This commit is contained in:
Heidesommer 2026-05-25 07:54:55 -04:00
parent 26b04f6db4
commit c6eb868ef4
116 changed files with 69758 additions and 26333 deletions

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@ -3061,7 +3061,7 @@
}
# Struggle Catalysts
fp3_struggle_catalysts_for_activities_effect = yes
# fp3_struggle_catalysts_for_activities_effect = yes
}
conclusion_description = {
first_valid = {

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@ -608,31 +608,31 @@ activity_feast = {
desc = "Nomad searching for prestige"
}
}
# Struggles.
if = {
limit = {
any_character_struggle = {
involvement = involved
phase_has_catalyst = catalyst_invite_diff_faith_culture_to_feast
}
}
# Escalating.
if = {
limit = { has_character_flag = agenda_towards_escalation }
add = {
value = -25
desc = debug_gui.activity_weight.struggle.wants_to_escalate
}
}
# Deescalating.
if = {
limit = { has_character_flag = agenda_towards_deescalation }
add = {
value = 50
desc = debug_gui.activity_weight.struggle.wants_to_deescalate
}
}
}
# # Struggles.
# if = {
# limit = {
# any_character_struggle = {
# involvement = involved
# phase_has_catalyst = catalyst_invite_diff_faith_culture_to_feast
# }
# }
# # Escalating.
# if = {
# limit = { has_character_flag = agenda_towards_escalation }
# add = {
# value = -25
# desc = debug_gui.activity_weight.struggle.wants_to_escalate
# }
# }
# # Deescalating.
# if = {
# limit = { has_character_flag = agenda_towards_deescalation }
# add = {
# value = 50
# desc = debug_gui.activity_weight.struggle.wants_to_deescalate
# }
# }
# }
if = {
limit = {
ai_has_warlike_personality = yes
@ -4272,30 +4272,30 @@ activity_feast = {
trigger_event = feast.2001
# Struggle Catalysts
## We trigger this here to make sure that someone else actually turned up to the party before having it affect regional relations.
if = {
limit = {
# At least one participant is involved and of a different faith or culture
scope:activity = {
any_attending_character = {
any_character_struggle = {
involvement = involved
phase_has_catalyst = catalyst_invite_diff_faith_culture_to_feast
}
is_diff_faith_or_culture_trigger = {
CHAR = scope:host
STATUS = involved
}
}
}
}
every_character_struggle = {
involvement = involved
activate_struggle_catalyst = {
catalyst = catalyst_invite_diff_faith_culture_to_feast
character = scope:activity.activity_host
}
}
}
# if = {
# limit = {
# # At least one participant is involved and of a different faith or culture
# scope:activity = {
# any_attending_character = {
# any_character_struggle = {
# involvement = involved
# phase_has_catalyst = catalyst_invite_diff_faith_culture_to_feast
# }
# is_diff_faith_or_culture_trigger = {
# CHAR = scope:host
# STATUS = involved
# }
# }
# }
# }
# every_character_struggle = {
# involvement = involved
# activate_struggle_catalyst = {
# catalyst = catalyst_invite_diff_faith_culture_to_feast
# character = scope:activity.activity_host
# }
# }
# }
}
# Accolade stuff
if = {
@ -4967,6 +4967,6 @@ activity_feast = {
}
# Struggle Catalysts
fp3_struggle_catalysts_for_activities_effect = yes
# fp3_struggle_catalysts_for_activities_effect = yes
}
}

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@ -5754,7 +5754,7 @@
on_complete = {
# Struggle Catalysts
fp3_struggle_catalysts_for_activities_effect = yes
# fp3_struggle_catalysts_for_activities_effect = yes
hunt_remove_variables_effect = yes
scope:activity.activity_location = {

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@ -497,22 +497,22 @@ castle_01 = {
}
}
}
# Harrying logic.
if = {
limit = {
character_is_valid_for_harrying_of_the_north_trigger = yes
is_important_or_vip_struggle_character = yes
}
global_var:harrying_of_the_north = { save_scope_as = story }
if = {
limit = { character_is_valid_norman_for_harrying_of_the_north_trigger = yes }
ep3_increase_pacification_effect = { AMOUNT = harrying_medium_increase_value }
}
else_if = {
limit = { character_is_valid_anglo_saxon_for_harrying_of_the_north_trigger = yes }
