_bolster_security_decision = yes
estate_increase_bodyguard_aptitude_4 = yes estate_increase_bodyguard_aptitude_2 = yes
house_head_can_ask_for_knight = yes house_head_can_ask_for_knight = yes
} }
@ -6763,7 +6760,7 @@ east_asian_estate_watchtower_05 = {
raids_less_likely_to_make_prisoners_3 = yes raids_less_likely_to_make_prisoners_3 = yes
house_head_can_ask_for_maa = yes house_head_can_ask_for_maa = yes
estate_unlock_bolster_security_decision = yes estate_unlock_bolster_security_decision = yes
estate_increase_bodyguard_aptitude_5 = yes estate_increase_bodyguard_aptitude_2 = yes
house_head_can_ask_for_knight = yes house_head_can_ask_for_knight = yes
} }
@ -6815,7 +6812,7 @@ east_asian_estate_watchtower_06 = {
estate_unlock_patrol_decision = yes estate_unlock_patrol_decision = yes
house_head_can_ask_for_maa = yes house_head_can_ask_for_maa = yes
estate_unlock_bolster_security_decision = yes estate_unlock_bolster_security_decision = yes
estate_increase_bodyguard_aptitude_6 = yes estate_increase_bodyguard_aptitude_2 = yes
house_head_can_ask_for_knight = yes house_head_can_ask_for_knight = yes
} }
@ -7122,7 +7119,7 @@ east_asian_estate_garden_leisure_04 = {
} }
parameters = { parameters = {
increased_gardener_aptitude_4 = yes increased_gardener_aptitude_3 = yes
} }
on_complete = { on_complete = {
@ -7209,7 +7206,7 @@ east_asian_estate_garden_leisure_05 = {
} }
parameters = { parameters = {
increased_gardener_aptitude_5 = yes increased_gardener_aptitude_3 = yes
} }
on_complete = { on_complete = {
@ -7296,7 +7293,7 @@ east_asian_estate_garden_leisure_06 = {
} }
parameters = { parameters = {
increased_gardener_aptitude_6 = yes increased_gardener_aptitude_3 = yes
} }
on_complete = { on_complete = {
@ -7386,7 +7383,7 @@ east_asian_estate_garden_fruit_04 = {
} }
parameters = { parameters = {
increased_gardener_aptitude_4 = yes increased_gardener_aptitude_3 = yes
} }
on_complete = { on_complete = {
@ -7474,7 +7471,7 @@ east_asian_estate_garden_fruit_05 = {
} }
parameters = { parameters = {
increased_gardener_aptitude_5 = yes increased_gardener_aptitude_3 = yes
} }
on_complete = { on_complete = {
@ -7562,7 +7559,7 @@ east_asian_estate_garden_fruit_06 = {
} }
parameters = { parameters = {
increased_gardener_aptitude_6 = yes increased_gardener_aptitude_3 = yes
} }
on_complete = { on_complete = {
@ -11283,10 +11280,7 @@ east_asian_estate_militia_muster_green_01 = {
can_construct = { can_construct = {
custom_tooltip = { custom_tooltip = {
text = celestial_military_appointment_allowed_desc text = celestial_military_appointment_allowed_desc
OR = { vassal_contract_has_flag = celestial_military_appointment
vassal_contract_has_flag = celestial_military_appointment
vassal_contract_has_flag = meritocratic_military_appointment
}
} }
} }
@ -11442,10 +11436,7 @@ east_asian_estate_ration_wine_stores_01 = {
can_construct = { can_construct = {
custom_tooltip = { custom_tooltip = {
text = celestial_military_appointment_allowed_desc text = celestial_military_appointment_allowed_desc
OR = { vassal_contract_has_flag = celestial_military_appointment
vassal_contract_has_flag = celestial_military_appointment
vassal_contract_has_flag = meritocratic_military_appointment
}
} }
} }
@ -13774,10 +13765,7 @@ east_asian_estate_tea_horse_road_office_01 = {
custom_tooltip = { custom_tooltip = {
text = is_a_military_governor_county_or_above_desc text = is_a_military_governor_county_or_above_desc
highest_held_title_tier >= tier_county highest_held_title_tier >= tier_county
OR = { vassal_contract_has_flag = celestial_military_appointment
vassal_contract_has_flag = celestial_military_appointment
vassal_contract_has_flag = meritocratic_military_appointment
}
} }
} }
} }
@ -14638,10 +14626,7 @@ east_asian_estate_field_surgeon_cart_01 = {
custom_tooltip = { custom_tooltip = {
text = is_a_military_governor_county_or_above_desc text = is_a_military_governor_county_or_above_desc
highest_held_title_tier >= tier_county highest_held_title_tier >= tier_county
OR = { vassal_contract_has_flag = celestial_military_appointment
vassal_contract_has_flag = celestial_military_appointment
vassal_contract_has_flag = meritocratic_military_appointment
}
} }
} }
} }
@ -15885,7 +15870,7 @@ east_asian_estate_history_school_04 = {
} }
} }
parameters = { parameters = {
estate_increased_tutor_aptitude_4 = yes estate_increased_tutor_aptitude_1 = yes
} }
character_modifier = { character_modifier = {
monthly_merit = @east_asian_manor_monthly_merit_2 monthly_merit = @east_asian_manor_monthly_merit_2
@ -16331,10 +16316,7 @@ east_asian_estate_armorer_01 = {
custom_tooltip = { custom_tooltip = {
text = is_a_military_governor_county_or_above_desc text = is_a_military_governor_county_or_above_desc
highest_held_title_tier >= tier_county highest_held_title_tier >= tier_county
OR = { vassal_contract_has_flag = celestial_military_appointment
vassal_contract_has_flag = celestial_military_appointment
vassal_contract_has_flag = meritocratic_military_appointment
}
} }
} }
} }
@ -16759,10 +16741,7 @@ east_asian_estate_sergeants_school_01 = {
custom_tooltip = { custom_tooltip = {
text = is_a_military_governor_county_or_above_desc text = is_a_military_governor_county_or_above_desc
highest_held_title_tier >= tier_county highest_held_title_tier >= tier_county
OR = { vassal_contract_has_flag = celestial_military_appointment
vassal_contract_has_flag = celestial_military_appointment
vassal_contract_has_flag = meritocratic_military_appointment
}
} }
} }
} }
@ -16907,10 +16886,7 @@ east_asian_estate_drill_yard_01 = {
custom_tooltip = { custom_tooltip = {
text = is_a_military_governor_county_or_above_desc text = is_a_military_governor_county_or_above_desc
highest_held_title_tier >= tier_county highest_held_title_tier >= tier_county
OR = { vassal_contract_has_flag = celestial_military_appointment
vassal_contract_has_flag = celestial_military_appointment
vassal_contract_has_flag = meritocratic_military_appointment
}
} }
} }
} }
@ -17628,10 +17604,7 @@ east_asian_estate_crossbow_storage_01 = {
can_construct = { can_construct = {
custom_tooltip = { custom_tooltip = {
text = celestial_military_appointment_allowed_desc text = celestial_military_appointment_allowed_desc
OR = { vassal_contract_has_flag = celestial_military_appointment
vassal_contract_has_flag = celestial_military_appointment
vassal_contract_has_flag = meritocratic_military_appointment
}
} }
} }
@ -18472,10 +18445,7 @@ east_asian_estate_foaling_pens_01 = {
custom_tooltip = { custom_tooltip = {
text = is_a_military_governor_county_or_above_desc text = is_a_military_governor_county_or_above_desc
highest_held_title_tier >= tier_county highest_held_title_tier >= tier_county
OR = { vassal_contract_has_flag = celestial_military_appointment
vassal_contract_has_flag = celestial_military_appointment
vassal_contract_has_flag = meritocratic_military_appointment
}
} }
} }
} }
@ -19742,10 +19712,7 @@ east_asian_estate_leatherworks_01 = {
can_construct = { can_construct = {
custom_tooltip = { custom_tooltip = {
text = celestial_military_appointment_allowed_desc text = celestial_military_appointment_allowed_desc
OR = { vassal_contract_has_flag = celestial_military_appointment
vassal_contract_has_flag = celestial_military_appointment
vassal_contract_has_flag = meritocratic_military_appointment
}
} }
} }
@ -21020,10 +20987,7 @@ east_asian_estate_salt_lick_terraces_01 = {
custom_tooltip = { custom_tooltip = {
text = is_a_military_governor_county_or_above_desc text = is_a_military_governor_county_or_above_desc
highest_held_title_tier >= tier_county highest_held_title_tier >= tier_county
OR = { vassal_contract_has_flag = celestial_military_appointment
vassal_contract_has_flag = celestial_military_appointment
vassal_contract_has_flag = meritocratic_military_appointment
}
} }
} }
} }

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@ -297,15 +297,6 @@
} }
} }
trigger_if = {
limit = {
government_allows = administrative
}
custom_tooltip = {
text = admin_high_tier_vassal_create_faction
highest_held_title_tier >= tier_kingdom
}
}
#PROPPA CONFEDERATION VASSALS #PROPPA CONFEDERATION VASSALS
trigger_if = { trigger_if = {
limit = { limit = {
@ -380,15 +371,6 @@
} }
} }
trigger_if = {
limit = {
government_allows = administrative
}
custom_tooltip = {
text = admin_high_tier_vassal_create_faction
highest_held_title_tier >= tier_kingdom
}
}
#PROPPA CONFEDERATION VASSALS #PROPPA CONFEDERATION VASSALS
trigger_if = { trigger_if = {
limit = { limit = {
@ -435,15 +417,6 @@
} }
} }
trigger_if = {
limit = {
government_allows = administrative
}
custom_tooltip = {
text = admin_high_tier_vassal_join_faction
highest_held_title_tier >= tier_kingdom
}
}
#PROPPA CONFEDERATION VASSALS #PROPPA CONFEDERATION VASSALS
trigger_if = { trigger_if = {
limit = { limit = {
@ -699,15 +672,97 @@ liberty_faction = {
# Bloc Cohesion requirement # Bloc Cohesion requirement
japan_faction_cohesion_trigger = yes japan_faction_cohesion_trigger = yes
has_valid_realm_laws_for_liberty_faction_trigger = { trigger_if = {
TARGET = scope:target limit = { scope:target = { realm_law_use_imperial_bureaucracy = yes } }
custom_description = {
text = has_lowest_imperial_bureaucracy
subject = scope:target
scope:target = {
OR = {
has_realm_law = imperial_bureaucracy_1
has_realm_law = imperial_bureaucracy_2
has_realm_law = imperial_bureaucracy_3
}
}
}
}
trigger_else_if = {
limit = { scope:target = { government_has_flag = government_is_tribal } }
custom_description = {
text = has_lowest_tribal_authority
subject = scope:target
scope:target = {
OR = {
has_realm_law = tribal_authority_1
has_realm_law = tribal_authority_2
has_realm_law = tribal_authority_3
}
}
}
}
trigger_else_if = {
limit = { scope:target = { realm_law_use_celestial_bureaucracy = yes } }
custom_description = {
text = has_lowest_celestial_bureaucracy
subject = scope:target
scope:target = {
OR = {
has_realm_law = celestial_bureaucracy_1
has_realm_law = celestial_bureaucracy_2
has_realm_law = celestial_bureaucracy_3
}
}
}
}
trigger_else_if = {
limit = { scope:target = { realm_law_use_meritocratic_bureaucracy = yes } }
custom_description = {
text = has_lowest_meritocratic_bureaucracy
subject = scope:target
scope:target = {
OR = {
has_realm_law = meritocratic_bureaucracy_1
has_realm_law = meritocratic_bureaucracy_2
has_realm_law = meritocratic_bureaucracy_3
}
}
}
}
trigger_else_if = {
limit = { scope:target = { realm_law_use_japanese_bureaucracy = yes } }
custom_description = {
text = has_lowest_japanese_bureaucracy
subject = scope:target
scope:target = {
OR = {
has_realm_law = japanese_bureaucracy_1
has_realm_law = japanese_bureaucracy_2
has_realm_law = japanese_bureaucracy_3
}
}
}
}
trigger_else = {
custom_description = {
text = has_lowest_crown_authority
subject = scope:target
scope:target = {
OR = {
has_realm_law = crown_authority_1
has_realm_law = crown_authority_2
has_realm_law = crown_authority_3
}
}
}
} }
trigger_if = { trigger_if = {
limit = { limit = {
scope:target = { government_allows = administrative } scope:target = { government_has_flag = government_is_administrative }
}
scope:target = {
top_liege = this
} }
is_vassal_of = scope:target.top_liege
} }
} }
@ -726,7 +781,9 @@ liberty_faction = {
limit = { limit = {
scope:target = { government_allows = administrative } scope:target = { government_allows = administrative }
} }
is_vassal_of = scope:target.top_liege scope:target = {
top_liege = this
}
} }
} }
@ -745,7 +802,9 @@ liberty_faction = {
limit = { limit = {
scope:faction.faction_target = { government_allows = administrative } scope:faction.faction_target = { government_allows = administrative }
} }
is_vassal_of = scope:faction.faction_target scope:faction.faction_target = {
top_liege = this
}
} }
} }
@ -972,15 +1031,22 @@ claimant_faction = {
# Ministers cannot be claimants unless we are targeting h_china # Ministers cannot be claimants unless we are targeting h_china
trigger_if = { trigger_if = {
limit = { limit = {
tgp_has_minister_title = yes OR = {
has_title = title:e_minister_chancellor
has_title = title:e_minister_censor
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_personnel
has_title = title:e_minister_of_revenue
has_title = title:e_minister_of_rites
has_title = title:e_minister_of_war
has_title = title:e_minister_of_justice
has_title = title:e_minister_of_works
}
} }
custom_description = { custom_description = {
text = target_is_a_minister_desc text = target_is_a_minister_desc
subject = this subject = this
any_held_title = { root.special_title = { this = title:h_china }
tgp_is_minister_title = yes
de_jure_liege = root.special_title
}
} }
} }
} }

View file

@ -1265,36 +1265,12 @@ illness = {
texture = "gfx/interface/icons/traits/ill.dds" texture = "gfx/interface/icons/traits/ill.dds"
} }
clouded_eyes_mitigation = {
texture = "gfx/interface/icons/traits/clouded_eyes.dds"
parent = elder_traits
}
fragile_bones_mitigation = {
texture = "gfx/interface/icons/traits/fragile_bones.dds"
parent = elder_traits
}
withering_mind_mitigation = {
texture = "gfx/interface/icons/traits/withering_mind.dds"
parent = elder_traits
}
infirm_mitigation = {
texture = "gfx/interface/icons/traits/infirm.dds"
parent = elder_traits
}
elder_traits = {
texture = "gfx/interface/icons/traits/faltering_heart.dds"
}
medical_treatments = { medical_treatments = {
texture = "gfx/interface/icons/traits/ill.dds" texture = "gfx/interface/icons/traits/ill.dds"
} }
occupation = { occupation = {
alias = {occupy occupying occupied occupations occupies} alias = {occupy occupying occupied occupations}
} }
fortified_holding = { fortified_holding = {
@ -1329,7 +1305,6 @@ physical_trait = {
fame_trait = { fame_trait = {
texture = "gfx/interface/icons/traits/augustus.dds" texture = "gfx/interface/icons/traits/augustus.dds"
parent = trait parent = trait
alias = { fame_traits }
} }
health_trait = { health_trait = {
@ -3241,10 +3216,6 @@ state_faith = {
parent = faith parent = faith
} }
story_cycle = {
alias = { story_cycles }
}
story_content_hereward = { story_content_hereward = {
texture = "gfx/interface/icons/court_position_types/champion_court_position.dds" texture = "gfx/interface/icons/court_position_types/champion_court_position.dds"
shown_in_encyclopedia = no shown_in_encyclopedia = no