ep3_increase_resistance_effect = { AMOUNT = harrying_medium_increase_value }
}
}
# # Harrying logic.
# if = {
# limit = {
# character_is_valid_for_harrying_of_the_north_trigger = yes
# is_important_or_vip_struggle_character = yes
# }
# global_var:harrying_of_the_north = { save_scope_as = story }
# if = {
# limit = { character_is_valid_norman_for_harrying_of_the_north_trigger = yes }
# ep3_increase_pacification_effect = { AMOUNT = harrying_medium_increase_value }
# }
# else_if = {
# limit = { character_is_valid_anglo_saxon_for_harrying_of_the_north_trigger = yes }
# ep3_increase_resistance_effect = { AMOUNT = harrying_medium_increase_value }
# }
# }
}
#Mandala Creator Aspect
creator_mandala_built_regular_holding_piety_effect = yes

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@ -6117,11 +6117,11 @@ parthenon = {
cost_gold = 1000
can_construct = {
scope:holder.faith.religion = faith:hellenic_pagan.religion
scope:holder.faith.religion = faith:megalocratic.religion
}
is_enabled = {
scope:holder.faith.religion = faith:hellenic_pagan.religion
scope:holder.faith.religion = faith:megalocratic.religion
custom_description = {
text = holy_site_building_trigger
barony = {

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@ -0,0 +1,836 @@
claim_cb = {
icon = claim_cb
group = claim
mutually_exclusive_titles = {
NOT = {
# If pushing personal claims, you can press multiple claims with the Divine Right innovation (High Medieval Era).
trigger_if = {
limit = {
scope:attacker = scope:claimant
}
scope:attacker = {
OR = {
culture = {
has_innovation = innovation_chronicle_writing
}
AND = {
government_has_flag = government_is_landless_adventurer
has_realm_law = camp_purpose_legitimists
has_variable = legitimist_claimed_title
var:legitimist_claimed_title = {
OR = {
holder = scope:defender
de_jure_liege.holder = scope:defender
}
}
}
}
}
}
# If pushing claims for someone else, you need the Rightful Ownership innovation to press multiple claims (Late Medieval Era).
trigger_else = {
scope:attacker = {
culture = {
has_innovation = innovation_divine_right
}
}
}
}
}
# This whole section was already commented out, I just commented it out more to prevent console errors
#allowed_for_character = {}
# allowed_against_character = {
# faith.religion = scope:attacker.faith.religion
# }
# Root is the title
# scope:claimant is the claimant
# scope:attacker is the attacker
# scope:defender is the defender
is_allowed_claim_title = {
trigger_if = {
limit = {
scope:attacker = {
is_ai = yes
has_variable = conqueror
}
}
tier >= tier_duchy
}
custom_description = {
text = "claimant_titles_held_by_you_or_vassal"
NOR = {
holder = scope:attacker
holder = {
target_is_liege_or_above = scope:attacker
}
}
}
scope:claimant = {
NOT = { has_trait = incapable }
is_hostage = no
custom_description = {
text = is_not_a_minister_desc
tgp_is_any_minister = no
}
trigger_if = {
limit = { scope:claimant != scope:attacker } # You can always press your own claims
is_imprisoned = no
}
#religion = scope:attacker.religion
# claimant must not be at war against defender for this claim already
custom_description = {
text = "claimant_already_pressing_their_claim"
object = root
NAND = {
liege = scope:attacker
any_character_war = {
casus_belli = {
any_target_title = {
this = root
}
}
}
}
}
}
scope:attacker = {
#Cannot press claims against your own vassals, as these must be revoked.
custom_description = {
text = "claimant_titles_held_by_attacker_vassals"
NOT = {
root.holder = {
target_is_liege_or_above = scope:attacker
}
}
}
}
trigger_if = {
limit = {
scope:claimant != scope:attacker # You can always press your own claims (though the prestige cost might be high)
}
trigger_if = {
limit = {
is_weak_claimant_due_to_gender_trigger = { FAITH = scope:attacker.faith CHARACTER = scope:claimant }
}
trigger_if = {
limit = {
scope:claimant = { is_adult = yes }
}
save_temporary_scope_as = treat_claim_as_weak
}
trigger_else = {
always = no
}
}
trigger_else_if = {
limit = {
scope:claimant = { is_adult = no }
}
save_temporary_scope_as = treat_claim_as_weak
}
# making the default behavior explicit if no other trigger_(else_)ifs are valid
trigger_else = {
always = yes
}
}
trigger_if = {
limit = { exists = scope:treat_claim_as_weak }
holder = {
custom_description = {
text = "claim_target_position_is_weak"
object = scope:attacker
OR = {
has_trait = incapable
is_adult = no
is_weak_claimant_due_to_gender_trigger = { FAITH = scope:attacker.faith CHARACTER = root.holder }
}
}
}
}
#Under Byzantine law, a ruler must be unblemished
trigger_if = {
limit = {
scope:defender.culture = { has_cultural_parameter = physical_disfigurement_blocks_inheritance }
}
scope:claimant = {
custom_description = {
text = "byzantine_claimant_is_disfigured"
object = scope:claimant
valid_for_byz_succession_trigger = yes
}
}
}
#Under Byzantine law, a ruler must be able to produce children.