View file

@ -8,7 +8,6 @@ feudal_government = {
rulers_should_have_dynasty = yes rulers_should_have_dynasty = yes
dynasty_named_realms = no dynasty_named_realms = no
legitimacy = yes legitimacy = yes
allow_accolades = yes
} }
royal_court = any royal_court = any
@ -135,17 +134,9 @@ theocracy_government = {
can_get_government = { can_get_government = {
NOT = { NOT = {
faith = { has_doctrine = doctrine_theocracy_lay_clergy } faith = {
} has_doctrine = doctrine_theocracy_lay_clergy
#The LAAMP Construct Holding decision
trigger_if = {
limit = {
OR = {
has_variable = city_construction_is_temple_citadel
has_variable = city_construction_is_castle
}
} }
always = no
} }
} }
@ -174,7 +165,6 @@ clan_government = {
legitimacy = yes legitimacy = yes
dynasty_named_realms = no dynasty_named_realms = no
always_use_patronym = yes always_use_patronym = yes
allow_accolades = yes
} }
royal_court = any royal_court = any
@ -255,7 +245,6 @@ tribal_government = {
legitimacy = yes legitimacy = yes
always_use_patronym = yes always_use_patronym = yes
affected_by_development = no affected_by_development = no
allow_accolades = yes
} }
royal_court = any royal_court = any
@ -316,7 +305,6 @@ wanua_government = { # "Wanua"
gain_legitimacy_becoming_tributary = yes gain_legitimacy_becoming_tributary = yes
regiments_use_barter_goods_as_gold = yes regiments_use_barter_goods_as_gold = yes
barter = yes barter = yes
allow_accolades = yes
} }
royal_court = any royal_court = any
@ -359,7 +347,6 @@ wanua_government = { # "Wanua"
flags = { flags = {
government_is_tribal government_is_tribal
government_is_wanua government_is_wanua
government_is_settled
government_can_raid_rule government_can_raid_rule
government_enables_naval_raiding government_enables_naval_raiding
government_enables_river_travel government_enables_river_travel
@ -381,7 +368,6 @@ mercenary_government = {
court_generate_spouses = no court_generate_spouses = no
council = no council = no
inherit_from_dynastic_government = no inherit_from_dynastic_government = no
allow_accolades = no
} }
court_generate_commanders = 5 court_generate_commanders = 5
@ -420,7 +406,6 @@ holy_order_government = {
council = no council = no
court_generate_spouses = no court_generate_spouses = no
inherit_from_dynastic_government = no inherit_from_dynastic_government = no
allow_accolades = no
} }
court_generate_commanders = 5 court_generate_commanders = 5
@ -465,7 +450,6 @@ administrative_government = {
administrative = yes administrative = yes
use_as_base_on_landed = yes use_as_base_on_landed = yes
use_as_base_on_rank_up = yes use_as_base_on_rank_up = yes
allow_as_base_for_baronies = no
inherit_from_dynastic_government = no inherit_from_dynastic_government = no
sticky_government = yes sticky_government = yes
house_aspirations = yes house_aspirations = yes
@ -473,11 +457,9 @@ administrative_government = {
admin_allows_holding_multiple_primary_tier_titles = yes admin_allows_holding_multiple_primary_tier_titles = yes
treasury = yes treasury = yes
replace_gold_cost_by_treasury = yes replace_gold_cost_by_treasury = yes
allow_accolades = yes
} }
royal_court = any royal_court = top_liege
blocked_subject_courts = { meritocratic_government celestial_government japan_administrative_government administrative_government steppe_admin_government }
domicile_type = estate domicile_type = estate
main_administrative_tier = duchy main_administrative_tier = duchy
@ -492,19 +474,6 @@ administrative_government = {
vassal_contract_group = admin_vassal vassal_contract_group = admin_vassal
can_get_government = {
#The LAAMP Construct Holding decision
trigger_if = {
limit = {
OR = {
has_variable = city_construction_is_temple_citadel
has_variable = city_construction_is_castle
}
}
always = no
}
}
character_modifier = { character_modifier = {
levy_size = -0.5 levy_size = -0.5
feudal_government_tax_contribution_mult = -0.5 feudal_government_tax_contribution_mult = -0.5
@ -515,7 +484,7 @@ administrative_government = {
men_at_arms_limit = -2 men_at_arms_limit = -2
knight_limit = -5 knight_limit = -5
vassal_limit = 100 vassal_limit = 100
accolades = -1 active_accolades = -1
title_creation_cost_mult = -0.5 title_creation_cost_mult = -0.5
mercenary_hire_cost_mult = 2 mercenary_hire_cost_mult = 2
men_at_arms_maintenance = 0.5 men_at_arms_maintenance = 0.5
@ -576,7 +545,6 @@ landless_adventurer_government = {
allow_out_of_realm_inheritance = yes allow_out_of_realm_inheritance = yes
use_as_base_on_landed = yes use_as_base_on_landed = yes
use_maa_maintenance = no use_maa_maintenance = no
allow_accolades = no
} }
domicile_type = camp domicile_type = camp
@ -592,6 +560,7 @@ landless_adventurer_government = {
valid_holdings = { tribal_holding church_holding castle_holding city_holding temple_citadel_holding } valid_holdings = { tribal_holding church_holding castle_holding city_holding temple_citadel_holding }
character_modifier = { character_modifier = {
active_accolades = -100
knight_limit = 2 knight_limit = 2
men_at_arms_cap = -3 men_at_arms_cap = -3
men_at_arms_limit = -2 men_at_arms_limit = -2
@ -903,7 +872,6 @@ nomad_government = {
no_capital_movement_cooldown = yes no_capital_movement_cooldown = yes
affected_by_development = no affected_by_development = no
buildings = no buildings = no
allow_accolades = yes
} }
royal_court = any royal_court = any
@ -920,10 +888,6 @@ nomad_government = {
vassal_contract_group = nomad_vassal vassal_contract_group = nomad_vassal
can_get_government = {
has_mpo_dlc_trigger = yes
}
character_modifier = { character_modifier = {
steppe_travel_danger = steppe_high_danger_reduction steppe_travel_danger = steppe_high_danger_reduction
plains_travel_danger = steppe_high_danger_reduction plains_travel_danger = steppe_high_danger_reduction
@ -991,11 +955,11 @@ herder_government = {
deny_powerful_vassal = yes deny_powerful_vassal = yes
redirects_wars_to_overlord = yes redirects_wars_to_overlord = yes
buildings = no buildings = no
allow_accolades = no
} }
character_modifier = { character_modifier = {
knight_limit = -100 knight_limit = -100
active_accolades = -100
county_opinion_add = 100 county_opinion_add = 100
monthly_income_mult = -10 monthly_income_mult = -10
} }
@ -1042,7 +1006,6 @@ celestial_government = {
legitimacy = yes legitimacy = yes
use_as_base_on_landed = yes use_as_base_on_landed = yes
use_as_base_on_rank_up = yes use_as_base_on_rank_up = yes
allow_as_base_for_baronies = no
inherit_from_dynastic_government = no inherit_from_dynastic_government = no
sticky_government = yes sticky_government = yes
house_aspirations = yes house_aspirations = yes
@ -1054,12 +1017,9 @@ celestial_government = {
replace_gold_cost_by_treasury = yes replace_gold_cost_by_treasury = yes
block_alliance_child_marriage = yes block_alliance_child_marriage = yes
admin_allows_holding_multiple_primary_tier_titles = no admin_allows_holding_multiple_primary_tier_titles = no
disable_regnal_numbers = yes
allow_accolades = yes
} }
royal_court = any royal_court = top_liege
blocked_subject_courts = { meritocratic_government celestial_government japan_administrative_government administrative_government steppe_admin_government }
domicile_type = east_asian_estate domicile_type = east_asian_estate
main_administrative_tier = duchy main_administrative_tier = duchy
@ -1070,7 +1030,7 @@ celestial_government = {
fallback = 3 fallback = 3
primary_holding = castle_holding primary_holding = castle_holding
valid_holdings = { city_holding temple_citadel_holding tribal_holding } valid_holdings = { city_holding temple_citadel_holding }
required_county_holdings = { castle_holding city_holding church_holding } required_county_holdings = { castle_holding city_holding church_holding }
vassal_contract_group = celestial_vassal vassal_contract_group = celestial_vassal
@ -1085,7 +1045,7 @@ celestial_government = {
men_at_arms_limit = -2 men_at_arms_limit = -2
knight_limit = -5 knight_limit = -5
vassal_limit = 20 vassal_limit = 20
accolades = -1 active_accolades = -1
character_max_merit_level_add = 1 character_max_merit_level_add = 1
mercenary_hire_cost_mult = 2 mercenary_hire_cost_mult = 2
@ -1170,7 +1130,6 @@ mandala_government = {
count_tributaries_for_title_requirements = yes count_tributaries_for_title_requirements = yes
radiance = yes radiance = yes
allow_accolades = yes
} }
royal_court = any royal_court = any
@ -1183,18 +1142,8 @@ mandala_government = {
has_tgp_dlc_trigger = yes has_tgp_dlc_trigger = yes
always = no always = no
OR = { OR = {
liege ?= { has_government = mandala_government } liege = { has_government = mandala_government }
is_independent_ruler = yes highest_held_title_tier > tier_barony
}
#The LAAMP Construct Holding decision
trigger_if = {
limit = {
OR = {
has_variable = city_construction_is_temple_citadel
has_variable = city_construction_is_castle
}
}
capital_province = { has_holding_type = temple_citadel_holding }
} }
} }
@ -1339,7 +1288,6 @@ steppe_admin_government = {
legitimacy = yes legitimacy = yes
use_as_base_on_rank_up = yes use_as_base_on_rank_up = yes
use_as_base_on_landed = yes use_as_base_on_landed = yes
allow_as_base_for_baronies = no
inherit_from_dynastic_government = no inherit_from_dynastic_government = no
sticky_government = yes sticky_government = yes
house_aspirations = yes house_aspirations = yes
@ -1351,12 +1299,9 @@ steppe_admin_government = {
replace_gold_cost_by_treasury = yes replace_gold_cost_by_treasury = yes
government_ignores_rightful_liege_penalties = yes government_ignores_rightful_liege_penalties = yes
deny_powerful_vassal = yes deny_powerful_vassal = yes
disable_regnal_numbers = yes
allow_accolades = yes
} }
royal_court = any royal_court = any
blocked_subject_courts = { meritocratic_government celestial_government japan_administrative_government administrative_government steppe_admin_government }
domicile_type = east_asian_estate domicile_type = east_asian_estate
@ -1365,7 +1310,7 @@ steppe_admin_government = {
minimum_provincial_maa_tier = duchy minimum_provincial_maa_tier = duchy
primary_holding = castle_holding primary_holding = castle_holding
valid_holdings = { city_holding temple_citadel_holding tribal_holding } valid_holdings = { city_holding temple_citadel_holding }
required_county_holdings = { castle_holding city_holding church_holding } required_county_holdings = { castle_holding city_holding church_holding }
vassal_contract_group = meritocratic_vassal vassal_contract_group = meritocratic_vassal
@ -1381,8 +1326,8 @@ steppe_admin_government = {
men_at_arms_cap = -2 men_at_arms_cap = -2
men_at_arms_limit = -2 men_at_arms_limit = -2
knight_limit = -5 knight_limit = -5
vassal_limit = 20 vassal_limit = 100
accolades = -1 active_accolades = -1
ignore_negative_opinion_of_culture = yes ignore_negative_opinion_of_culture = yes
movement_speed = 0.1 movement_speed = 0.1
movement_speed_land_raiding = 0.1 movement_speed_land_raiding = 0.1
@ -1436,7 +1381,6 @@ steppe_admin_government = {
can_raze_holdings can_raze_holdings
government_is_settled government_is_settled
government_uses_domicile_but_not_adventurer government_uses_domicile_but_not_adventurer
government_uses_domain_limit
government_uses_admin_province_obligations government_uses_admin_province_obligations
government_uses_merit_family_aspirations government_uses_merit_family_aspirations
has_special_house_aspirations has_special_house_aspirations
@ -1465,7 +1409,6 @@ meritocratic_government = { # e.g. Korea, Dai Viet
legitimacy = yes legitimacy = yes
use_as_base_on_landed = yes use_as_base_on_landed = yes
use_as_base_on_rank_up = yes use_as_base_on_rank_up = yes
allow_as_base_for_baronies = no
inherit_from_dynastic_government = no inherit_from_dynastic_government = no
sticky_government = yes sticky_government = yes
house_aspirations = yes house_aspirations = yes
@ -1475,12 +1418,9 @@ meritocratic_government = { # e.g. Korea, Dai Viet
treasury = yes treasury = yes
replace_gold_cost_by_treasury = yes replace_gold_cost_by_treasury = yes
deny_powerful_vassal = yes deny_powerful_vassal = yes
disable_regnal_numbers = yes
allow_accolades = yes
} }
royal_court = any royal_court = any
blocked_subject_courts = { meritocratic_government celestial_government japan_administrative_government administrative_government steppe_admin_government }
domicile_type = east_asian_estate domicile_type = east_asian_estate
main_administrative_tier = duchy main_administrative_tier = duchy
@ -1488,7 +1428,7 @@ meritocratic_government = { # e.g. Korea, Dai Viet
minimum_provincial_maa_tier = duchy minimum_provincial_maa_tier = duchy
primary_holding = castle_holding primary_holding = castle_holding
valid_holdings = { city_holding temple_citadel_holding tribal_holding } valid_holdings = { city_holding temple_citadel_holding }
required_county_holdings = { castle_holding city_holding church_holding } required_county_holdings = { castle_holding city_holding church_holding }
vassal_contract_group = meritocratic_vassal vassal_contract_group = meritocratic_vassal
@ -1502,8 +1442,8 @@ meritocratic_government = { # e.g. Korea, Dai Viet
men_at_arms_cap = -2 men_at_arms_cap = -2
men_at_arms_limit = -2 men_at_arms_limit = -2
knight_limit = -5 knight_limit = -5
vassal_limit = 20 vassal_limit = 100
accolades = -1 active_accolades = -1
title_creation_cost_mult = -0.5 title_creation_cost_mult = -0.5
character_max_merit_level_add = 2 character_max_merit_level_add = 2
mercenary_hire_cost_mult = 2 mercenary_hire_cost_mult = 2
@ -1538,6 +1478,7 @@ meritocratic_government = { # e.g. Korea, Dai Viet
can_get_government = { can_get_government = {
has_tgp_dlc_trigger = yes has_tgp_dlc_trigger = yes
always = no
} }
# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player). # Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).

View file

@ -708,7 +708,6 @@
government_has_flag = government_is_celestial government_has_flag = government_is_celestial
government_has_flag = government_is_japan_administrative government_has_flag = government_is_japan_administrative
government_has_flag = government_is_meritocratic government_has_flag = government_is_meritocratic
government_has_flag = government_is_steppe_admin
} }
is_independent_ruler = no is_independent_ruler = no
} }
@ -1232,7 +1231,6 @@
} }
flag = advanced_succession_law flag = advanced_succession_law
flag = appointment_type_succession flag = appointment_type_succession
flag = appointment_with_level_requirement
modifier = { modifier = {
glory_hound_opinion = -10 glory_hound_opinion = -10
courtly_opinion = 5 courtly_opinion = 5
@ -1304,7 +1302,6 @@
} }
flag = advanced_succession_law flag = advanced_succession_law
flag = appointment_type_succession flag = appointment_type_succession
flag = appointment_with_level_requirement
modifier = { modifier = {
glory_hound_opinion = 5 glory_hound_opinion = 5
courtly_opinion = -10 courtly_opinion = -10
@ -1383,30 +1380,17 @@
japanese_appointment_succession_law = { japanese_appointment_succession_law = {
can_keep = { can_keep = {
can_keep_japanese_appointment_succession_law_trigger = yes can_keep_japanese_appointment_succession_law_trigger = yes
custom_tooltip = {
text = celestial_military_appointment_allowed_desc
NOT = { vassal_contract_has_flag = japan_administrative_military_appointment }
}
} }
can_pass = { can_pass = {
can_change_japanese_appointment_succession_law_trigger = yes can_change_japanese_appointment_succession_law_trigger = yes
custom_tooltip = {
text = celestial_military_appointment_allowed_desc
NOT = { vassal_contract_has_flag = japan_administrative_military_appointment }
}
} }
can_have = { can_have = {
can_have_japanese_appointment_succession_law_trigger = yes can_have_japanese_appointment_succession_law_trigger = yes
custom_tooltip = {
text = celestial_military_appointment_allowed_desc
NOT = { vassal_contract_has_flag = japan_administrative_military_appointment }
}
} }
should_start_with = { should_start_with = {
government_has_flag = government_is_japan_administrative government_has_flag = government_is_japan_administrative
is_independent_ruler = no is_independent_ruler = no
NOT = { has_title = title:k_chrysanthemum_throne } NOT = { has_title = title:k_chrysanthemum_throne }
NOT = { vassal_contract_has_flag = japan_administrative_military_appointment }
} }
succession = { succession = {
order_of_succession = appointment order_of_succession = appointment
@ -1465,13 +1449,11 @@
can_have = { can_have = {
government_allows = administrative government_allows = administrative
is_independent_ruler = no is_independent_ruler = no
vassal_contract_has_flag = japan_administrative_military_appointment
} }
can_pass = { can_pass = {
can_change_succession_law_trigger = yes can_change_succession_law_trigger = yes
government_allows = administrative government_allows = administrative
is_independent_ruler = no is_independent_ruler = no
vassal_contract_has_flag = japan_administrative_military_appointment
} }
should_start_with = { should_start_with = {
government_has_flag = government_is_japan_administrative government_has_flag = government_is_japan_administrative
@ -1556,7 +1538,7 @@
government_allows = administrative government_allows = administrative
is_independent_ruler = no is_independent_ruler = no
custom_tooltip = { custom_tooltip = {
text = celestial_appointment_allowed_desc text = celestial_military_appointment_allowed_desc
NOT = { vassal_contract_has_flag = meritocratic_military_appointment } NOT = { vassal_contract_has_flag = meritocratic_military_appointment }
} }
# Vassal Contract allows it # Vassal Contract allows it
@ -1583,7 +1565,7 @@
} }
is_independent_ruler = no is_independent_ruler = no
custom_tooltip = { custom_tooltip = {
text = celestial_appointment_allowed_desc text = celestial_military_appointment_allowed_desc
NOT = { vassal_contract_has_flag = meritocratic_military_appointment } NOT = { vassal_contract_has_flag = meritocratic_military_appointment }
} }
} }
@ -1593,7 +1575,6 @@
} }
flag = advanced_succession_law flag = advanced_succession_law
flag = appointment_type_succession flag = appointment_type_succession
flag = appointment_with_level_requirement
modifier = { modifier = {
glory_hound_opinion = -10 glory_hound_opinion = -10
courtly_opinion = 5 courtly_opinion = 5
@ -1621,10 +1602,7 @@
} }
potential = { potential = {
OR = { government_has_flag = government_is_meritocratic
government_has_flag = government_is_steppe_admin
government_has_flag = government_is_meritocratic
}
is_independent_ruler = no is_independent_ruler = no
} }
} }
@ -1671,7 +1649,6 @@
} }
flag = advanced_succession_law flag = advanced_succession_law
flag = appointment_type_succession flag = appointment_type_succession
flag = appointment_with_level_requirement
modifier = { modifier = {
glory_hound_opinion = -10 glory_hound_opinion = -10
courtly_opinion = 5 courtly_opinion = 5
@ -1699,10 +1676,7 @@
} }
potential = { potential = {
OR = { government_has_flag = government_is_meritocratic
government_has_flag = government_is_steppe_admin
government_has_flag = government_is_meritocratic
}
is_independent_ruler = no is_independent_ruler = no
} }
} }

View file

@ -79,7 +79,11 @@
can_change_title_law_trigger = yes can_change_title_law_trigger = yes
} }
can_title_have = { can_title_have = {
can_title_have_law_general_trigger = yes tier >= tier_county
is_temporal_head_of_faith_trigger = no
NOT = {
is_nomad_title = yes
}
} }
succession = { succession = {
order_of_succession = election order_of_succession = election
@ -356,7 +360,16 @@
can_pass = { can_pass = {
} }
can_title_have = { can_title_have = {
tgp_is_civilian_minister_title = yes OR = {
this = title:e_minister_chancellor
this = title:e_minister_censor
this = title:e_minister_of_personnel
this = title:e_minister_of_revenue
this = title:e_minister_of_rites
this = title:e_minister_of_war
this = title:e_minister_of_justice
this = title:e_minister_of_works
}
} }
can_realm_have = { can_realm_have = {
always = no always = no
@ -375,7 +388,6 @@
celestial_government_opinion = 5 celestial_government_opinion = 5
} }
flag = appointment_type_succession flag = appointment_type_succession
flag = appointment_with_level_requirement
} }
# Celestial Grand Marshal Succession # Celestial Grand Marshal Succession
@ -409,7 +421,6 @@
celestial_government_opinion = 5 celestial_government_opinion = 5
} }
flag = appointment_type_succession flag = appointment_type_succession
flag = appointment_with_level_requirement
} }
} }

View file

@ -269,9 +269,8 @@
faith = same_faith faith = same_faith
### brief: create_primary_tier_titles ( bool, optional ) ### brief: create_primary_tier_titles ( bool, optional )
# If set and under partition, titles you can create of your primary tier # If set, then under partition all titles you can create of your primary
# ( up to your number of secondary heirs ) will be created for free, # tier will be created for free, resulting in a more split-up realm
# resulting in a more split-up realm
# default = no # default = no
# #
create_primary_tier_titles = no create_primary_tier_titles = no

View file

@ -57,7 +57,6 @@
holy_order_fallback = no # Holy order will have a lower priority to use this type holy_order_fallback = no # Holy order will have a lower priority to use this type
allowed_in_hired_troops = yes # MaA type can be used in hired troops allowed_in_hired_troops = yes # MaA type can be used in hired troops
max_sub_regiments = -1 # If positive, only one reginemt of this type can be created, and have this maximum size. Unaffected by bonuses to MaA regiment size max_sub_regiments = -1 # If positive, only one reginemt of this type can be created, and have this maximum size. Unaffected by bonuses to MaA regiment size
max_regiments = -1 # If positive, only this number of this type can be created.
provision_cost = 0 # The amount of provison cost for this MAA type when moving your domicile provision_cost = 0 # The amount of provison cost for this MAA type when moving your domicile
} }

View file

@ -33,43 +33,6 @@ prowess_no_portrait = {
prefix = MOD_PROWESS_PREFIX prefix = MOD_PROWESS_PREFIX
} }
diplomacy_mult = {
decimals = 0
percent = yes
prefix = MOD_DIPLOMACY_PREFIX
}
martial_mult = {
decimals = 0
percent = yes
prefix = MOD_MARTIAL_PREFIX
}
stewardship_mult = {
decimals = 0
percent = yes
prefix = MOD_STEWARDSHIP_PREFIX
}
intrigue_mult = {
decimals = 0
percent = yes
prefix = MOD_INTRIGUE_PREFIX
}
learning_mult = {
decimals = 0
percent = yes
prefix = MOD_LEARNING_PREFIX
}
prowess_mult = {
decimals = 0
percent = yes
prefix = MOD_PROWESS_PREFIX
}
negate_diplomacy_penalty_add = { negate_diplomacy_penalty_add = {
decimals = 0 decimals = 0
prefix = MOD_DIPLOMACY_PREFIX prefix = MOD_DIPLOMACY_PREFIX
@ -2395,6 +2358,23 @@ domicile_monthly_gold_add = {
suffix = MOD_MONTHLY_POSTFIX suffix = MOD_MONTHLY_POSTFIX
} }
domicile_monthly_barter_goods = {
decimals = 2
prefix = MOD_MONTHLY_BARTER_GOODS_PREFIX
suffix = MOD_MONTHLY_POSTFIX
}
domicile_monthly_barter_goods_mult = {
decimals = 0
prefix = MOD_MONTHLY_BARTER_GOODS_PREFIX
percent = yes
}
domicile_monthly_barter_goods_add = {
decimals = 2
prefix = MOD_MONTHLY_BARTER_GOODS_PREFIX
suffix = MOD_MONTHLY_POSTFIX
}
domicile_monthly_prestige_add = { domicile_monthly_prestige_add = {
decimals = 2 decimals = 2
prefix = MOD_MONTHLY_PRESTIGE_PREFIX prefix = MOD_MONTHLY_PRESTIGE_PREFIX
@ -2782,7 +2762,7 @@ strife_opinion_loss_mult = {
percent = yes percent = yes
} }
accolades = { active_accolades = {
decimals = 0 decimals = 0
dlc_feature = accolades dlc_feature = accolades
} }

View file

@ -72,7 +72,7 @@ flourishing_culture_modifier = {
} }
hungarian_resettlement_modifier = { hungarian_resettlement_modifier = {
icon = horse_mixed icon = horse_positive
county_opinion_add = -10 county_opinion_add = -10
build_speed = -0.1 build_speed = -0.1
development_growth_factor = small_development_growth_gain development_growth_factor = small_development_growth_gain
@ -167,12 +167,10 @@ winter_harsh_modifier = {
# End of winter modifiers # End of winter modifiers
spurned_by_traders = { spurned_by_traders = {
icon = social_negative
development_growth_factor = -0.25 development_growth_factor = -0.25
} }
elevate_mann_and_the_isles_modifier = { elevate_mann_and_the_isles_modifier = {
icon = social_positive
development_growth_factor = 0.5 development_growth_factor = 0.5
levy_size = 1 levy_size = 1
tax_mult = 0.5 tax_mult = 0.5
@ -210,7 +208,7 @@ wayfarer_astronomical_phenomenon = {
} }
innkeeper_bad_result = { innkeeper_bad_result = {
icon = county_modifier_development_mixed icon = county_modifier_development_negative
monthly_income = 0.5 monthly_income = 0.5
county_opinion_add = -20 county_opinion_add = -20
} }

View file

@ -58,189 +58,6 @@ on_army_monthly = {
# scope:war is the war causing the previous controller and the occupant to be hostile # scope:war is the war causing the previous controller and the occupant to be hostile
on_county_occupied = { on_county_occupied = {
effect = { effect = {
random = { # chance of granting a knight eligibility for marauder / besieger accolade
chance = 2
modifier = {
factor = accolade_progress
}
modifier = {
NOT = {
any_knight = {
OR = {
can_be_acclaimed = yes
accolade ?= {
accolade_can_have_more_attributes = yes
}
}
knight_army ?= {
location.county = scope:county
}
OR = {
AND = { # needed for besieger
knight_army ?= {
any_army_maa_regiment = {
is_unit_type = siege_weapon
}
}
besieger_attribute_trigger = no
}
AND = { # needed for marauder
NOT = {
has_trait = compassionate
}
marauder_attribute_trigger = no
}
}
}
}
factor = 0
}
set_variable = {
name = accolade_progress
value = 0
}
random_list = {
10 = { # marauder
trigger = {
any_knight = {
OR = {
can_be_acclaimed = yes
accolade ?= {
accolade_can_have_more_attributes = yes
}
}
knight_army ?= {
location.county = scope:county
}
NOT = {
has_trait = compassionate
}
marauder_attribute_trigger = no
}
}
random_knight = {
limit = {
OR = {
can_be_acclaimed = yes
accolade ?= {
accolade_can_have_more_attributes = yes
}
}
knight_army ?= {
location.county = scope:county
}
NOT = {
has_trait = compassionate
}
marauder_attribute_trigger = no
}
weight = {
base = 1
modifier = {
add = 60
is_acclaimed = yes
}
modifier = {
add = 30
has_trait = sadistic
}
modifier = {
add = 30
has_trait = callous
}
modifier = {
add = 30
has_trait = wrathful
}
modifier = {
add = 30
has_trait = greedy
}
}
save_scope_as = marauder
}
send_interface_message = {
type = msg_accolade_eligibility
title = accolade_marauder_unlock.t
left_icon = scope:marauder
right_icon = scope:recipient
custom_tooltip = accolade_marauder_unlock.tt
scope:marauder = {
set_variable = {
name = marauder_attribute_unlock
value = yes
}
}
}
}
10 = { # besieger
trigger = {
any_knight = {
OR = {
can_be_acclaimed = yes
accolade ?= {
accolade_can_have_more_attributes = yes
}
}
knight_army ?= {
location.county = scope:county
any_army_maa_regiment = {
is_unit_type = siege_weapon
}
}
besieger_attribute_trigger = no
}
}
random_knight = {
limit = {
OR = {
can_be_acclaimed = yes
accolade ?= {
accolade_can_have_more_attributes = yes
}
}
knight_army ?= {
location.county = scope:county
any_army_maa_regiment = {
is_unit_type = siege_weapon
}
}
besieger_attribute_trigger = no
}
weight = {
base = 1
modifier = {
add = 60
is_acclaimed = yes
}
modifier = {
add = 30
has_trait = calm
}
modifier = {
add = 30
has_trait = patient
}
}
save_scope_as = besieger
}
send_interface_message = {
type = msg_accolade_eligibility
title = accolade_besieger_unlock.t
left_icon = scope:besieger
right_icon = scope:recipient
custom_tooltip = accolade_besieger_unlock.tt
scope:besieger = {
set_variable = {
name = besieger_attribute_unlock
value = yes
}
}
}
}
}
}
scope:county = { scope:county = {
if = { if = {
limit = { limit = {
@ -369,28 +186,28 @@ on_county_occupied = {
limit = { limit = {
house ?= { house ?= {
OR = { OR = {
has_house_aspiration_parameter = occupations_give_bonuses_1 has_house_power_parameter = occupations_give_bonuses_1
has_house_aspiration_parameter = occupations_give_bonuses_2 has_house_power_parameter = occupations_give_bonuses_2
has_house_aspiration_parameter = occupations_give_bonuses_3 has_house_power_parameter = occupations_give_bonuses_3
} }
} }
} }
send_interface_message = { send_interface_message = {
type = msg_siege_effect type = msg_siege_effect
title = tactical_besiegers_house_aspiration title = tactical_besiegers_house_power
left_icon = root left_icon = root
right_icon = scope:barony right_icon = scope:barony
if = { if = {
limit = { limit = {
house = { has_house_aspiration_parameter = occupations_give_bonuses_3 } house = { has_house_power_parameter = occupations_give_bonuses_3 }
} }
add_gold = occupations_give_bonuses_3_value add_gold = occupations_give_bonuses_3_value
change_influence = occupations_give_bonuses_3_value change_influence = occupations_give_bonuses_3_value
} }
else_if = { else_if = {
limit = { limit = {
house = { has_house_aspiration_parameter = occupations_give_bonuses_2 } house = { has_house_power_parameter = occupations_give_bonuses_2 }
} }
add_gold = occupations_give_bonuses_2_value add_gold = occupations_give_bonuses_2_value
change_influence = occupations_give_bonuses_2_value change_influence = occupations_give_bonuses_2_value

View file

@ -516,44 +516,48 @@ on_death = {
# EP2 - Handle Grand Wedding betrothals # EP2 - Handle Grand Wedding betrothals
if = { if = {
limit = { # You have promised someone else in a grand marriage limit = {
is_ai = no
has_variable = promised_grand_wedding_marriage_countdown has_variable = promised_grand_wedding_marriage_countdown
var:promised_grand_wedding_marriage_countdown != this exists = player_heir
} }
if = { # Find a player heir or primary heir that hasn't ALSO promised a grand wedding var:promised_grand_wedding_marriage_countdown = { save_scope_as = temp_marriage_scope }
limit = { player_heir = {
player_heir ?= { NOT = { has_variable = promised_grand_wedding_marriage_countdown } } set_variable = {
name = promised_grand_wedding_marriage_countdown
value = prev.var:promised_grand_wedding_marriage_countdown
years = grand_wedding_timeout_alt
} }
player_heir = { save_scope_as = new_wedding_host } # Notification that the countdown has expired (one day before, to avoid getting the variable deleted before we have used it)
} trigger_event = {
else_if = { id = ep2_wedding.0001
limit = { days = grand_wedding_timeout_notification_alt
primary_heir ?= { NOT = { has_variable = promised_grand_wedding_marriage_countdown } }
}
primary_heir = { save_scope_as = new_wedding_host }
}
if = { # If such an heir exists, copy all involved scopes, clean up, and recreate the promise on all relevant characters
limit = {
exists = scope:new_wedding_host
has_variable = promised_grand_wedding_to
}
var:promised_grand_wedding_marriage_countdown = {
save_scope_as = spouse_1
betrothed = { save_scope_as = spouse_2 }
}
var:promised_grand_wedding_to = {
save_scope_as = promisee
}
clean_grand_wedding_betrothal_variables = yes
set_grand_wedding_betrothal_variables = {
HOST = scope:new_wedding_host
SPOUSE_1 = scope:spouse_1
SPOUSE_2 = scope:spouse_2
PROMISEE = scope:promisee
} }
} }
else = { # Otherwise, clean up all variables on all characters (cancelling the Grand Wedding promise but retaining the betrothal) }
clean_grand_wedding_betrothal_variables = yes if = {
limit = {
is_ai = no
has_variable = promised_grand_wedding_marriage_countdown
exists = primary_heir
NOT = {
primary_heir = {
has_variable = promised_grand_wedding_marriage_countdown
}
}
}
var:promised_grand_wedding_marriage_countdown = { save_scope_as = temp_marriage_scope }
primary_heir = {
set_variable = {
name = promised_grand_wedding_marriage_countdown
value = prev.var:promised_grand_wedding_marriage_countdown
years = grand_wedding_timeout_alt
}
# Notification that the countdown has expired (one day before, to avoid getting the variable deleted before we have used it)
trigger_event = {
id = ep2_wedding.0001
days = grand_wedding_timeout_notification_alt
}
} }
} }
if = { if = {
@ -561,7 +565,8 @@ on_death = {
# You are a spouse to be # You are a spouse to be
has_variable = promised_grand_wedding_by has_variable = promised_grand_wedding_by
# your Grand Wedding has not been organized yet # your Grand Wedding has not been organized yet
NOT = { NOR = {
exists = involved_activity
involved_activity ?= { involved_activity ?= {
has_activity_type = activity_wedding has_activity_type = activity_wedding
OR = { OR = {
@ -1635,7 +1640,7 @@ on_death = {
} }
# save Wallada's scope # save Wallada's scope
save_scope_as = wallada save_scope_as = wallada
random_character_artifact = { random_artifact = {
limit = { limit = {
has_artifact_modifier = double_moon_modifier has_artifact_modifier = double_moon_modifier
} }
@ -1874,10 +1879,10 @@ on_death = {
limit = { limit = {
house ?= { house ?= {
OR = { OR = {
has_house_aspiration_parameter = inherit_merit_bonus_1 has_house_power_parameter = inherit_merit_bonus_1
has_house_aspiration_parameter = inherit_merit_bonus_2 has_house_power_parameter = inherit_merit_bonus_2
has_house_aspiration_parameter = inherit_merit_bonus_3 has_house_power_parameter = inherit_merit_bonus_3
has_house_aspiration_parameter = inherit_merit_bonus_4 has_house_power_parameter = inherit_merit_bonus_4
} }
} }
} }

View file

@ -126,30 +126,6 @@ mpo_migration_finished = {
move_domicile = prev.capital_province move_domicile = prev.capital_province
} }
} }
if = {
limit = {
has_character_modifier = mpo_migrating_accolade_duke_modifier
}
remove_character_modifier = mpo_migrating_accolade_duke_modifier
}
else_if = {
limit = {
has_character_modifier = mpo_migrating_accolade_king_modifier
}
remove_character_modifier = mpo_migrating_accolade_king_modifier
}
else_if = {
limit = {
has_character_modifier = mpo_migrating_accolade_emperor_modifier
}
remove_character_modifier = mpo_migrating_accolade_emperor_modifier
}
if = {
limit = {
has_variable = nomad_migration_preserve_coronation
}
remove_variable = nomad_migration_preserve_coronation
}
} }
} }
@ -249,12 +225,6 @@ on_migration_war_end = {
trigger_event = { trigger_event = {
on_action = mpo_migration_finished on_action = mpo_migration_finished
} }
if = {
limit = {
has_variable = nomad_migration_preserve_coronation
}
remove_variable = nomad_migration_preserve_coronation
}
every_character_situation = { every_character_situation = {
limit = { limit = {
any_participant_group = { any_participant_group = {
@ -324,7 +294,7 @@ on_kurultai_succession_stable = {
list = obedient_kurultai list = obedient_kurultai
limit = { limit = {
exists = this exists = this
this != root NOT = { this = root }
} }
add_opinion = { add_opinion = {
target = root target = root
@ -366,7 +336,7 @@ on_kurultai_succession_chaotic = {
list = obedient_kurultai list = obedient_kurultai
limit = { limit = {
exists = this exists = this
this != root NOT = { this = root }
} }
add_opinion = { add_opinion = {
target = root target = root