trigger_if = {
limit = {
scope:defender.culture = { has_cultural_parameter = physical_disfigurement_blocks_inheritance }
}
scope:claimant = {
custom_description = {
text = "byzantine_claimant_is_celibate"
object = scope:defender
is_eunuch_trigger = no
NOT = {
has_trait = celibate
}
}
}
}
}
allowed_for_character_display_regardless = {
#If you're landless, you need the Legitimist camp purpose
trigger_if = {
limit = {
scope:attacker = {
government_has_flag = government_is_landless_adventurer
}
}
scope:attacker = {
has_realm_law = camp_purpose_legitimists
}
}
tgp_japan_offensive_wars_ban_trigger = yes
}
cost = {
piety = {
value = 0
add = common_cb_impious_piety_cost
}
prestige = {
value = 0
add = claim_cb_prestige_cost
multiply = common_cb_prestige_cost_multiplier
if = {
limit = {
scope:attacker = {
has_character_flag = temp_no_claim_war_cost
}
}
multiply = {
value = 0
desc = "free_cost" # Says 'free'
}
}
# LEGITIMACY AFFECTS COST
multiply = {
value = {
value = 0
scope:attacker = {
if = {
limit = { has_legitimacy_flag = reduced_claim_cb_cost }
add = 0.5
}
else_if = {
limit = { has_legitimacy_flag = very_reduced_claim_cb_cost }
add = 0.25
}
else_if = {
limit = { has_legitimacy_flag = extra_reduced_claim_cb_cost }
add = 0.15
}
else = {
add = 1
}
}
}
desc = legitimacy_high_modifier_tt
}
multiply = {
value = {
value = 0
scope:attacker = {
if = {
limit = { has_legitimacy_flag = massively_increased_claim_cb_cost }
add = 2.5
}
else_if = {
limit = { has_legitimacy_flag = very_increased_claim_cb_cost }
add = 2
}
else_if = {
limit = { has_legitimacy_flag = increased_claim_cb_cost }
add = 1.5
}
else = {
add = 1
}
}
}
desc = legitimacy_low_modifier_tt
}
}
}
target_titles = claim
#target_title_tier = all
on_declaration = {
on_declared_war = yes
if = {
limit = {
scope:defender = { is_sibling_of = scope:attacker }
}
scope:attacker = {
add_achievement_flag_effect = { FLAG = achievement_bad_blood_flag }
}
}
}
should_invalidate = {
OR = {
NOT = {
any_in_list = {
list = target_titles
any_in_de_jure_hierarchy = {
tier >= tier_county
holder ?= {
OR = {
this = scope:defender
target_is_liege_or_above = scope:defender
}
}
}
}
}
AND = {
scope:claimant != scope:attacker
scope:claimant = {
OR = {
is_alive = no
NOR = {
is_vassal_or_below_of = scope:attacker
is_courtier_of = scope:attacker
}
}
}
}
scope:claimant = {
tgp_is_any_minister = yes
}
}
}
on_invalidated_desc = {
first_valid = {
triggered_desc = {
trigger = {
scope:claimant != scope:attacker
scope:claimant = { is_alive = no }
}
desc = msg_claim_war_invalidated_claimant_unavailable_dead_message
}
triggered_desc = {
trigger = {
scope:claimant = {
NOR = {
this = scope:attacker
NOR = {
is_vassal_or_below_of = scope:attacker
is_courtier_of = scope:attacker
}
tgp_is_any_minister = yes
}
}
}
desc = msg_claim_war_invalidated_claimant_unavailable_not_vassal_message
}
triggered_desc = {
trigger = {
scope:claimant = {
tgp_is_any_minister = yes
}
}
desc = msg_claim_war_invalidated_claimant_is_now_a_minister_message
}
desc = msg_claim_war_invalidated_message
}
}
on_invalidated = {
}
on_victory_desc = {
first_valid = {
triggered_desc = {
trigger = {
scope:claimant = { is_local_player = yes }
}
desc = claim_cb_victory_desc_attacker_claimant
}
triggered_desc = {
trigger = { scope:attacker = { is_local_player = yes } }
desc = claim_cb_victory_desc_attacker
}
desc = claim_cb_victory_desc
}
}
on_victory = {
#Grab the higher title tier
ordered_in_list = {
list = target_titles
order_by = tier
save_scope_as = target
}
scope:attacker = {
if = {
limit = {
is_ai = no
has_realm_law = camp_purpose_legitimists
any_in_list = {
list = target_titles
tier >= tier_kingdom
}
}