View file

@ -84,7 +84,6 @@ on_game_start = {
add_confederation_member = title:d_trier.holder add_confederation_member = title:d_trier.holder
} }
} }
set_global_variable = { name = is_game_start_date days = 1 }
# Chinese Song-fashion # Chinese Song-fashion
if = { if = {
limit = { limit = {
@ -690,7 +689,6 @@ on_game_start = {
} }
} }
} }
} }
religion:eastern_orthodox_religion = { religion:eastern_orthodox_religion = {
every_faith = { every_faith = {
@ -1538,7 +1536,6 @@ on_game_start = {
limit = { limit = {
government_has_flag = government_is_wanua government_has_flag = government_is_wanua
} }
empty_treasury_when_abandoning_landed_life_effect = yes
change_government = tribal_government change_government = tribal_government
} }
# TGP: Clean up mandala govs and revert them to non-dlc feudals # TGP: Clean up mandala govs and revert them to non-dlc feudals
@ -1546,7 +1543,6 @@ on_game_start = {
limit = { limit = {
government_has_flag = government_is_mandala government_has_flag = government_is_mandala
} }
empty_treasury_when_abandoning_landed_life_effect = yes
change_government = feudal_government change_government = feudal_government
} }
### Every Celestial/Meritocratic/Japanese Government becomes feudal if DLC not enabled, pre-lobby history setup ### ### Every Celestial/Meritocratic/Japanese Government becomes feudal if DLC not enabled, pre-lobby history setup ###
@ -1560,8 +1556,8 @@ on_game_start = {
has_government = japan_feudal_government has_government = japan_feudal_government
} }
} }
empty_treasury_when_abandoning_landed_life_effect = yes
change_government = feudal_government change_government = feudal_government
} }
if = { if = {
limit = { limit = {
@ -2575,29 +2571,26 @@ on_game_start = {
} }
### TGP Earthquake Regions ### TGP Earthquake Regions
# background regions
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_europe } add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_europe }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_europe_south } add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_europe_south }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_china } add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_china }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:north_pacific_earthquake_region } # Basically Japan, whole region as risky add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_japan }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_north_east_and_korea }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_southeast_mainland } # no Burma since it's already fully covered by sichuan_myanmar_earthquake_region
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_southeast_islands }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_minor } add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_minor }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_indonesia }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_philippines }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_sakhalin_hokkaido }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_middle_east } add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_middle_east }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_india } add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_india }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_steppe } add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_steppe }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_siberia } add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_siberia }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_burma }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:custom_arakan_mountains }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:custom_bactria }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_tibet } add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_tibet }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_himalaya }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_africa } add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_africa }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_africa_north_east } add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_africa_north_east }
# strips
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:himalaya_earthquake_region }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:sichuan_myanmar_earthquake_region }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:south_china_coastaline_earthquake_region }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:north_china_earthquake_region }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:mongolia_baikal_earthquake_region }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:central_asian_earthquake_region }
### TGP Flood Regions ### TGP Flood Regions
add_to_global_variable_list = { name = flood_region_list target = geographical_region:amur_river_region } add_to_global_variable_list = { name = flood_region_list target = geographical_region:amur_river_region }
@ -2639,13 +2632,8 @@ on_game_start = {
limit = { has_tgp_dlc_trigger = yes } limit = { has_tgp_dlc_trigger = yes }
### DYNASTIES ### DYNASTIES
tgp_dynasty_house_name_setup_effect = yes tgp_dynasty_house_name_setup_effect = yes
### BLOCS — AuH defers to after noble_family_title_realm_setup (see TGP SETUP); else house heads lack NF titles and create_confederation asserts. ### BLOCS
if = { tgp_setup_historical_house_bloc_effect = yes
limit = {
NOT = { has_dlc_feature = all_under_heaven }
}
tgp_setup_historical_house_bloc_effect = yes
}
} }
# #
if = { if = {
@ -2687,8 +2675,6 @@ on_game_start = {
# Like on_game_start, except it is called once the host (or player, in single player) exits the lobby. Good for anything where you need to know who the players are, or what the game rules are # Like on_game_start, except it is called once the host (or player, in single player) exits the lobby. Good for anything where you need to know who the players are, or what the game rules are
on_game_start_after_lobby = { on_game_start_after_lobby = {
effect = { effect = {
disable_succession_calculation = yes
# To prevent the Season Changes event from triggering on game start # To prevent the Season Changes event from triggering on game start
situation:the_great_steppe ?= { situation:the_great_steppe ?= {
every_participant_group = { every_participant_group = {
@ -2819,6 +2805,34 @@ on_game_start_after_lobby = {
} }
} }
} }
title:k_xia ?= {
every_in_de_jure_hierarchy = {
limit = {
holder ?= {
government_has_flag = government_is_tribal
}
}
holder = {
set_variable = {
name = steppe_game_start_var
years = 1
}
every_held_title = {
if = {
limit = {
title_province = {
has_holding_type = tribal_holding
}
}
title_province = {
set_holding_type = nomad_holding
}
}
}
change_government = nomad_government
}
}
}
} }
#Sami #Sami
if = { if = {
@ -2956,12 +2970,6 @@ on_game_start_after_lobby = {
culture = culture:bedouin culture = culture:bedouin
is_ai = no is_ai = no
} }
NOR = {
culture = culture:welayta
culture = culture:ethiopian
culture = culture:nubian
culture = culture:daju
}
} }
} }
holder = { holder = {
@ -3051,9 +3059,6 @@ on_game_start_after_lobby = {
enact_treasury_budgets_init = yes enact_treasury_budgets_init = yes
} }
} }
every_ruler = { # PUT EVERY_RULER TYPE STUFF HERE FOR PERFORMANCE REASONS every_ruler = { # PUT EVERY_RULER TYPE STUFF HERE FOR PERFORMANCE REASONS
### Every nomad in the Steppe Region gets their yurt domicile goodies ### ### Every nomad in the Steppe Region gets their yurt domicile goodies ###
if = { if = {
@ -3136,6 +3141,7 @@ on_game_start_after_lobby = {
domicile ?= { domicile ?= {
add_domicile_building = yurt_main_02 add_domicile_building = yurt_main_02
add_random_yurt_external_building_effect = yes add_random_yurt_external_building_effect = yes
add_random_yurt_external_building_effect = yes
upgrade_random_yurt_external_building_effect = yes upgrade_random_yurt_external_building_effect = yes
} }
} }
@ -4549,8 +4555,6 @@ on_game_start_after_lobby = {
} }
} }
} }
if = { if = {
limit = { has_game_rule = sexuality_distribution_default } limit = { has_game_rule = sexuality_distribution_default }
@ -8337,7 +8341,6 @@ on_game_start_after_lobby = {
has_government = landless_adventurer_government has_government = landless_adventurer_government
} }
add_realm_law_skip_effects = camp_purpose_scholars add_realm_law_skip_effects = camp_purpose_scholars
add_realm_law_skip_effects = equal_law
trigger_event = ep3_story_cycle_violet_poet.0001 trigger_event = ep3_story_cycle_violet_poet.0001
} }
} }
@ -8581,7 +8584,7 @@ on_game_start_after_lobby = {
add_realm_law_skip_effects = camp_purpose_mercenaries add_realm_law_skip_effects = camp_purpose_mercenaries
} }
} }
character:il_eom_1 ?= { character:bojo_jinul_1 ?= {
if = { if = {
limit = { limit = {
is_alive = yes is_alive = yes
@ -8710,35 +8713,6 @@ on_game_start_after_lobby = {
limit = { has_tgp_dlc_trigger = yes } limit = { has_tgp_dlc_trigger = yes }
### JAPAN ### JAPAN
# History defaults e_japan to feudal + single heir so partial DLC / no AuH bookmarks load cleanly.
# Restore Ritsuryō Kampaku when All Under Heaven is active (must run before noble-family / bureaucracy setup).
if = {
limit = { has_dlc_feature = all_under_heaven }
title:e_japan.holder ?= {
# can_get_government for japan_administrative checks top_liege for japanese government OR this flag; independent Kampaku is neither until flagged.
if = {
limit = {
NOT = { government_has_flag = government_is_japan_administrative }
OR = {
has_government = feudal_government
has_government = japan_feudal_government
}
}
add_character_flag = tgp_japan_restore_japanese_government_flag
change_government = japan_administrative_government
remove_character_flag = tgp_japan_restore_japanese_government_flag
}
# Separate if (not else_if): first block can flip government same pass; law must still run for that case and for history Ritsuryō holders missing the law.
if = {
limit = {
government_has_flag = government_is_japan_administrative
NOT = { has_realm_law = japanese_regency_succession_law }
}
add_realm_law_skip_effects = japanese_regency_succession_law
}
}
}
# Special variable that UI uses to display correct title # Special variable that UI uses to display correct title
title:e_japan = { title:e_japan = {
# More starting house relations # More starting house relations
@ -8821,14 +8795,6 @@ on_game_start_after_lobby = {
} }
} }
if = {
limit = {
has_dlc_feature = all_under_heaven
exists = title:e_japan.holder
}
tgp_setup_historical_house_bloc_effect = yes
}
### MANDALA ### MANDALA
@ -8881,11 +8847,11 @@ on_game_start_after_lobby = {
add_great_building = mandala_capital_01 add_great_building = mandala_capital_01
} }
else_if = { else_if = {
limit = { game_start_date > 1066.09.15 } limit = { game_start_date >= 1066.1.1 }
add_great_building = mandala_capital_03 add_great_building = mandala_capital_02
} }
else = { else = {
add_great_building = mandala_capital_02 add_great_building = mandala_capital_03
} }
add_to_global_variable_list = { # Add to list so it can be found by the PoI add_to_global_variable_list = { # Add to list so it can be found by the PoI
name = mandala_poi_list name = mandala_poi_list
@ -8962,37 +8928,6 @@ on_game_start_after_lobby = {
create_story = story_mandala create_story = story_mandala
} }
} }
#Tai Migrations
every_county_in_region = { # save all migration counties to variable list
region = custom_tai_migration_target
add_to_global_variable_list = {
name = tai_migration_target_counties
target = this
}
}
every_in_global_list = { # give all saved migration county holders the story
variable = tai_migration_target_counties
holder = {
if = {
limit = {
NOT = {
any_owned_story = {
type = story_tai_migrations
}
}
has_tgp_dlc_trigger = yes
any_realm_province = {
culture = {
NOT = {
has_cultural_pillar = heritage_tai
}
}
}
}
create_story = story_tai_migrations
}
}
}
} }
### TGP MERIT AND TREASURY HANDOUT ON GAME START ### ### TGP MERIT AND TREASURY HANDOUT ON GAME START ###
if = { if = {
@ -9827,65 +9762,26 @@ on_game_start_after_lobby = {
limit = { limit = {
is_ai = yes is_ai = yes
OR = { OR = {
is_governor = yes AND = {
tgp_is_any_minister = yes OR = {
} vassal_contract_has_flag = celestial_province_military
trigger_if = { vassal_contract_has_flag = celestial_province_protectorate
limit = { has_trait_with_flag = civilian_province } }
OR = { has_trait_with_flag = civilian_province
vassal_contract_has_flag = celestial_military_appointment
vassal_contract_has_flag = meritocratic_military_appointment
} }
} AND = {
trigger_else = { OR = {
OR = { vassal_contract_has_flag = celestial_province_standard
vassal_contract_has_flag = celestial_civil_appointment vassal_contract_has_flag = celestial_province_industrial
vassal_contract_has_flag = meritocratic_civil_appointment vassal_contract_has_flag = celestial_province_metropolitan
}
has_trait_with_flag = military_province
} }
} }
} }
if = { tgp_flip_education_track_on_game_start = yes
limit = { has_trait_with_flag = civilian_province }
set_variable = {
name = appointment_trait_override
value = trait:education_martial_1
}
}
else = {
set_variable = {
name = appointment_trait_override
value = trait:education_stewardship_1
}
}
} }
} }
if = {
limit = {
has_game_rule = no_easteregg_characters
}
# needed for error suppression as all characters are added to the list in the history
if = {
limit = {
always = no
}
add_to_global_variable_list = {
name = easteregg_characters_list
target = this
}
}
every_in_global_list = {
variable = easteregg_characters_list
limit = {
is_ai = yes
}
death = {
death_reason = death_vanished
}
}
clear_global_variable_list = easteregg_characters_list
}
enable_and_run_succession_calculation = yes
} }
events = { events = {

View file

@ -101,8 +101,34 @@ on_title_destroyed = {
} }
} }
} }
# Because a change in liege isn't triggered when the title being destroyed every_vassal = {
tgp_fire_china_realm_name_event_for_vassals_effect = yes # Because a change in liege isn't triggered when the title being destroyed
if = {
limit = {
government_has_flag = government_is_celestial
highest_held_title_tier >= tier_kingdom
primary_title = {
has_custom_title_name = no
}
tgp_capital_not_in_chinese_naming_region = no
}
if = {
limit = {
is_ai = no
}
trigger_event = {
id = tgp_dynastic_cycle.9000
days = 1 # so the player gets to choose first
}
}
else = {
trigger_event = {
id = tgp_dynastic_cycle.9000
days = 2
}
}
}
}
title:h_china = { title:h_china = {
reset_title_name = yes reset_title_name = yes
} }
@ -635,7 +661,7 @@ on_title_gain = {
########### ###########
if = { if = {
limit = { limit = {
scope:title.title_province ?= { scope:title.title_province = {
geographical_region = geographical_region:mpo_region_permafrost geographical_region = geographical_region:mpo_region_permafrost
} }
} }
@ -1116,7 +1142,7 @@ on_title_gain = {
} }
every_held_title = { every_held_title = {
limit = { exists = var:administrative_ui_special_title } limit = { exists = var:administrative_ui_special_title }
holder = { tgp_destroy_ceremonial_throne_effect = yes } var:administrative_ui_special_title.holder = { tgp_destroy_ceremonial_throne_effect = yes }
} }
if = { if = {
limit = { has_trait = former_emperor } limit = { has_trait = former_emperor }
@ -1148,16 +1174,12 @@ on_title_gain = {
limit = { has_trait = devoted } limit = { has_trait = devoted }
remove_trait = devoted remove_trait = devoted
} }
if = { destroy_laamp_effect = { ADVENTURER = this }
limit = { government_has_flag = government_is_landless_adventurer }
destroy_laamp_effect = { ADVENTURER = this }
}
} }
# Reset raid remit # Reset raid remit
if = { if = {
limit = { limit = {
this = top_liege this = top_liege
scope:title = primary_title
any_noble_family = { } any_noble_family = { }
} }
every_noble_family = { every_noble_family = {
@ -1420,10 +1442,7 @@ on_title_gain = {
# When conquering China - Change to conquest phase # When conquering China - Change to conquest phase
if = { if = {
limit = { limit = {
OR = { root.dynasty != scope:previous_holder.dynasty
root.dynasty != scope:previous_holder.dynasty
is_lowborn = yes # in the rare instance that a lowborn theocrat reunites China
}
} }
if = { if = {
limit = { limit = {
@ -1508,7 +1527,6 @@ on_title_gain = {
set_family_accomplishment_effect = { ACCOMPLISHMENT = family_accomplishment_dynasty } set_family_accomplishment_effect = { ACCOMPLISHMENT = family_accomplishment_dynasty }
} }
} }
# left them in enum since we can not avoid touch here with encapsulated macro
else_if = { else_if = {
limit = { limit = {
OR = { OR = {
@ -1655,8 +1673,16 @@ on_title_gain = {
} }
} }
# That isn't a part of the ministry # That isn't a part of the ministry
scope:title = { NOR = {
tgp_is_minister_title = no scope:title = title:e_minister_chancellor
scope:title = title:e_minister_censor
scope:title = title:e_minister_grand_marshal
scope:title = title:e_minister_of_personnel
scope:title = title:e_minister_of_revenue
scope:title = title:e_minister_of_rites
scope:title = title:e_minister_of_war
scope:title = title:e_minister_of_justice
scope:title = title:e_minister_of_works
} }
} }
trigger_event = { trigger_event = {
@ -1773,10 +1799,7 @@ on_title_gain = {
limit = { has_trait = devoted } limit = { has_trait = devoted }
remove_trait = devoted remove_trait = devoted
} }
if = { destroy_laamp_effect = { ADVENTURER = this }
limit = { government_has_flag = government_is_landless_adventurer }
destroy_laamp_effect = { ADVENTURER = this }
}
trigger_event = { trigger_event = {
id = tgp_japan_general.9100 id = tgp_japan_general.9100
days = 1 days = 1
@ -2006,14 +2029,6 @@ on_title_gain = {
} }
has_appointment_level_for_title = scope:title has_appointment_level_for_title = scope:title
} }
# prevent penalty for giving non-feudal lands to nomad/tribals
OR = {
scope:title = {
has_title_law_flag = appointment_with_level_requirement
}
has_realm_law_flag = appointment_with_level_requirement
}
has_global_variable = game_has_started # Don't mess up for initialization
} }
situation:dynastic_cycle ?= { situation:dynastic_cycle ?= {
if = { if = {
@ -2029,8 +2044,17 @@ on_title_gain = {
if = { if = {
limit = { limit = {
scope:title = { scope:title = {
tgp_is_minister_title = yes OR = {
de_jure_liege = title:h_china this = title:e_minister_chancellor
this = title:e_minister_censor
this = title:e_minister_grand_marshal
this = title:e_minister_of_personnel
this = title:e_minister_of_revenue
this = title:e_minister_of_rites
this = title:e_minister_of_war
this = title:e_minister_of_justice
this = title:e_minister_of_works
}
} }
NOT = { has_appointment_level_for_title = scope:title } NOT = { has_appointment_level_for_title = scope:title }
} }
@ -2047,21 +2071,40 @@ on_title_gain = {
# Admin Stuff # Admin Stuff
if = { if = {
limit = { limit = {
government_allows = noble_families OR = {
government_allows = administrative
government_has_flag = government_is_japan_feudal
}
NOT = { has_variable = laamp_invasion_flag }
} }
government_type = { save_scope_as = nf_gov_type } government_type = { save_scope_as = nf_gov_type }
# Note: anything that should be run after creation can go in on_noble_family_title_created # Note: anything that should be run after creation can go in on_noble_family_title_created
give_new_noble_family_title_effect = yes give_new_noble_family_title_effect = yes
} # EP3 - Ensure Emperor keeps old realm capital in admin realms & apply unique domicile building bonus if appropriate
if = {
limit = {
government_allows = administrative
NOT = { has_variable = laamp_invasion_flag }
}
# EP3 - apply unique domicile building bonus if appropriate
if = { if = {
limit = { limit = {
top_liege = this top_liege = this
highest_held_title_tier >= tier_empire
NOT = {
any_held_title = {
OR = {
tier = tier_empire
tier = tier_hegemony
}
this != scope:title
}
}
}
if = { # Ensure we keep the old realm capital
limit = {
scope:title = {
tier >= tier_empire
title_capital_county != root.capital_county
# Constantinople must have been inherited
title_capital_county.holder = root
}
}
set_realm_capital = scope:title.title_capital_county
} }
if = { # Get legitimacy from Reception Hall House Bonus if = { # Get legitimacy from Reception Hall House Bonus
limit = { limit = {
@ -2117,17 +2160,37 @@ on_title_gain = {
scope:title = root.primary_title scope:title = root.primary_title
has_ep3_dlc_trigger = yes has_ep3_dlc_trigger = yes
#Checks so this event doesn't fire after character creation, although it's not really a problem if it does #Checks so this event doesn't fire after character creation, although it's not really a problem if it does
current_date_is_start_date_trigger = no trigger_if = {
limit = {
game_start_date = 867.1.1
}
current_date >= 867.1.4
}
trigger_if = {
limit = {
game_start_date = 1066.9.15
}
current_date >= 1066.9.18
}
trigger_if = {
limit = {
game_start_date = 1178.10.1
}
current_date >= 1178.10.4
}
} }
save_scope_as = emperor save_scope_as = emperor
#Should trigger special event during fourth crusade! #Should trigger special event during fourth crusade!
if = { if = {
limit = { limit = {
scope:title = title:e_byzantium exists = global_var:byz_claimant_champion
global_var:byz_claimant_champion ?= { global_var:byz_claimant_champion = {
any_owned_story = { any_owned_story = {
type = frankokratia_story type = frankokratia_story
var:byz_claimant ?= root exists = var:byz_claimant
var:byz_claimant = {
this = root
}
} }
} }
} }
@ -2138,24 +2201,27 @@ on_title_gain = {
trigger_event = ep3_frankokratia_events.0110 trigger_event = ep3_frankokratia_events.0110
} }
} }
else_if = { else = {
limit = { if = {
exists = house
exists = scope:previous_holder
is_alive = yes
is_ruler = yes
is_imprisoned = no
top_liege = this
}
every_vassal_or_below = {
limit = { limit = {
is_playable_character = yes exists = root.house
OR = { }
highest_held_title_tier >= main_administrative_tier # All governors #normal triggering
liege = root every_vassal_or_below = {
limit = {
is_playable_character = yes
exists = scope:previous_holder
has_government = administrative_government
OR = {
highest_held_title_tier >= main_administrative_tier # All governors
liege = root
}
}
trigger_event = {
id = ep3_governor_yearly.3060
days = 1
} }
} }
trigger_event = ep3_governor_yearly.3060
} }
} }
} }
@ -2625,7 +2691,6 @@ on_title_gain = {
limit = { limit = {
scope:title = { scope:title = {
tier = tier_county tier = tier_county
is_landless_type_title = no
OR = { OR = {
has_county_modifier = major_coronation_approval_unsettled_modifier has_county_modifier = major_coronation_approval_unsettled_modifier
has_county_modifier = medium_coronation_approval_unsettled_modifier has_county_modifier = medium_coronation_approval_unsettled_modifier
@ -3858,9 +3923,17 @@ on_title_lost = {
# Remove manually added Ministers if they're not ministers anymore # Remove manually added Ministers if they're not ministers anymore
if = { if = {
limit = { limit = {
is_landed = no NOR = {
tgp_is_any_minister = no primary_title = title:e_minister_chancellor
any_character_situation = { this = situation:dynastic_cycle } primary_title = title:e_minister_censor
primary_title = title:e_minister_grand_marshal
primary_title = title:e_minister_of_personnel
primary_title = title:e_minister_of_revenue
primary_title = title:e_minister_of_rites
primary_title = title:e_minister_of_war
primary_title = title:e_minister_of_justice
primary_title = title:e_minister_of_works
}
} }
situation:dynastic_cycle = { situation:dynastic_cycle = {
remove_manual_participant = prev remove_manual_participant = prev
@ -4073,64 +4146,6 @@ on_rank_up = { # Will not fire during history execution or for dying characters
events = { events = {
} }
effect = { effect = {
# EP3 - Ensure Emperor keeps old realm capital in admin realms
if = {
limit = {
government_allows = administrative
NOT = { has_variable = laamp_invasion_flag }
top_liege = this
trigger_if = {
limit = { exists = scope:title }
highest_held_title_tier > scope:title.tier
}
}
# celestial emperor+ ruler keep their capital when they were kingdom
# but if they become emperor+ without ever being a king, follow normal de jure realm
if = {
limit = {
tgp_use_chinese_naming_trigger = yes
trigger_if = {
limit = {
NOT = { exists = title:h_china.holder }
capital_county.title_province ?= {
OR = {
geographical_region = tgp_county_chinese_naming_region
geographical_region = tgp_duchy_chinese_naming_region
}
}
}
highest_held_title_tier >= tier_duchy
}
trigger_else = {
highest_held_title_tier >= tier_empire
}
primary_title = {
is_de_jure_liege_or_above_target = prev.capital_county
}
}
primary_title = {
if = {
limit = {
title_capital_county != prev.capital_county
NOT = { previous_holder.house ?= prev.house }
}
set_capital_county = prev.capital_county
}
}
}
else_if = { # Ensure we keep the old realm capital
limit = {
highest_held_title_tier >= tier_empire
primary_title = {
title_capital_county != root.capital_county
# Constantinople must have been inherited
title_capital_county.holder = root
}
}
set_realm_capital = primary_title.title_capital_county
}
}
if = { # ACH call to coronation reminder if = { # ACH call to coronation reminder
limit = { limit = {
coronation_trigger = yes coronation_trigger = yes
@ -4287,23 +4302,8 @@ on_rank_up = { # Will not fire during history execution or for dying characters
if = { if = {
limit = { limit = {
is_independent_ruler = yes is_independent_ruler = yes
OR = { government_has_flag = government_is_celestial
tgp_use_chinese_naming_trigger = yes highest_held_title_tier >= tier_kingdom
primary_title = {
recent_history = {
type = conquest_populist
days = 1
}
previous_holder = {
tgp_use_chinese_naming_trigger = yes
}
}
AND = {
exists = var:claimed_mandate_var
primary_title ?= title:h_china
}
}
tgp_chinese_naming_tier_trigger = yes
OR = { OR = {
primary_title ?= { primary_title ?= {
has_custom_title_name = no has_custom_title_name = no
@ -4312,12 +4312,56 @@ on_rank_up = { # Will not fire during history execution or for dying characters
} }
trigger_if = { trigger_if = {
limit = { limit = {
tgp_has_unique_chinese_naming = no tgp_capital_not_in_chinese_naming_region = yes
} }
primary_title ?= title:h_china primary_title ?= title:h_china
} }
} }
tgp_fire_china_realm_name_event_effect = yes if = {
limit = {
is_ai = no
}
trigger_event = {
id = tgp_dynastic_cycle.9000
days = 1 # so the player gets to choose first
}
}
else = {
trigger_event = {
id = tgp_dynastic_cycle.9000
days = 2
}
}
}
else_if = { # Make sure non-Celestials get to rename/recolor china
limit = {
is_independent_ruler = yes
has_tgp_dlc_trigger = yes
NOT = { government_has_flag = government_is_celestial }
exists = var:claimed_mandate_var
primary_title ?= title:h_china
OR = {
primary_title ?= {
has_custom_title_name = no
}
primary_title.previous_holder.dynasty != root.dynasty
}
}
if = {
limit = {
is_ai = no
}
trigger_event = {
id = tgp_dynastic_cycle.9000
days = 1 # so the player gets to choose first
}
}
else = {
trigger_event = {
id = tgp_dynastic_cycle.9000
days = 2
}
}
} }
# ACH - Remove Coronated laws when titles are passed onto a new character # ACH - Remove Coronated laws when titles are passed onto a new character
@ -4342,7 +4386,6 @@ on_rank_up = { # Will not fire during history execution or for dying characters
limit = { limit = {
is_house_head = yes is_house_head = yes
NOT = { house.house_confederation.leading_house = this.house } NOT = { house.house_confederation.leading_house = this.house }
house.house_confederation.leading_house.house_head.top_liege = this
} }
house.house_confederation = { house.house_confederation = {
tgp_set_house_bloc_leading_house_effect = { LEADER = root.house } tgp_set_house_bloc_leading_house_effect = { LEADER = root.house }
@ -4433,46 +4476,6 @@ on_rank_down = { # Will not fire during history execution or for dying character
} }
ach_remove_oaths_on_king_minus_effect = yes ach_remove_oaths_on_king_minus_effect = yes
} }
# Grand Wedding: no longer valid host
if = {
limit = {
highest_held_title_tier < tier_county
has_variable = promised_grand_wedding_marriage_countdown
scope:transfer_type = flag:abdication
}
scope:title.holder ?= {
if = {
limit = { NOT = { has_variable = promised_grand_wedding_marriage_countdown } }
save_scope_as = new_wedding_host
}
}
if = {
limit = {
exists = scope:new_wedding_host
has_variable = promised_grand_wedding_to
}
var:promised_grand_wedding_marriage_countdown = {
save_scope_as = spouse_1
betrothed = { save_scope_as = spouse_2 }
}
var:promised_grand_wedding_to = {
save_scope_as = promisee
}
clean_grand_wedding_betrothal_variables = yes
set_grand_wedding_betrothal_variables = {
HOST = scope:new_wedding_host
SPOUSE_1 = scope:spouse_1
SPOUSE_2 = scope:spouse_2
PROMISEE = scope:promisee
}
}
else = {
clean_grand_wedding_betrothal_variables = yes
}
}
} }
} }
@ -4548,37 +4551,6 @@ on_vassal_gained = {
# TGP end the ceremonial liege # TGP end the ceremonial liege
tgp_destroy_ceremonial_throne_effect = yes tgp_destroy_ceremonial_throne_effect = yes
} }
# TGP Put vassals in blocs
if = {
limit = {
top_liege != this # independent rulers are an exception
exists = house.house_confederation
scope:vassal = {
tgp_uses_house_blocs_trigger = yes
house.house_head = scope:vassal
}
trigger_if = {
limit = { exists = scope:vassal.house.house_confederation }
scope:vassal.house.house_confederation != house.house_confederation
}
}
if = {
limit = { exists = scope:vassal.house.house_confederation }
scope:vassal.house = {
tgp_leave_house_bloc_effect = {
OPINION = flag:no
TRUCE = flag:yes
}
}
}
scope:vassal.house = {
tgp_join_house_bloc_effect = {
INVITER = root.house
OPINION = flag:no
}
}
}
} }
} }
@ -4594,7 +4566,7 @@ on_vassal_change = {
government_allows = administrative government_allows = administrative
is_house_head = yes is_house_head = yes
trigger_if = { trigger_if = {
# This trigger is intentionally different from the similar effect in on_title_gain up above. We want all direct vassals of the top liege to have a family title if they can # This trigger is intentionally different from the similar effecy in on_title_gain up above. We want all direct vassals of the top liege to have a family title if they can
limit = { government_has_flag = government_has_county_tier_noble_families } limit = { government_has_flag = government_has_county_tier_noble_families }
highest_held_title_tier >= tier_county highest_held_title_tier >= tier_county
} }
@ -4618,50 +4590,27 @@ on_vassal_change = {
### If an admin ruler becomes independent... ### If an admin ruler becomes independent...
if = { if = {
limit = { limit = {
liege = root # I.e. root is independent
government_has_flag = government_is_administrative government_has_flag = government_is_administrative
} }
# And is not of a high enough rank, change government
if = { if = {
limit = { limit = {
liege = root # I.e. root is independent administrative_tier_allows_independence = no
}
# And is not of a high enough rank, change government
if = {
limit = {
administrative_tier_allows_independence = no
}
admin_change_government_effect = yes
}
# If they can be independent, make sure they have a noble family title
else_if = {
limit = {
NOT = {
any_held_title = {
is_noble_family_title = yes
}
}
}
create_noble_family_effect = { GOVERNMENT_GIVER = this }
domicile ?= { set_up_domicile_estate_effect = yes }
} }
admin_change_government_effect = yes
} }
# Byz admin landless NF should always be direct vassal of top liege # If they can be independent, make sure they have a noble family title
else_if = { else_if = {
limit = { limit = {
liege != top_liege NOT = {
primary_title = { any_held_title = {
is_noble_family_title = yes is_noble_family_title = yes
}
} }
is_landed = no
} }
create_title_and_vassal_change = { create_noble_family_effect = { GOVERNMENT_GIVER = this }
type = appointment domicile ?= { set_up_domicile_estate_effect = yes }
save_scope_as = change
}
change_liege = {
liege = top_liege
change = scope:change
}
resolve_title_and_vassal_change = scope:change
} }
} }
### Independent Celestial rulers who become direct vassals of a top liege adopt Military obligations if they have title troops - Everyone else will default to Standard. ### Independent Celestial rulers who become direct vassals of a top liege adopt Military obligations if they have title troops - Everyone else will default to Standard.
@ -4674,12 +4623,6 @@ on_vassal_change = {
primary_title = { primary_title = {
any_title_maa_regiment = { count >= 1 } any_title_maa_regiment = { count >= 1 }
} }
liege = { #only if the liege didn't reach the limit yet
any_vassal = {
count < celestial_province_military_max_value
vassal_contract_has_flag = celestial_province_military
}
}
} }
vassal_contract_set_obligation_level = { type = celestial_provinces level = 3 } vassal_contract_set_obligation_level = { type = celestial_provinces level = 3 }
} }
@ -4693,14 +4636,52 @@ on_vassal_change = {
this = top_liege this = top_liege
} }
# has a ministry title that is not being swapped any_held_title = {
tgp_has_minister_title = yes # has a ministry title that is not being swapped
OR = {
this = title:e_minister_chancellor
this = title:e_minister_censor
this = title:e_minister_grand_marshal
this = title:e_minister_of_personnel
this = title:e_minister_of_revenue
this = title:e_minister_of_rites
this = title:e_minister_of_war
this = title:e_minister_of_justice
this = title:e_minister_of_works
}
}
} }
every_held_title = { every_held_title = {
limit = { switch = {
tgp_is_minister_title = yes trigger = this
title:e_minister_chancellor = {
root = { destroy_title = title:e_minister_chancellor }
}
title:e_minister_censor = {
root = { destroy_title = title:e_minister_censor }
}
title:e_minister_grand_marshal = {
root = { destroy_title = title:e_minister_grand_marshal }
}
title:e_minister_of_personnel = {
root = { destroy_title = title:e_minister_of_personnel }
}
title:e_minister_of_revenue = {
root = { destroy_title = title:e_minister_of_revenue }
}
title:e_minister_of_rites = {
root = { destroy_title = title:e_minister_of_rites }
}
title:e_minister_of_war = {
root = { destroy_title = title:e_minister_of_war }
}
title:e_minister_of_justice = {
root = { destroy_title = title:e_minister_of_justice }
}
title:e_minister_of_works = {
root = { destroy_title = title:e_minister_of_works }
}
} }
root = { destroy_title = prev }
} }
} }
# Make sure independent rulers and their vassals leave movements if they are part of the Dynastic Cycle # Make sure independent rulers and their vassals leave movements if they are part of the Dynastic Cycle
@ -4730,24 +4711,42 @@ on_vassal_change = {
if = { if = {
limit = { limit = {
# We have become independent! # We have become independent!
scope:old_liege != root NOT = {
scope:old_liege = root
}
liege = root liege = root
tgp_use_chinese_naming_trigger = yes government_has_flag = government_is_celestial
tgp_chinese_naming_tier_trigger = yes highest_held_title_tier >= tier_kingdom
primary_title = { primary_title = {
has_custom_title_name = no # sanity check has_custom_title_name = no # sanity check
} }
OR = { OR = {
tgp_has_unique_chinese_naming = yes tgp_capital_not_in_chinese_naming_region = no
primary_title = title:h_china # failsafe, in case this somehow ends up here primary_title = title:h_china # failsafe, in case this somehow ends up here
} }
} }
tgp_fire_china_realm_name_event_effect = yes if = {
limit = {
is_ai = no
}
trigger_event = {
id = tgp_dynastic_cycle.9000
days = 1 # so the player gets to choose first
}
}
else = {
trigger_event = {
id = tgp_dynastic_cycle.9000
days = 2
}
}
} }
if = { if = {
limit = { limit = {
scope:old_liege = root scope:old_liege = root
liege != root NOT = {
liege = root
}
primary_title ?= { primary_title ?= {
has_custom_title_name = yes has_custom_title_name = yes
} }
@ -4947,43 +4946,6 @@ on_realm_capital_change = {
} }
} }
} }
# Move ministers to realm capital.
if = {
limit = {
tgp_has_access_to_ministry_trigger = yes
}
every_vassal = {
limit = {
tgp_has_minister_title = yes
}
every_held_title = {
limit = {
OR = {
is_noble_family_title = yes
tgp_is_minister_title = yes
}
}
set_capital_county = ROOT.county
}
if = {
limit = { is_ai = yes }
domicile ?= {
move_domicile = ROOT.title_province
}
}
# don't move them in such cases
if = {
limit = {
is_landed = no
is_in_army = no
is_travelling = no
NOT = { exists = involved_activity }
}
set_location_to_default = yes
}
}
}
} }
} }
} }

View file

@ -13,7 +13,7 @@ on_travel_plan_movement = {
delay = { days = 2 } delay = { days = 2 }
adventurer_talent_scouting_on_action adventurer_talent_scouting_on_action
delay = { days = 3 } delay = { days = 3 }
adventurer_encourage_relationships_on_action adventurer_encourage_realtionships_on_action
migration_events_on_action migration_events_on_action
delay = { days = 1 } delay = { days = 1 }
} }
@ -493,10 +493,7 @@ on_travel_plan_movement = {
# laamp_base_1041/Ambush Travellers task contract minigame. # laamp_base_1041/Ambush Travellers task contract minigame.
current_travel_plan ?= { current_travel_plan ?= {
if = { if = {
limit = { limit = { has_variable = activate_laamp_base_1041_logic }
has_variable = activate_laamp_base_1041_logic
current_location = { is_sea_province = no }
}
travel_plan_owner.var:laamp_base_1041_travel_plan_contract_storage = { travel_plan_owner.var:laamp_base_1041_travel_plan_contract_storage = {
if = { if = {
limit = { var:event_ratio_tracker >= 1 } limit = { var:event_ratio_tracker >= 1 }
@ -556,62 +553,6 @@ travel_danger_events_on_action = {
is_migrating = no # No Danger events while migrating is_migrating = no # No Danger events while migrating
exists = current_travel_plan exists = current_travel_plan
} }
effect = {
random = { # chance of inspiring a knight to become eligible for stalwart accolade
chance = 0.05
modifier = {
factor = current_travel_plan.current_danger_value # scales with danger (even if mitigated)
}
modifier = {
factor = accolade_progress # scales with accolade progress
}
modifier = { # must have an eligible knight
NOT = {
any_knight = {
current_travel_plan ?= root.current_travel_plan
can_unlock_accolade_attribute_trigger = {
ATTRIBUTE = stalwart
}
}
}
factor = 0
}
set_variable = {
name = accolade_progress
value = 0
}
random_knight = {
limit = {
current_travel_plan ?= root.current_travel_plan
can_unlock_accolade_attribute_trigger = {
ATTRIBUTE = stalwart
}
}
weight = {
base = 1
modifier = {
add = 50
is_acclaimed = yes
}
}
save_scope_as = accolade_knight
}
save_scope_as = accolade_liege
send_interface_message = {
type = msg_accolade_eligibility
title = accolade_stalwart_unlock.t
left_icon = scope:accolade_knight
right_icon = scope:accolade_liege
custom_tooltip = accolade_stalwart_unlock.tt
scope:accolade_knight = {
set_variable = {
name = stalwart_attribute_unlock
value = yes
}
}
}
}
}
random_events = { random_events = {
chance_of_no_event = { chance_of_no_event = {
value = { value = {
@ -700,15 +641,6 @@ travel_danger_events_on_action = {
350 = ep3_laamp_flavour_ewan.4071 # Slavers - bastards try to kidnap people from the edges of your train. 350 = ep3_laamp_flavour_ewan.4071 # Slavers - bastards try to kidnap people from the edges of your train.
350 = ep3_laamp_flavour_ewan.4081 # Born of Desperation - hungry locals swarm at you, searching for food. 350 = ep3_laamp_flavour_ewan.4081 # Born of Desperation - hungry locals swarm at you, searching for food.
350 = ep3_laamp_flavour_ewan.4091 # Night Attack - unknown group assaults your camp one evening. 350 = ep3_laamp_flavour_ewan.4091 # Night Attack - unknown group assaults your camp one evening.
# TGP Travel Danger Events
100 = tgp_travel_danger_events.0001 # Encounter an orphan in an area struck by natural disaster.
# Simple Danger Events
100 = travel_danger_events.9030 # Rain: delay
100 = travel_danger_events.9040 # Rainstorm, someone is lost & gone forever!
100 = travel_danger_events.9050 # Someone with Withering Mind walks off
100 = travel_danger_events.9060 # Faltering Heart/Fragile Bones entourage character suffers during travel
} }
} }
@ -732,18 +664,18 @@ travel_events_on_action = {
random_events = { random_events = {
chance_of_no_event = { chance_of_no_event = {
value = 95 value = 80
if = { if = {
limit = { limit = {
is_ai = yes is_ai = yes
} }
add = 4 # Not very important that AI's get these add = 19 # Not very important that AI's get these
} }
if = { # Less regular travel events when you're migrating if = { # Less regular travel events when you're migrating
limit = { limit = {
is_migrating = yes is_migrating = yes
} }
add = 4 add = 15
} }
} }
100 = 0 100 = 0
@ -813,7 +745,6 @@ travel_events_on_action = {
100 = travel_events.4050 # hostage/ward/different culture courtier acts as cultural mediator 100 = travel_events.4050 # hostage/ward/different culture courtier acts as cultural mediator
200 = hunt.8200 # Falconry Practice 200 = hunt.8200 # Falconry Practice
500 = hunt.8210 #Pursued by a Shrine Maiden 500 = hunt.8210 #Pursued by a Shrine Maiden
100 = travel_events.5100 #You reach a spirit haunted bridge
#Cultural Tradition events #Cultural Tradition events
100 = travel_events.1200 #Friendly People 100 = travel_events.1200 #Friendly People
100 = travel_events.1201 #Chivalry 100 = travel_events.1201 #Chivalry
@ -935,18 +866,6 @@ travel_events_on_action = {
100 = tgp_travel_events.0035 100 = tgp_travel_events.0035
100 = tgp_travel_events.0040 100 = tgp_travel_events.0040
100 = tgp_travel_events.0045 100 = tgp_travel_events.0045
#Travel Events Japan
100 = tgp_japan_yearly_events.0006 # 0006 - Treasures from the Sea - ama divers
100 = tgp_japan_yearly_events.0012 # 0012 - Monkey Business - Onsen
100 = tgp_japan_yearly_events.0013 # 0013 - Purifying the Spirit - Onsen
100 = tgp_japan_yearly_events.0014 # 0014 - Taking It Easy - Onsen
100 = tgp_japan_yearly_events.0027 # 0027 - Prove Your Worth - Tengu
10 = tgp_japan_yearly_events.0028 # 0028 - False Rumors - Tengu
100 = tgp_japan_yearly_events.1000 # 1000 - You see some Onibi, follow them or no?
50 = tgp_japan_yearly_events.1040 # 1040 - You come across a red bridge
50 = tgp_japan_yearly_events.1120 # 1120 - You meet a warrior monk
50 = tgp_japan_yearly_events.1140 # 1140 - You are stopped in Soryo lands as a Ritsuryo ruler
} }
} }
@ -1023,8 +942,7 @@ travel_event_tombola = {
1 = travel_events_on_action 1 = travel_events_on_action
2 = on_tour_travel 2 = on_tour_travel
2 = pilgrimage_journey_events 2 = pilgrimage_journey_events
#2 = hajj_journey_events # They're the same as Pilgrimage for now, commenting out until further notice to save performance 2 = hajj_journey_events
# If Hajj content is added, also see comment in is_on_a_pilgrimage_trigger
} }
} }
@ -1371,24 +1289,18 @@ on_travel_plan_start = {
} }
} }
events = { events = {
# Commented-out events are removed due to spam concerns travel_start_event.1000 #Generic start (no activity)
# The ones who are left have mechanical impacts; Tours give prestige/stress loss, pilgrimages add additional pilgrims, wanderer activities give boons based ona ctivity options for Monument Explorations, etc. travel_start_event.1010 #Travelling to a Tournament
# Chinese debates/examinations give necessary context effects, such as choosing movement if you have none, or resigning from your alnds if you need to take the exam
travel_start_event.1130 # Generic 'travel started' toast, also plays mx_cue_travel_start
#travel_start_event.1000 #Generic start (no activity)
#travel_start_event.1010 #Travelling to a Tournament
travel_start_event.1020 #Setting off on a Tour travel_start_event.1020 #Setting off on a Tour
#travel_start_event.1030 #Travelling to a Wedding travel_start_event.1030 #Travelling to a Wedding
#travel_start_event.1040 #Travelling to a Feast travel_start_event.1040 #Travelling to a Feast
#travel_start_event.1050 #Travelling to a Playdate travel_start_event.1050 #Travelling to a Playdate
travel_start_event.1060 #Going on a Pilgrimage travel_start_event.1060 #Going on a Pilgrimage
#travel_start_event.1070 #Travelling to a Hunt travel_start_event.1070 #Travelling to a Hunt
#travel_start_event.1080 #Travelling to a Witch Ritual travel_start_event.1080 #Travelling to a Witch Ritual
travel_start_event.1090 #Travelling to a Travel Lifestyle Activity travel_start_event.1090 #Travelling to a Travel Lifestyle Activity
travel_start_event.1100 #Travelling to an Examination travel_start_event.1100 #Travelling to an Examination
#travel_start_event.1110 #Travelling to a Mandala Ritual travel_start_event.1110 #Travelling to a Mandala Ritual
travel_start_event.1120 #Travelling to a Debate travel_start_event.1120 #Travelling to a Debate
ep3_contract_event.0002 #When doing a Contract as Landless Adventurer fill your entourage with relevant people ep3_contract_event.0002 #When doing a Contract as Landless Adventurer fill your entourage with relevant people
@ -1696,9 +1608,6 @@ on_travel_plan_complete = {
trigger_event = laamp_base_learning_contract_events.4017 trigger_event = laamp_base_learning_contract_events.4017
} }
tribute_mission_clean_up_variables_effect = yes tribute_mission_clean_up_variables_effect = yes
#Remove characters added by travel options at the start of travel plan
remove_travel_option_added_character_effect = yes
} }
} }
@ -1772,10 +1681,10 @@ on_travel_plan_abort = {
# refund prestige and influence cost # refund prestige and influence cost
if = { if = {
limit = { petition_liege_admin_valid_trigger = yes } limit = { petition_liege_admin_valid_trigger = yes }
change_influence_no_experience = standard_activity_base_cost change_influence_no_experience = standard_activity_cost
} }
else = { else = {
add_prestige_no_experience = standard_activity_base_cost add_prestige_no_experience = standard_activity_cost
} }
} }
# remove variables and flags # remove variables and flags
@ -1798,9 +1707,6 @@ on_travel_plan_abort = {
#Hit absentee Tributary with Tribute Mission penalty #Hit absentee Tributary with Tribute Mission penalty
requested_tribute_mission_penalty_effect = yes requested_tribute_mission_penalty_effect = yes
tribute_mission_clean_up_variables_effect = yes tribute_mission_clean_up_variables_effect = yes
#Remove characters added by travel options at the start of travel plan
remove_travel_option_added_character_effect = yes
} }
} }
@ -1825,10 +1731,10 @@ on_travel_plan_cancel = {
# refund prestige and influence cost # refund prestige and influence cost
if = { if = {
limit = { petition_liege_admin_valid_trigger = yes } limit = { petition_liege_admin_valid_trigger = yes }
change_influence_no_experience = standard_activity_base_cost change_influence_no_experience = standard_activity_cost
} }
else = { else = {
add_prestige_no_experience = standard_activity_base_cost add_prestige_no_experience = standard_activity_cost
} }
} }
# remove variables and flags # remove variables and flags
@ -1844,9 +1750,9 @@ on_travel_plan_cancel = {
# refund prestige and influence cost # refund prestige and influence cost
if = { if = {
limit = { petition_liege_admin_valid_trigger = yes } limit = { petition_liege_admin_valid_trigger = yes }
change_influence_no_experience = standard_activity_base_cost change_influence_no_experience = standard_activity_cost
} }
else = { add_prestige_no_experience = standard_activity_base_cost } else = { add_prestige_no_experience = standard_activity_cost }
} }
# remove variables and flags # remove variables and flags
petition_liege_variable_cleanup_effect = yes petition_liege_variable_cleanup_effect = yes
@ -1882,7 +1788,7 @@ on_travel_plan_cancel = {
remove_variable = pledge_loyalty_to_liege_grace remove_variable = pledge_loyalty_to_liege_grace
} }
# refund any costs # refund any costs
add_prestige = standard_activity_base_cost add_prestige = standard_activity_cost
if = { if = {
limit = { limit = {
has_variable = pay_homage_gold_value has_variable = pay_homage_gold_value
@ -2083,7 +1989,7 @@ adventurer_talent_scouting_on_action = {
} }
} }
adventurer_encourage_relationships_on_action = { adventurer_encourage_realtionships_on_action = {
trigger = { trigger = {
current_travel_plan ?= { has_travel_option = adventurers_encourage_relationships_option } current_travel_plan ?= { has_travel_option = adventurers_encourage_relationships_option }
} }