add_achievement_global_variable_effect = {
VARIABLE = finished_birthright_achievement
VALUE = yes
}
}
if = {
limit = {
is_landless_adventurer = yes
NOT = { government_has_flag = government_is_nomadic }
}
hidden_effect = {
if = {
limit = {
NOT = { has_trait = adventurer }
}
add_trait = adventurer
}
save_scope_as = the_adventurer
every_courtier = {
set_variable = {
name = former_camp_leader
value = scope:the_adventurer
}
add_trait = adventurer_follower
}
}
}
if = {
limit = {
has_variable = install_claimants_oath
has_variable = install_claimants_oath_counter
}
add_to_variable_list = {
name = installed_claimants_oath
target = scope:claimant
}
change_variable = {
name = install_claimants_oath_counter
add = 1
}
}
show_pow_release_message_effect = yes
#EP2 Accolade glory gain from winning against higher ranked enemy
accolade_attacker_war_end_glory_gain_med_effect = yes
# FP1: note the victory for future memorialisation via stele (if applicable)
fp1_remember_recent_conquest_victory_effect = yes
}
# Legitimacy
add_legitimacy_attacker_victory_effect = yes
# Influence
add_influence_attacker_victory_effect = yes
scope:defender ?= {
if = {
limit = {
top_liege = this
government_allows = administrative
primary_title = { is_in_list = target_titles }
}
every_held_title = {
title_tier >= county
limit = { is_noble_family_title = no }
add_to_list = target_titles
}
}
# EP3 Laamp possibility warning
ep3_war_loss_adventurer_tt_effect = yes
}
create_title_and_vassal_change = {
type = conquest_claim
save_scope_as = change
add_claim_on_loss = yes
}
# Create a claim CB which is executed to handle title/vassal changes, in addition to being used to calculate Prestige awards for war participants.
setup_claim_cb = {
titles = target_titles
attacker = scope:attacker
defender = scope:defender
claimant = scope:claimant
change = scope:change
}
resolve_title_and_vassal_change = scope:change
# Landless Ceremonial Liege
if = {
limit = {
scope:claimant.top_liege != scope:defender.top_liege
scope:claimant.primary_title.tier < scope:defender.primary_title.tier
scope:claimant = { is_landed = no }
any_in_list = {
list = target_titles
exists = var:ceremonial_title
}
NOT = {
any_in_list = {
list = target_titles
OR = {
is_landless_type_title = no
is_noble_family_title = yes
}
}
}
}
scope:defender = {
faction_demand_regent_transfer_effect = {
NEW_REGENT = scope:claimant
REASON = conquest_claim
}
}
create_title_and_vassal_change = {
type = conquest_claim
save_scope_as = change_three
add_claim_on_loss = no
}
# Landless Ceremonial Liege must be house head
scope:claimant = {
if = {
limit = { is_house_head = no }
house = {
house_head = {
if = {
limit = {
is_landed = no
is_ai = no
}
found_cadet_house_decision_effect = {
CHARACTER = this
PRESTIGE = 0
}
}
}
set_house_head = scope:claimant
}
}
}
resolve_title_and_vassal_change = scope:change_three
}
else_if = {
limit = {
scope:claimant != scope:attacker
scope:claimant.primary_title.tier < scope:attacker.primary_title.tier
scope:claimant = {
NOT = { target_is_liege_or_above = scope:attacker }
}
}
create_title_and_vassal_change = {
type = conquest_claim
save_scope_as = change_two
add_claim_on_loss = yes
}
scope:claimant = {
change_liege = {
liege = scope:attacker
change = scope:change_two
}
}
resolve_title_and_vassal_change = scope:change_two
}
if = {
limit = {
scope:claimant != scope:attacker
scope:attacker = {
can_add_hook = {
type = favor_hook
target = scope:claimant
}
}
}
scope:attacker = {
add_hook = {
target = scope:claimant
type = favor_hook
}
}
}
# Attacker gets Prestige Experience, Defender loses Prestige, all other participants gain Prestige based on their war contribution.