View file

@ -65,9 +65,6 @@
} }
valid = { valid = {
is_incapable = no is_incapable = no
NOT = {
has_character_modifier = partially_mute_modifier
}
NOT = { NOT = {
knows_language_of_culture = scope:target.culture knows_language_of_culture = scope:target.culture
} }

View file

@ -665,12 +665,6 @@ court_language_ai_score = {
min = 1 min = 1
} }
#Increase from number of other courts using the Language (1.5 per court).
add = {
value = scope:courts_with_language
multiply = 1.5
}
#Adjust for Court Grandeur. #Adjust for Court Grandeur.
#World religions primarily cares about other courts that share their faith. #World religions primarily cares about other courts that share their faith.
add = { add = {
@ -738,15 +732,6 @@ court_language_ai_score = {
} }
#Add nothing #Add nothing
} }
else_if = { # Immaterial harmony wants immaterial harmony languages
limit = {
faith = { has_doctrine = special_doctrine_immaterial_harmony }
NOT = {
scope:target.faith = { has_doctrine = special_doctrine_immaterial_harmony }
}
}
#Add nothing
}
else_if = { #Eastern religion matching vs non Eastern religion - CGV Ignored else_if = { #Eastern religion matching vs non Eastern religion - CGV Ignored
limit = { limit = {
OR = { OR = {
@ -765,27 +750,13 @@ court_language_ai_score = {
else = { #Everyone else just cares about the Grandeur directly else = { #Everyone else just cares about the Grandeur directly
add = scope:target.court_grandeur_current add = scope:target.court_grandeur_current
} }
if = { # Only care about checking rulers who speak the language that their court speaks }
limit = {
scope:target = {
NOT = { #Increase from number of other courts using the Language (1.5 per court).
knows_court_language_of = scope:target add = {
} value = scope:courts_with_language
} multiply = 1.5
}
multiply = 0
}
else_if = { # Reduce if the target does not have the court language of their own culture
limit = {
scope:target = {
is_ai = yes
NOT = {
has_court_language_of_culture = scope:target.culture
}
}
}
multiply = 0.5
}
} }
#Arbitrary Geographical Bias - if our courts are not in the same region the score is divided by 2. #Arbitrary Geographical Bias - if our courts are not in the same region the score is divided by 2.

View file

@ -386,10 +386,6 @@ guanch_vaulter_recruitment_cost = @[skirmisher_recruitment_cost * 1.2]
guanch_vaulter_low_maint_cost = @[skirmisher_low_maint_cost * 1.2] guanch_vaulter_low_maint_cost = @[skirmisher_low_maint_cost * 1.2]
guanch_vaulter_high_maint_cost = @[skirmisher_high_maint_cost * 1.2] guanch_vaulter_high_maint_cost = @[skirmisher_high_maint_cost * 1.2]
teulu_recruitment_cost = @[light_cavalry_recruitment_cost * 1.2]
teulu_low_maint_cost = @[light_cavalry_low_maint_cost * 1.2]
teulu_high_maint_cost = @[light_cavalry_high_maint_cost * 1.2]
###Accolade MaA ###Accolade MaA
accolade_skirmisher_recruitment_cost = @[skirmisher_recruitment_cost * 2] accolade_skirmisher_recruitment_cost = @[skirmisher_recruitment_cost * 2]

View file

@ -3329,11 +3329,11 @@ holy_war_defensive_join_value = {
# Root = faith # Root = faith
faith_conversion_fervor_mult = { faith_conversion_fervor_mult = {
value = define:NFaith|MAX_FERVOR value = define:NReligion|MAX_FERVOR
subtract = fervor subtract = fervor
multiply = define:NFaith|FAITH_CREATION_FERVOR_DISCOUNT_PER_MISSING_FERVOR multiply = define:NReligion|FAITH_CREATION_FERVOR_DISCOUNT_PER_MISSING_FERVOR
max = define:NFaith|FAITH_CREATION_FERVOR_DISCOUNT_MAX max = define:NReligion|FAITH_CREATION_FERVOR_DISCOUNT_MAX
divide = define:NFaith|MAX_FERVOR divide = define:NReligion|MAX_FERVOR
} }
# Modify (multiply) the doctrine cost when creating a faith. # Modify (multiply) the doctrine cost when creating a faith.

View file

@ -816,7 +816,7 @@
if = { if = {
limit = { limit = {
scope:actor ?= { scope:actor = {
has_variable = severed_head_vassalization has_variable = severed_head_vassalization
var:severed_head_vassalization = { var:severed_head_vassalization = {
this = scope:impress_check this = scope:impress_check

View file

@ -1047,7 +1047,7 @@ ep3_hire_laamp_mercs_payment_value = {
min = scope:employer.medium_gold_value min = scope:employer.medium_gold_value
if = { if = {
limit = { limit = {
domicile ?= { has_domicile_parameter = camp_improved_mercenary_contract_rewards } scope:laamp_temp.domicile ?= { has_domicile_parameter = camp_improved_mercenary_contract_rewards }
} }
multiply = camp_improved_mercenary_contract_rewards_value multiply = camp_improved_mercenary_contract_rewards_value
} }
@ -1062,14 +1062,10 @@ ep3_hire_laamp_mercs_payment_value = {
} }
if = { if = {
limit = { limit = {
has_perk = hard_rule_perk scope:laamp_temp ?= { has_perk = hard_rule_perk }
} }
multiply = adventurer_hard_rule_contract_rewards_value multiply = adventurer_hard_rule_contract_rewards_value
} }
if = {
limit = { exists = var:aggregate_war_contribution_value }
add = var:aggregate_war_contribution_value
}
max = { max = {
value = scope:employer.yearly_character_income value = scope:employer.yearly_character_income
if = { if = {
@ -1425,7 +1421,514 @@ governor_efficiency = {
} }
divide = 100 divide = 100
} }
if = {
limit = {
OR = {
AND = {
realm_size >= 65
realm_size < 75
}
liege ?= {
realm_size >= 65
realm_size < 75
}
}
}
add = {
add = {
value = -5
desc = game_concept_realm_size
}
divide = 100
}
}
else_if = {
limit = {
OR = {
AND = {
realm_size >= 75
realm_size < 85
}
liege ?= {
realm_size >= 75
realm_size < 85
}
}
}
add = {
add = {
value = -10
desc = game_concept_realm_size
}
divide = 100
}
}
else_if = {
limit = {
OR = {
AND = {
realm_size >= 85
realm_size < 95
}
liege ?= {
realm_size >= 85
realm_size < 95
}
}
}
add = {
add = {
value = -15
desc = game_concept_realm_size
}
divide = 100
}
}
else_if = {
limit = {
OR = {
AND = {
realm_size >= 95
realm_size < 105
}
liege ?= {
realm_size >= 95
realm_size < 105
}
}
}
add = {
add = {
value = -20
desc = game_concept_realm_size
}
divide = 100
}
}
else_if = {
limit = {
OR = {
AND = {
realm_size >= 105
realm_size < 115
}
liege ?= {
realm_size >= 105
realm_size < 115
}
}
}
add = {
add = {
value = -25
desc = game_concept_realm_size
}
divide = 100
}
}
else_if = {
limit = {
OR = {
AND = {
realm_size >= 115
realm_size < 125
}
liege ?= {
realm_size >= 115
realm_size < 125
}
}
}
add = {
add = {
value = -30
desc = game_concept_realm_size
}
divide = 100
}
}
else_if = {
limit = {
OR = {
AND = {
realm_size >= 125
realm_size < 135
}
liege ?= {
realm_size >= 125
realm_size < 135
}
}
}
add = {
add = {
value = -35
desc = game_concept_realm_size
}
divide = 100
}
}
else_if = {
limit = {
OR = {
AND = {
realm_size >= 135
realm_size < 145
}
liege ?= {
realm_size >= 135
realm_size < 145
}
}
}
add = {
add = {
value = -40
desc = game_concept_realm_size
}
divide = 100
}
}
else_if = {
limit = {
OR = {
AND = {
realm_size >= 145
realm_size < 155
}
liege ?= {
realm_size >= 145
realm_size < 155
}
}
}
add = {
add = {
value = -45
desc = game_concept_realm_size
}
divide = 100
}
}
else_if = {
limit = {
OR = {
AND = {
realm_size >= 155
realm_size < 165
}
liege ?= {
realm_size >= 155
realm_size < 165
}
}
}
add = {
add = {
value = -50
desc = game_concept_realm_size
}
divide = 100
}
}
else_if = {
limit = {
OR = {
AND = {
realm_size >= 175
realm_size < 185
}
liege ?= {
realm_size >= 175
realm_size < 185
}
}
}
add = {
add = {
value = -55
desc = game_concept_realm_size
}
divide = 100
}
}
else_if = {
limit = {
OR = {
AND = {
realm_size >= 185
realm_size < 195
}
liege ?= {
realm_size >= 185
realm_size < 195
}
}
}
add = {
add = {
value = -60
desc = game_concept_realm_size
}
divide = 100
}
}
else_if = {
limit = {
OR = {
AND = {
realm_size >= 195
realm_size < 205
}
liege ?= {
realm_size >= 195
realm_size < 205
}
}
}
add = {
add = {
value = -65
desc = game_concept_realm_size
}
divide = 100
}
}
else_if = {
limit = {
OR = {
AND = {
realm_size >= 205
realm_size < 215
}
liege ?= {
realm_size >= 205
realm_size < 215
}
}
}
add = {
add = {
value = -70
desc = game_concept_realm_size
}
divide = 100
}
}
else_if = {
limit = {
OR = {
AND = {
realm_size >= 215
realm_size < 225
}
liege ?= {
realm_size >= 215
realm_size < 225
}
}
}
add = {
add = {
value = -75
desc = game_concept_realm_size
}
divide = 100
}
}
else_if = {
limit = {
OR = {
AND = {
realm_size >= 225
realm_size < 235
}
liege ?= {
realm_size >= 225
realm_size < 235
}
}
}
add = {
add = {
value = -80
desc = game_concept_realm_size
}
divide = 100
}
}
else_if = {
limit = {
OR = {
AND = {
realm_size >= 235
realm_size < 245
}
liege ?= {
realm_size >= 235
realm_size < 245
}
}
}
add = {
add = {
value = -85
desc = game_concept_realm_size
}
divide = 100
}
}
else_if = {
limit = {
OR = {
AND = {
realm_size >= 245
realm_size < 255
}
liege ?= {
realm_size >= 245
realm_size < 255
}
}
}
add = {
add = {
value = -90
desc = game_concept_realm_size
}
divide = 100
}
}
else_if = {
limit = {
OR = {
AND = {
realm_size >= 255
realm_size < 265
}
liege ?= {
realm_size >= 255
realm_size < 265
}
}
}
add = {
add = {
value = -95
desc = game_concept_realm_size
}
divide = 100
}
}
else_if = {
limit = {
OR = {
AND = {
realm_size >= 265
realm_size < 275
}
liege ?= {
realm_size >= 265
realm_size < 275
}
}
}
add = {
add = {
value = -100
desc = game_concept_realm_size
}
divide = 100
}
}
else_if = {
limit = {
OR = {
AND = {
realm_size >= 275
realm_size < 285
}
liege ?= {
realm_size >= 275
realm_size < 285
}
}
}
add = {
add = {
value = -105
desc = game_concept_realm_size
}
divide = 100
}
}
else_if = {
limit = {
OR = {
AND = {
realm_size >= 285
realm_size < 295
}
liege ?= {
realm_size >= 285
realm_size < 295
}
}
}
add = {
add = {
value = -110
desc = game_concept_realm_size
}
divide = 100
}
}
else_if = {
limit = {
OR = {
AND = {
realm_size >= 300
}
liege ?= {
realm_size >= 300
}
}
}
add = {
add = {
value = -115
desc = game_concept_realm_size
}
divide = 100
}
}
else = {
}
# Rank 4 or 5 education trait # Rank 4 or 5 education trait
if = { if = {
limit = { limit = {
@ -1539,7 +2042,7 @@ governor_efficiency = {
# Aspirations # Aspirations
if = { if = {
limit = { # Service limit = { # Service
house ?= { has_house_aspiration_parameter = service_house_governor_efficiency_bonus } house ?= { has_house_power_parameter = service_house_governor_efficiency_bonus }
} }
add = { add = {
add = { add = {
@ -1552,7 +2055,7 @@ governor_efficiency = {
} }
if = { if = {
limit = { # Governance limit = { # Governance
house ?= { has_house_aspiration_parameter = governance_improved_governor_efficiency_bonus } house ?= { has_house_power_parameter = governance_improved_governor_efficiency_bonus }
} }
add = { add = {
add = { add = {
@ -2037,8 +2540,10 @@ governor_efficiency = {
} }
if = { # The Forbidden City special building bonus if = { # The Forbidden City special building bonus
limit = { limit = {
top_liege.capital_province ?= { top_liege ?= {
has_building_or_higher = forbidden_city_01 capital_province = {
has_building_or_higher = forbidden_city_01
}
} }
} }
add = { add = {
@ -2395,38 +2900,20 @@ estate_local_theme_cost_reduction_value = -0.25
estate_court_tutor_cost_reduction_low_value = 0.25 estate_court_tutor_cost_reduction_low_value = 0.25
estate_court_tutor_cost_reduction_value = 0.5 estate_court_tutor_cost_reduction_value = 0.5
estate_court_tutor_cost_reduction_high_value = 0.75 estate_court_tutor_cost_reduction_high_value = 0.75
estate_increased_tutor_aptitude_1_value = 5 estate_increased_tutor_aptitude_value = 20
estate_increased_tutor_aptitude_2_value = 10
estate_increased_tutor_aptitude_3_value = 15
estate_increased_tutor_aptitude_4_value = 20
estate_increased_tutor_aptitude_5_value = 25
estate_increased_tutor_aptitude_6_value = 30
domicile_increased_wet_nurse_aptitude_1_value = 5
domicile_increased_wet_nurse_aptitude_2_value = 10
domicile_increased_wet_nurse_aptitude_3_value = 15
domicile_increased_wet_nurse_aptitude_4_value = 20
domicile_increased_wet_nurse_aptitude_5_value = 25
domicile_increased_wet_nurse_aptitude_6_value = 30
estate_increase_charioteer_aptitude_value = 20 estate_increase_charioteer_aptitude_value = 20
estate_improved_wine_cellar_1_value = 0.1 estate_improved_wine_cellar_1_value = 0.1
estate_improved_wine_cellar_2_value = 0.25 estate_improved_wine_cellar_2_value = 0.25
estate_improved_wine_cellar_3_value = 0.5 estate_improved_wine_cellar_3_value = 0.5
estate_increase_bodyguard_aptitude_1_value = 5 estate_increase_bodyguard_aptitude_1_value = 5
estate_increase_bodyguard_aptitude_2_value = 10 estate_increase_bodyguard_aptitude_2_value = 15
estate_increase_bodyguard_aptitude_3_value = 15
estate_increase_bodyguard_aptitude_4_value = 20
estate_increase_bodyguard_aptitude_5_value = 25
estate_increase_bodyguard_aptitude_6_value = 30
estate_cheaper_feast_cost_value = 0.2 estate_cheaper_feast_cost_value = 0.2
estate_reduce_council_position_cost_value = 0.2 estate_reduce_council_position_cost_value = 0.2
estate_reduce_commission_artifact_cost_value = 0.5 estate_reduce_commission_artifact_cost_value = 0.5
estate_increase_antiquarian_aptitude_value = 20 estate_increase_antiquarian_aptitude_value = 20
estate_increase_physician_aptitude_1_value = 5 estate_increase_physician_aptitude_value = 10
estate_increase_physician_aptitude_2_value = 10 estate_increase_physician_aptitude_2_value = 15
estate_increase_physician_aptitude_3_value = 15 estate_increase_physician_aptitude_3_value = 20
estate_increase_physician_aptitude_4_value = 20
estate_increase_physician_aptitude_5_value = 25
estate_increase_physician_aptitude_6_value = 30
estate_increase_master_of_hunt_aptitude_value = 20 estate_increase_master_of_hunt_aptitude_value = 20
estate_increase_master_of_horse_aptitude_value = 20 estate_increase_master_of_horse_aptitude_value = 20
estate_cheaper_hunt_cost_value = 0.2 estate_cheaper_hunt_cost_value = 0.2
@ -4156,38 +4643,6 @@ appointment_investment_cap = {
limit = { has_domicile_building = reception_hall_05 } limit = { has_domicile_building = reception_hall_05 }
add = 40 add = 40
} }
if = {
limit = { has_domicile_building = east_asian_estate_main_02 }
add = 10
}
else_if = {
limit = { has_domicile_building = east_asian_estate_main_03 }
add = 20
}
else_if = {
limit = { has_domicile_building = east_asian_estate_main_04 }
add = 30
}
else_if = {
limit = { has_domicile_building = east_asian_estate_main_05 }
add = 40
}
if = {
limit = { has_domicile_building = east_asian_estate_reception_hall_02 }
add = 10
}
else_if = {
limit = { has_domicile_building = east_asian_estate_reception_hall_03 }
add = 20
}
else_if = {
limit = { has_domicile_building = east_asian_estate_reception_hall_04 }
add = 30
}
else_if = {
limit = { has_domicile_building = east_asian_estate_reception_hall_05 }
add = 40
}
if = { if = {
limit = { has_domicile_building = japanese_manor_office_01 } limit = { has_domicile_building = japanese_manor_office_01 }
add = 5 add = 5
@ -4221,15 +4676,15 @@ appointment_investment_cap = {
add = { add = {
value = 0 value = 0
if = { if = {
limit = { has_house_aspiration_parameter = increased_investment_cap_bonus_3 } limit = { has_house_power_parameter = increased_investment_cap_bonus_3 }
add = increased_investment_cap_bonus_3_value add = increased_investment_cap_bonus_3_value
} }
else_if = { else_if = {
limit = { has_house_aspiration_parameter = increased_investment_cap_bonus_2 } limit = { has_house_power_parameter = increased_investment_cap_bonus_2 }
add = increased_investment_cap_bonus_2_value add = increased_investment_cap_bonus_2_value
} }
else_if = { else_if = {
limit = { has_house_aspiration_parameter = increased_investment_cap_bonus_1 } limit = { has_house_power_parameter = increased_investment_cap_bonus_1 }
add = increased_investment_cap_bonus_1_value add = increased_investment_cap_bonus_1_value
} }
desc = political_meddlers_attribute_name_desc desc = political_meddlers_attribute_name_desc
@ -6289,6 +6744,13 @@ laamp_city_construction_year_value = {
add = 100 add = 100
} }
estate_increase_tutor_aptitude_value_1 = 5
estate_increase_tutor_aptitude_value_2 = 10
estate_increase_tutor_aptitude_value_3 = 15
estate_increase_tutor_aptitude_value_4 = 20
estate_increase_tutor_aptitude_value_5 = 25
estate_increase_tutor_aptitude_value_6 = 30
force_step_down_interaction_gold_cost_value = { force_step_down_interaction_gold_cost_value = {
value = 0 value = 0
scope:recipient = { scope:recipient = {
@ -6369,15 +6831,15 @@ building_construction_dynasty_prestige_gain_value = {
value = 0 value = 0
scope:character.house ?= { scope:character.house ?= {
if = { if = {
limit = { has_house_aspiration_parameter = gain_dynasty_prestige_on_building_construction_3 } limit = { has_house_power_parameter = gain_dynasty_prestige_on_building_construction_3 }
add = gain_dynasty_prestige_on_building_construction_3_value add = gain_dynasty_prestige_on_building_construction_3_value
} }
else_if = { else_if = {
limit = { has_house_aspiration_parameter = gain_dynasty_prestige_on_building_construction_2 } limit = { has_house_power_parameter = gain_dynasty_prestige_on_building_construction_2 }
add = gain_dynasty_prestige_on_building_construction_2_value add = gain_dynasty_prestige_on_building_construction_2_value
} }
else_if = { else_if = {
limit = { has_house_aspiration_parameter = gain_dynasty_prestige_on_building_construction_1 } limit = { has_house_power_parameter = gain_dynasty_prestige_on_building_construction_1 }
add = gain_dynasty_prestige_on_building_construction_1_value add = gain_dynasty_prestige_on_building_construction_1_value
} }
} }
@ -6393,25 +6855,20 @@ swing_scales_cost_reduction_3_value = -0.2
swing_scales_cost_multipler_value = { swing_scales_cost_multipler_value = {
value = 1 value = 1
if = { house ?= {
limit = { if = {
exists = house limit = { has_house_power_parameter = respected_despots }
}
house = {
if = { if = {
limit = { has_house_aspiration_parameter = respected_despots } limit = { has_house_power_parameter = swing_scales_cost_reduction_3 }
if = { add = swing_scales_cost_reduction_3_value
limit = { has_house_aspiration_parameter = swing_scales_cost_reduction_3 } }
add = swing_scales_cost_reduction_3_value else_if = {
} limit = { has_house_power_parameter = swing_scales_cost_reduction_2 }
else_if = { add = swing_scales_cost_reduction_2_value
limit = { has_house_aspiration_parameter = swing_scales_cost_reduction_2 } }
add = swing_scales_cost_reduction_2_value else_if = {
} limit = { has_house_power_parameter = swing_scales_cost_reduction_1 }
else_if = { add = swing_scales_cost_reduction_1_value
limit = { has_house_aspiration_parameter = swing_scales_cost_reduction_1 }
add = swing_scales_cost_reduction_1_value
}
} }
} }
} }

View file

@ -1,6 +1,5 @@
bleeding_diplomat_character = { bleeding_diplomat_character = {
age = { 18 60 } age = { 18 60 }
dynasty = none
gender = male gender = male
random_traits_list = { random_traits_list = {
count = 2 count = 2
@ -27,7 +26,6 @@
preaching_tour_priest_character = { preaching_tour_priest_character = {
age = { 50 80 } age = { 50 80 }
dynasty = none
gender_female_chance = root_faith_clergy_gender_female_chance gender_female_chance = root_faith_clergy_gender_female_chance
random_traits_list = { random_traits_list = {
count = 2 count = 2
@ -57,7 +55,6 @@ preaching_tour_priest_character = {
bernard_of_clairvaux_character = { bernard_of_clairvaux_character = {
name = Bernard_of_Clairvaux name = Bernard_of_Clairvaux
age = { 20 63 } age = { 20 63 }
dynasty = none
gender = male gender = male
trait = saint trait = saint
trait = ambitious trait = ambitious
@ -69,7 +66,6 @@ bernard_of_clairvaux_character = {
head_chasing_monk_character = { head_chasing_monk_character = {
age = { 20 30 } age = { 20 30 }
dynasty = none
gender_female_chance = root_faith_clergy_gender_female_chance gender_female_chance = root_faith_clergy_gender_female_chance
faith = root.faith faith = root.faith
culture = root.culture culture = root.culture
@ -84,7 +80,6 @@ head_chasing_monk_character = {
fake_artifact_peddler_character = { fake_artifact_peddler_character = {
age = { 20 80 } age = { 20 80 }
dynasty = none
trait = greedy trait = greedy
trait = education_intrigue_2 trait = education_intrigue_2
random_traits = yes random_traits = yes
@ -92,7 +87,6 @@ fake_artifact_peddler_character = {
adoring_fan_character = { adoring_fan_character = {
age = { 20 80 } age = { 20 80 }
dynasty = none
gender_female_chance = root_faith_clergy_gender_female_chance gender_female_chance = root_faith_clergy_gender_female_chance
trait = trusting trait = trusting
trait = education_martial_3 trait = education_martial_3
@ -101,7 +95,6 @@ adoring_fan_character = {
trepanner_character = { trepanner_character = {
age = { 20 40 } age = { 20 40 }
dynasty = none
gender_female_chance = root_faith_clergy_gender_female_chance gender_female_chance = root_faith_clergy_gender_female_chance
trait = lifestyle_physician trait = lifestyle_physician

View file

@ -1,7 +1,6 @@
 
scribe_travel_option_character = { scribe_travel_option_character = {
age = { 25 30 } age = { 25 30 }
dynasty = none
gender_female_chance = 50 gender_female_chance = 50
trait = devoted trait = devoted

View file

@ -1,6 +1,5 @@
adventurer_pregnant_lover_character = { adventurer_pregnant_lover_character = {
age = { 18 40 } age = { 18 40 }
dynasty = none
gender = female gender = female
random_traits_list = { random_traits_list = {
count = 2 count = 2
@ -25,7 +24,6 @@
adventurer_female_lover_character = { adventurer_female_lover_character = {
age = { 18 40 } age = { 18 40 }
dynasty = none
gender = female gender = female
random_traits = yes random_traits = yes
trait = beauty_good_3 trait = beauty_good_3
@ -33,7 +31,6 @@ adventurer_female_lover_character = {
adventurer_male_lover_character = { adventurer_male_lover_character = {
age = { 18 40 } age = { 18 40 }
dynasty = none
gender = male gender = male
random_traits = yes random_traits = yes
trait = beauty_good_3 trait = beauty_good_3

View file

@ -1,7 +1,6 @@
 
demanding_poet_character = { demanding_poet_character = {
age = { 20 30 } age = { 20 30 }
dynasty = none
faith = root.faith faith = root.faith
culture = root.culture culture = root.culture
trait = education_learning_2 trait = education_learning_2
@ -20,7 +19,6 @@ demanding_poet_character = {
demanding_poet_lover_character = { demanding_poet_lover_character = {
age = { 20 30 } age = { 20 30 }
dynasty = none
faith = root.faith faith = root.faith
culture = root.culture culture = root.culture
trait = beauty_good_2 trait = beauty_good_2
@ -39,7 +37,6 @@ demanding_poet_lover_character = {
demanding_poet_diplomacy_character = { demanding_poet_diplomacy_character = {
age = { 20 30 } age = { 20 30 }
dynasty = none
faith = root.faith faith = root.faith
culture = root.culture culture = root.culture
trait = beauty_good_2 trait = beauty_good_2
@ -71,7 +68,6 @@ demanding_poet_diplomacy_character = {
demanding_poet_stewardship_character = { demanding_poet_stewardship_character = {
age = { 20 30 } age = { 20 30 }
dynasty = none
faith = root.faith faith = root.faith
culture = root.culture culture = root.culture
trait = beauty_good_2 trait = beauty_good_2
@ -91,7 +87,6 @@ demanding_poet_stewardship_character = {
demanding_poet_martial_character = { demanding_poet_martial_character = {
age = { 20 30 } age = { 20 30 }
dynasty = none
faith = root.faith faith = root.faith
culture = root.culture culture = root.culture
trait = beauty_good_2 trait = beauty_good_2
@ -123,7 +118,6 @@ demanding_poet_martial_character = {
demanding_poet_intrigue_character = { demanding_poet_intrigue_character = {
age = { 20 30 } age = { 20 30 }
dynasty = none
faith = root.faith faith = root.faith
culture = root.culture culture = root.culture
trait = beauty_good_2 trait = beauty_good_2
@ -142,7 +136,6 @@ demanding_poet_intrigue_character = {
} }
demanding_poet_learning_character = { demanding_poet_learning_character = {
age = { 20 30 } age = { 20 30 }
dynasty = none
faith = root.faith faith = root.faith
culture = root.culture culture = root.culture
trait = beauty_good_2 trait = beauty_good_2
@ -162,7 +155,6 @@ demanding_poet_learning_character = {
suspicious_genealogist_character = { suspicious_genealogist_character = {
age = { 70 80 } age = { 70 80 }
dynasty = none
faith = root.faith faith = root.faith
culture = root.culture culture = root.culture
trait = education_intrigue_2 trait = education_intrigue_2
@ -177,7 +169,6 @@ suspicious_genealogist_character = {
alluring_suitor_character = { alluring_suitor_character = {
age = { 18 35 } age = { 18 35 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
beauty_good_2 = {} beauty_good_2 = {}

View file

@ -1,6 +1,5 @@
knight_errant_character = { knight_errant_character = {
age = { 18 32 } age = { 18 32 }
dynasty = none
random_traits = no random_traits = no
culture = root.location.culture culture = root.location.culture
faith = root.location.faith faith = root.location.faith
@ -44,7 +43,6 @@
knight = { knight = {
age = { 18 32 } age = { 18 32 }
dynasty = none
random_traits = yes random_traits = yes
culture = root.culture culture = root.culture
faith = root.faith faith = root.faith
@ -88,7 +86,6 @@ knight = {
wandering_knight_character = { wandering_knight_character = {
age = { 18 35 } age = { 18 35 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_martial_2 = {} education_martial_2 = {}

View file

@ -1,6 +1,5 @@
default_mystic_character = { default_mystic_character = {
age = { 30 80 } age = { 30 80 }
dynasty = none
trait = lifestyle_mystic trait = lifestyle_mystic
random_traits = yes random_traits = yes
faith = root.faith faith = root.faith
@ -38,7 +37,6 @@ local_saint_template = {
age = { 30 80 } age = { 30 80 }
faith = root.faith faith = root.faith
culture = root.culture culture = root.culture
dynasty = none
gender_female_chance = { gender_female_chance = {
if = { if = {
limit = { root.faith = { has_doctrine = doctrine_gender_male_dominated } } limit = { root.faith = { has_doctrine = doctrine_gender_male_dominated } }
@ -245,7 +243,6 @@ local_saint_template = {
mendicant_mystic_character = { mendicant_mystic_character = {
age = { 30 80 } age = { 30 80 }
dynasty = none
# Education # Education
random_traits_list = { random_traits_list = {
count = 1 count = 1
@ -298,7 +295,6 @@ mendicant_mystic_character = {
wise_woman_character = { wise_woman_character = {
age = { 30 80 } age = { 30 80 }
dynasty = none
#Education #Education
random_traits_list = { random_traits_list = {
count = 1 count = 1
@ -429,7 +425,6 @@ stylite_saint_character = {
ancient_forest_traveler_character = { ancient_forest_traveler_character = {
age = { 60 90 } age = { 60 90 }
dynasty = none
# Education # Education
random_traits_list = { random_traits_list = {
count = 1 count = 1

View file

@ -1,7 +1,6 @@
 
tax_collector_character = { tax_collector_character = {
age = { 30 65 } age = { 30 65 }
dynasty = none
gender_female_chance = root_faith_dominant_gender_female_chance gender_female_chance = root_faith_dominant_gender_female_chance
random_traits = yes random_traits = yes
culture = scope:county.culture culture = scope:county.culture
@ -174,7 +173,6 @@ administrator_character = {
estate_owner_character = { estate_owner_character = {
age = { 20 40 } age = { 20 40 }
dynasty = none
trait = deceitful trait = deceitful
random_traits_list = { random_traits_list = {
count = 1 count = 1
@ -205,7 +203,6 @@ estate_owner_character = {
herald_character = { herald_character = {
age = { 30 50 } age = { 30 50 }
dynasty = none
faith = root.faith faith = root.faith
culture = root.culture culture = root.culture
gender_female_chance = root_faith_dominant_gender_female_chance gender_female_chance = root_faith_dominant_gender_female_chance

View file

@ -1,6 +1,5 @@
peasant_leader_stewardship_character = { peasant_leader_stewardship_character = {
age = { 20 40 } age = { 20 40 }
dynasty = none
random_traits = yes random_traits = yes
culture = scope:project_county.culture culture = scope:project_county.culture
faith = scope:project_county.faith faith = scope:project_county.faith
@ -26,7 +25,6 @@
peasant_leader_martial_character = { peasant_leader_martial_character = {
age = { 20 40 } age = { 20 40 }
dynasty = none
random_traits = yes random_traits = yes
culture = scope:project_county.culture culture = scope:project_county.culture
faith = scope:project_county.faith faith = scope:project_county.faith

View file

@ -1,6 +1,5 @@
physician_low_character_template = { physician_low_character_template = {
age = { 18 50 } age = { 18 50 }
dynasty = none
faith = root.faith faith = root.faith
culture = root.culture culture = root.culture
gender_female_chance = 50 gender_female_chance = 50
@ -33,7 +32,6 @@
physician_high_character_template = { physician_high_character_template = {
age = { 24 50 } age = { 24 50 }
dynasty = none
faith = root.faith faith = root.faith
culture = root.culture culture = root.culture
gender_female_chance = 50 gender_female_chance = 50
@ -67,7 +65,6 @@ physician_high_character_template = {
physician_excellent_character_template = { physician_excellent_character_template = {
age = { 30 60 } age = { 30 60 }
dynasty = none
faith = root.faith faith = root.faith
culture = root.culture culture = root.culture
gender_female_chance = 50 gender_female_chance = 50

View file

@ -1186,6 +1186,7 @@ pool_repopulate_local_flavor = {
lifestyle_hunter = {} lifestyle_hunter = {}
} }
dynasty = none dynasty = none
after_creation = { after_creation = {
random_list = { random_list = {
@ -1533,7 +1534,7 @@ pool_repopulate_local_flavor = {
450 = { 450 = {
trigger = { trigger = {
NOT = { NOT = {
trait_is_criminal_in_faith_trigger = { TRAIT = trait:witch FAITH = this.faith GENDER_CHARACTER = this } trait_is_criminal_in_faith_trigger = { TRAIT = witch FAITH = this.faith GENDER_CHARACTER = this }
} }
} }
add_trait = witch add_trait = witch

View file

@ -1,6 +1,5 @@
priest_character_template = { priest_character_template = {
age = { 30 60 } age = { 30 60 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_learning_2 = {} education_learning_2 = {}
@ -26,7 +25,6 @@
simple_priest_character_template = { simple_priest_character_template = {
age = { 30 60 } age = { 30 60 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_learning_2 = {} education_learning_2 = {}
@ -48,7 +46,6 @@ simple_priest_character_template = {
virtuous_priest_character_template = { virtuous_priest_character_template = {
age = { 30 60 } age = { 30 60 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_learning_3 = {} education_learning_3 = {}
@ -1091,7 +1088,6 @@ location_pilgrim_template = {
tournament_priest_character_template = { tournament_priest_character_template = {
age = { 30 60 } age = { 30 60 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_learning_2 = {} education_learning_2 = {}

View file

@ -1,7 +1,6 @@
#Clan leader #Clan leader
saharan_clan_leader_character = { saharan_clan_leader_character = {
age = { 30 50 } age = { 30 50 }
dynasty = none
#Education #Education
random_traits_list = { random_traits_list = {
count = 1 count = 1

View file

@ -2,7 +2,6 @@
# Root scholars # Root scholars
scholar_character = { scholar_character = {
age = { 35 50 } age = { 35 50 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_learning_3 = {} education_learning_3 = {}
@ -30,7 +29,6 @@ scholar_character = {
writer_character = { writer_character = {
age = { 25 60 } age = { 25 60 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_learning_2 = {} education_learning_2 = {}
@ -61,7 +59,6 @@ writer_character = {
# Capital county-based scholars # Capital county-based scholars
capital_scholar_character = { capital_scholar_character = {
age = { 35 50 } age = { 35 50 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_learning_2 = {} education_learning_2 = {}
@ -80,7 +77,6 @@ capital_scholar_character = {
capital_writer_character = { capital_writer_character = {
age = { 25 60 } age = { 25 60 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_learning_2 = {} education_learning_2 = {}

View file

@ -1,6 +1,5 @@
frankish_knight_character = { frankish_knight_character = {
age = { 20 40 } age = { 20 40 }
dynasty = none
random_traits = yes random_traits = yes
culture = culture:frankish culture = culture:frankish
faith = faith:catholic faith = faith:catholic

View file

@ -1,7 +1,6 @@
 
soldier_friend_character = { soldier_friend_character = {
age = { 18 35 } age = { 18 35 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_martial_2 = {} education_martial_2 = {}
@ -60,7 +59,6 @@ soldier_friend_character = {
new_commander_character = { new_commander_character = {
age = { 18 40 } age = { 18 40 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_martial_2 = {} education_martial_2 = {}
@ -131,7 +129,6 @@ new_commander_character = {
new_warrior_character = { new_warrior_character = {
age = { 18 40 } age = { 18 40 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_martial_2 = {} education_martial_2 = {}
@ -248,7 +245,6 @@ new_warrior_character = {
new_siege_engineer = { new_siege_engineer = {
age = { 30 45 } age = { 30 45 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_martial_4 = {} education_martial_4 = {}
@ -323,7 +319,6 @@ new_siege_engineer = {
new_berserker_character = { new_berserker_character = {
age = { 18 40 } age = { 18 40 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_martial_1 = {} education_martial_1 = {}
@ -401,7 +396,6 @@ new_berserker_character = {
mercenary = { mercenary = {
age = { 25 42 } age = { 25 42 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_martial_3 = {} education_martial_3 = {}
@ -452,7 +446,6 @@ mercenary = {
great_mercenary = { great_mercenary = {
age = { 25 42 } age = { 25 42 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
@ -511,7 +504,6 @@ great_mercenary = {
retired_mercenary = { retired_mercenary = {
age = { 40 60 } age = { 40 60 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_martial_3 = {} education_martial_3 = {}
@ -564,7 +556,6 @@ retired_mercenary = {
new_raider_character = { new_raider_character = {
age = { 40 60 } age = { 40 60 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_martial_2 = {} education_martial_2 = {}
@ -601,7 +592,6 @@ new_raider_character = {
honorable_soldier_character = { honorable_soldier_character = {
age = { 30 50 } age = { 30 50 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_martial_3 = {} education_martial_3 = {}
@ -651,7 +641,6 @@ honorable_soldier_character = {
old_knight_teacher = { old_knight_teacher = {
age = { 55 60 } age = { 55 60 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_martial_3 = {} education_martial_3 = {}
@ -698,7 +687,6 @@ old_knight_teacher = {
wrestler_character = { wrestler_character = {
age = { 25 42 } age = { 25 42 }
dynasty = none
trait = education_martial_1 trait = education_martial_1

View file

@ -1,6 +1,5 @@
winter_commander_character = { winter_commander_character = {
age = { 18 40 } age = { 18 40 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_martial_2 = {} education_martial_2 = {}
@ -57,7 +56,6 @@
forest_commander_character = { forest_commander_character = {
age = { 18 40 } age = { 18 40 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_martial_2 = {} education_martial_2 = {}
@ -109,7 +107,6 @@ forest_commander_character = {
mountain_commander_character = { mountain_commander_character = {
age = { 18 40 } age = { 18 40 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_martial_2 = {} education_martial_2 = {}
@ -152,7 +149,6 @@ mountain_commander_character = {
desert_commander_character = { desert_commander_character = {
age = { 18 40 } age = { 18 40 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_martial_2 = {} education_martial_2 = {}
@ -196,7 +192,6 @@ desert_commander_character = {
hill_commander_character = { hill_commander_character = {
age = { 18 40 } age = { 18 40 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_martial_2 = {} education_martial_2 = {}
@ -236,7 +231,6 @@ hill_commander_character = {
jungle_commander_character = { jungle_commander_character = {
age = { 18 40 } age = { 18 40 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_martial_2 = {} education_martial_2 = {}
@ -288,7 +282,6 @@ jungle_commander_character = {
open_commander_character = { open_commander_character = {
age = { 18 40 } age = { 18 40 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_martial_2 = {} education_martial_2 = {}
@ -338,7 +331,6 @@ open_commander_character = {
#Slightly different to the above; used in the Hereward story cycle #Slightly different to the above; used in the Hereward story cycle
wetlands_commander_character = { wetlands_commander_character = {
age = { 18 40 } age = { 18 40 }
dynasty = none
culture = root.culture culture = root.culture
faith = root.faith faith = root.faith
gender_female_chance = root_soldier_female_chance gender_female_chance = root_soldier_female_chance

View file

@ -1,7 +1,6 @@
 
bp1_yearly_2021_martial_person_template = { bp1_yearly_2021_martial_person_template = {
age = { 18 35 } age = { 18 35 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_martial_3 = {} education_martial_3 = {}
@ -57,7 +56,6 @@ bp1_yearly_2021_martial_person_template = {
bp1_yearly_2021_learning_witch_template = { bp1_yearly_2021_learning_witch_template = {
age = { 18 35 } age = { 18 35 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
lifestyle_mystic = {} lifestyle_mystic = {}
@ -116,7 +114,6 @@ bp1_yearly_2021_learning_witch_template = {
bp1_yearly_2021_learning_person_template = { bp1_yearly_2021_learning_person_template = {
age = { 18 35 } age = { 18 35 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
lifestyle_mystic = {} lifestyle_mystic = {}
@ -179,7 +176,6 @@ bp1_yearly_2021_learning_person_template = {
bp1_yearly_2021_stewardship_person_template = { bp1_yearly_2021_stewardship_person_template = {
age = { 18 35 } age = { 18 35 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_stewardship_3 = {} education_stewardship_3 = {}
@ -216,7 +212,6 @@ bp1_yearly_2021_stewardship_person_template = {
bp1_yearly_2021_diplomacy_person_template = { bp1_yearly_2021_diplomacy_person_template = {
age = { 18 35 } age = { 18 35 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_diplomacy_3 = {} education_diplomacy_3 = {}
@ -259,7 +254,6 @@ bp1_yearly_2021_diplomacy_person_template = {
bp1_yearly_2021_intrigue_person_template = { bp1_yearly_2021_intrigue_person_template = {
age = { 18 35 } age = { 18 35 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_intrigue_3 = {} education_intrigue_3 = {}

View file

@ -1,6 +1,5 @@
frontier_hero_template = { frontier_hero_template = {
age = { 18 30 } age = { 18 30 }
dynasty = none
trait = education_martial_4 trait = education_martial_4
trait = brave trait = brave
random_traits_list = { random_traits_list = {
@ -226,6 +225,7 @@ inspired_template = {
local_artisan_template = { local_artisan_template = {
age = { 20 40 } age = { 20 40 }
dynasty = none
faith = root.faith faith = root.faith
culture = root.culture culture = root.culture
dynasty = none dynasty = none
@ -995,7 +995,6 @@ local_dispute_template = {
symposium_template = { symposium_template = {
# General # General
age = { 55 65 } age = { 55 65 }
dynasty = none
faith = scope:symposium_ruler.faith faith = scope:symposium_ruler.faith
culture = scope:symposium_ruler.culture culture = scope:symposium_ruler.culture
gender_female_chance = root_faith_dominant_gender_adjusted_female_chance gender_female_chance = root_faith_dominant_gender_adjusted_female_chance

View file

@ -250,7 +250,6 @@ fp1_ms_vagrant_character = {
fp1_western_warrior_character = { fp1_western_warrior_character = {
#General #General
age = { 30 60 } age = { 30 60 }
dynasty = none
faith = scope:scandinavian_county.faith faith = scope:scandinavian_county.faith
culture = scope:scandinavian_county.culture culture = scope:scandinavian_county.culture
#Education #Education
@ -310,7 +309,6 @@ fp1_western_warrior_character = {
fp1_eastern_warrior_character = { fp1_eastern_warrior_character = {
#General #General
age = { 30 60 } age = { 30 60 }
dynasty = none
faith = scope:scandinavian_county.faith faith = scope:scandinavian_county.faith
culture = scope:scandinavian_county.culture culture = scope:scandinavian_county.culture
#Education #Education
@ -373,7 +371,6 @@ fp1_eastern_warrior_character = {
fp1_jomsviking_bigwig = { fp1_jomsviking_bigwig = {
#General #General
age = { 30 60 } age = { 30 60 }
dynasty = none
faith = faith:norse_pagan faith = faith:norse_pagan
culture = culture:norse culture = culture:norse
#Education #Education
@ -444,7 +441,6 @@ fp1_jomsviking_bigwig = {
fp1_jomsviking_retainer_martial = { fp1_jomsviking_retainer_martial = {
#General #General
age = { 25 45 } age = { 25 45 }
dynasty = none
faith = faith:norse_pagan faith = faith:norse_pagan
culture = root.culture culture = root.culture
#Education #Education
@ -503,7 +499,6 @@ fp1_jomsviking_retainer_martial = {
fp1_jomsviking_retainer_prowess = { fp1_jomsviking_retainer_prowess = {
#General #General
age = { 25 45 } age = { 25 45 }
dynasty = none
faith = faith:norse_pagan faith = faith:norse_pagan
culture = root.culture culture = root.culture
#Education #Education
@ -717,7 +712,6 @@ fp1_truthful_explorer_character = {
fp1_islamic_explorer_character = { fp1_islamic_explorer_character = {
#General #General
age = { 30 60 } age = { 30 60 }
dynasty = none
faith = scope:sponsoring_liege.faith faith = scope:sponsoring_liege.faith
culture = scope:sponsoring_liege.culture culture = scope:sponsoring_liege.culture
dynasty = generate dynasty = generate
@ -1222,7 +1216,6 @@ fp1_trade_partner_warrior = {
# Local Warlords # Local Warlords
old_country_local_warlord_template = { old_country_local_warlord_template = {
age = { 20 40 } age = { 20 40 }
dynasty = none
random_traits = yes random_traits = yes
culture = scope:current_county.title_province.culture culture = scope:current_county.title_province.culture
faith = scope:current_county.title_province.faith faith = scope:current_county.title_province.faith

View file

@ -5,7 +5,6 @@
tgp_japan_yearly_events_pearl_diver_template = { tgp_japan_yearly_events_pearl_diver_template = {
age = { 18 70 } age = { 18 70 }
dynasty = none
#Force the character to always be brave and calm #Force the character to always be brave and calm
trait = brave trait = brave
trait = calm trait = calm
@ -55,7 +54,6 @@ tgp_japan_yearly_events_pearl_diver_template = {
tgp_japan_yearly_events_tengu_warrior_template = { tgp_japan_yearly_events_tengu_warrior_template = {
age = { 35 70 } age = { 35 70 }
dynasty = none
gender_female_chance = root_soldier_female_chance gender_female_chance = root_soldier_female_chance
trait = reclusive trait = reclusive
trait = lifestyle_blademaster trait = lifestyle_blademaster

View file

@ -7,7 +7,6 @@
# Super Scholar # Super Scholar
celebration_scholar_character = { celebration_scholar_character = {
age = { 35 50 } age = { 35 50 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_learning_2 = {} education_learning_2 = {}
@ -53,7 +52,6 @@ celebration_scholar_character = {
celebration_martial_character = { celebration_martial_character = {
age = { 18 30 } age = { 18 30 }
dynasty = none
trait = brave trait = brave
random_traits_list = { random_traits_list = {
count = 1 count = 1
@ -106,7 +104,6 @@ celebration_martial_character = {
celebration_diplomat_character = { celebration_diplomat_character = {
age = { 18 30 } age = { 18 30 }
dynasty = none
trait = brave trait = brave
random_traits_list = { random_traits_list = {
count = 1 count = 1
@ -257,7 +254,6 @@ celebration_hunter_character = {
celebration_priest_character = { celebration_priest_character = {
age = { 30 60 } age = { 30 60 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_learning_2 = {} education_learning_2 = {}
@ -486,7 +482,6 @@ celebration_artisan_character = {
celebration_chessmaster_character = { celebration_chessmaster_character = {
age = { 35 50 } age = { 35 50 }
dynasty = none
random_traits_list = { random_traits_list = {
count = { 0 1 } count = { 0 1 }
@ -532,7 +527,6 @@ celebration_chessmaster_character = {
spanish_jewish_merchant_character = { spanish_jewish_merchant_character = {
age = { 25 50 } age = { 25 50 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
@ -568,7 +562,6 @@ spanish_jewish_merchant_character = {
spanish_conversos_character = { spanish_conversos_character = {
age = { 25 50 } age = { 25 50 }
dynasty = none
random_traits = yes random_traits = yes
@ -580,7 +573,6 @@ spanish_conversos_character = {
toledan_night_character = { toledan_night_character = {
age = { 25 50 } age = { 25 50 }
dynasty = none
trait = sadistic trait = sadistic
random_traits_list = { random_traits_list = {
count = 1 count = 1

View file

@ -1,6 +1,5 @@
tournament_foot_character = { tournament_foot_character = {
age = { 18 40 } age = { 18 40 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_martial_2 = {} education_martial_2 = {}
@ -27,7 +26,6 @@
tournament_horse_character = { tournament_horse_character = {
age = { 18 40 } age = { 18 40 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_martial_2 = {} education_martial_2 = {}
@ -60,7 +58,6 @@ tournament_horse_character = {
tournament_archery_character = { tournament_archery_character = {
age = { 18 40 } age = { 18 40 }
dynasty = none
trait = tourney_participant trait = tourney_participant
prowess = { prowess = {
min_template_decent_skill min_template_decent_skill
@ -79,7 +76,6 @@ tournament_archery_character = {
tournament_recital_character = { tournament_recital_character = {
age = { 18 40 } age = { 18 40 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
lifestyle_poet = {} lifestyle_poet = {}
@ -99,7 +95,6 @@ tournament_recital_character = {
tournament_pugilism_character = { tournament_pugilism_character = {
age = { 18 40 } age = { 18 40 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
strong = {} strong = {}
@ -124,7 +119,6 @@ tournament_pugilism_character = {
tournament_board_game_character = { tournament_board_game_character = {
age = { 18 40 } age = { 18 40 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_learning_2 = {} education_learning_2 = {}
@ -139,7 +133,6 @@ tournament_board_game_character = {
loyal_fan_character = { loyal_fan_character = {
age = { 18 40 } age = { 18 40 }
dynasty = none
trait = loyal trait = loyal
random_traits_list = { random_traits_list = {
count = 1 count = 1
@ -158,7 +151,6 @@ loyal_fan_character = {
local_beauty_character = { local_beauty_character = {
age = { 18 40 } age = { 18 40 }
dynasty = none
random_traits_list = { random_traits_list = {
count = { 0 1 } count = { 0 1 }
beauty_good_1 = {} beauty_good_1 = {}
@ -261,7 +253,6 @@ feral_child_template = {
castaway_character = { castaway_character = {
age = { 18 40 } age = { 18 40 }
dynasty = none
random_traits = yes random_traits = yes
gender_female_chance = root_soldier_female_chance gender_female_chance = root_soldier_female_chance
after_creation = { after_creation = {
@ -324,7 +315,6 @@ sexy_assassin_character = {
garden_hermit_character = { garden_hermit_character = {
age = { 55 80 } age = { 55 80 }
dynasty = none
trait = lifestyle_mystic trait = lifestyle_mystic
random_traits_list = { random_traits_list = {
count = 1 count = 1
@ -351,7 +341,6 @@ garden_hermit_character = {
brainless_character_template = { brainless_character_template = {
age = { 18 40 } age = { 18 40 }
dynasty = none
trait = dull trait = dull
random_traits_list = { random_traits_list = {
count = 1 count = 1
@ -403,7 +392,6 @@ brainless_character_template = {
heartless_knight = { heartless_knight = {
age = { 18 40 } age = { 18 40 }
dynasty = none
random_traits_list = { # Likely to commit social faux pas random_traits_list = { # Likely to commit social faux pas
count = 1 count = 1
callous = {} callous = {}
@ -438,7 +426,6 @@ heartless_knight = {
cowardly_knight = { cowardly_knight = {
age = { 18 40 } age = { 18 40 }
dynasty = none
trait = craven trait = craven
random_traits_list = { random_traits_list = {
count = 1 count = 1
@ -498,7 +485,6 @@ wealthy_gambler_template = {
tournament_mulan_character = { tournament_mulan_character = {
age = { 18 30 } age = { 18 30 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_martial_2 = {} education_martial_2 = {}
@ -528,7 +514,6 @@ tournament_mulan_character = {
quasimodo_template = { quasimodo_template = {
age = { 6 12 } age = { 6 12 }
dynasty = none
random_traits_list = { random_traits_list = {
count = { 1 3 } count = { 1 3 }
hunchbacked = {} hunchbacked = {}
@ -548,7 +533,6 @@ quasimodo_template = {
tournament_unusual_stranger = { tournament_unusual_stranger = {
age = { 18 40 } age = { 18 40 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_intrigue_3 = {} education_intrigue_3 = {}

View file

@ -1,7 +1,6 @@
 
swords_for_hire_character = { swords_for_hire_character = {
age = { 18 35 } age = { 18 35 }
dynasty = none
random_traits_list = { random_traits_list = {
count = 1 count = 1
education_martial_3 = {} education_martial_3 = {}

View file

@ -1,6 +1,5 @@
pilgrim_character = { pilgrim_character = {
age = { 18 40 } age = { 18 40 }
dynasty = none
trait = pilgrim trait = pilgrim
trait = lifestyle_traveler trait = lifestyle_traveler
random_traits_list = { random_traits_list = {

View file

@ -71,7 +71,6 @@ fp3_raging_ghazi_character = {
fp3_chinese_grand_old_lady = { fp3_chinese_grand_old_lady = {
#General #General
age = { 50 75 } age = { 50 75 }
dynasty = none
gender = female gender = female
faith = faith:zhengyi faith = faith:zhengyi
culture = culture:han culture = culture:han
@ -112,7 +111,6 @@ fp3_chinese_grand_old_lady = {
fp3_chinese_eunuch_envoy = { fp3_chinese_eunuch_envoy = {
#General #General
age = { 20 55 } age = { 20 55 }
dynasty = none
gender = male gender = male
faith = faith:mahayana faith = faith:mahayana
culture = culture:han culture = culture:han
@ -151,7 +149,6 @@ fp3_chinese_eunuch_envoy = {
fp3_gnostic_paragon = { fp3_gnostic_paragon = {
age = { 30 60 } age = { 30 60 }
dynasty = none
faith = faith:manichean faith = faith:manichean
culture = culture:levantine culture = culture:levantine
#Education #Education
@ -207,7 +204,6 @@ fp3_gnostic_paragon = {
fp3_sufi_mystic = { fp3_sufi_mystic = {
age = { 30 80 } age = { 30 80 }
dynasty = none
faith = root.faith faith = root.faith
culture = root.culture culture = root.culture
#Education #Education
@ -265,7 +261,6 @@ fp3_sufi_mystic = {
fp3_zoroastrian_armed_pilgrim = { fp3_zoroastrian_armed_pilgrim = {
age = { 20 50 } age = { 20 50 }
dynasty = none
#Education #Education
random_traits_list = { random_traits_list = {
education_learning_2 = { education_learning_2 = {
@ -383,7 +378,7 @@ fp3_turkic_traveler = {
#General #General
age = { 24 40 } age = { 24 40 }
culture = culture:turkish culture = culture:turkish
dynasty = none dynasty = generate
#Education #Education
random_traits_list = { random_traits_list = {
education_martial_2 = { education_martial_2 = {
@ -678,7 +673,6 @@ fp3_ferdowsi_template = {
fp3_skilled_outsider_template = { fp3_skilled_outsider_template = {
# General # General
age = { 30 60 } age = { 30 60 }
dynasty = none
# Education # Education
## We give out random low tier education traits, and we'll upgrade them later if we're in batch B. ## We give out random low tier education traits, and we'll upgrade them later if we're in batch B.
random_traits_list = { random_traits_list = {

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