modify_all_participants_fame_values = {
WINNER = scope:attacker
LOSER = scope:defender
FAME_BASE = scope:cb_prestige_factor # Set by 'setup_claim_cb'
IS_RELIGIOUS_WAR = no
WINNER_FAME_SCALE = 10
LOSER_FAME_SCALE = -10
WINNER_ALLY_FAME_SCALE = 10
LOSER_ALLY_FAME_SCALE = 10
}
# truce
add_truce_attacker_victory_effect = yes
# EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
laamp_as_mercenary_payout_tooltip_effect = yes
#Mandalas gain or lose piety/devotion depending on Decree
mandala_war_victory_effects = yes
}
on_white_peace_desc = {
first_valid = {
triggered_desc = {
trigger = { scope:defender = { is_local_player = yes } }
desc = claim_cb_white_peace_desc_defender
}
desc = claim_cb_white_peace_desc
}
}
on_white_peace = {
scope:attacker = {
show_pow_release_message_effect = yes
stress_impact = {
ambitious = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
}
}
#EP2 accolade glory gain for defender doing alright
scope:defender = { accolade_defender_war_end_glory_gain_low_effect = yes }
# press claims
every_in_list = {
list = target_titles
if = {
limit = { scope:claimant = { has_weak_claim_on = prev } }
scope:claimant = {
make_claim_strong = prev
}
}
}
# Create an 'helper' claim CB which we won't execute, but can use to determine how much Prestige should be given to war participants.
setup_claim_cb = {
titles = target_titles
attacker = scope:attacker
defender = scope:defender
claimant = scope:claimant
victory = no
}
# Prestige loss for the attacker
scope:attacker = {
add_prestige = {
value = scope:cb_prestige_factor # Set by 'setup_claim_cb'
multiply = -5.0
}
}
# Allies on both sides get full prestige value for helping in the war, based on their war participation.
modify_allies_of_participants_fame_values = {
WINNER = scope:attacker
FAME_BASE = scope:cb_prestige_factor # Set by 'setup_claim_cb'
IS_RELIGIOUS_WAR = no
WINNER_ALLY_FAME_SCALE = 10
LOSER_ALLY_FAME_SCALE = 10
}
# Defender neither gains nor loses any prestige.
scope:defender = {
stress_impact = {
arrogant = medium_stress_impact_gain
}
}
if = {
limit = {
scope:claimant != scope:attacker
scope:attacker = {
can_add_hook = {
type = favor_hook
target = scope:claimant
}
}
}
scope:attacker = {
add_hook = {
target = scope:claimant
type = favor_hook
}
}
}
# Truce
add_truce_white_peace_effect = yes
# EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
laamp_as_mercenary_payout_tooltip_effect = yes
}
on_defeat_desc = {
first_valid = {
triggered_desc = {
trigger = { scope:defender = { is_local_player = yes } }
desc = claim_cb_defeat_desc_defender
}
triggered_desc = {
trigger = { scope:claimant = { is_local_player = yes } }
desc = claim_cb_defeat_desc_attacker_claimant
}
triggered_desc = {
trigger = { scope:attacker = { is_local_player = yes } }
desc = claim_cb_defeat_desc_attacker
}
desc = claim_cb_defeat_desc
}
}
on_defeat = {
scope:attacker = { show_pow_release_message_effect = yes }
# Legitimacy
add_legitimacy_attacker_defeat_effect = yes
# Influence
add_influence_attacker_defeat_effect = yes
#EP2 accolade glory gain for winning against higher ranked enemy
scope:defender = {
mandala_peacemaker_perk_serenity_effect = yes
accolade_defender_war_end_glory_gain_med_effect = yes
}
# lose claims
every_in_list = {
list = target_titles
scope:claimant = {
remove_claim = prev
}
}
if = {
limit = {
scope:claimant != scope:attacker
scope:attacker = {
can_add_hook = {
type = favor_hook
target = scope:claimant
}
}
}
scope:attacker = {
add_hook = {
target = scope:claimant
type = favor_hook
}
}
}
# Attacker pays gold to the defender as reparations.
scope:attacker = {
pay_short_term_gold_reparations_effect = {
GOLD_VALUE = 3
}
}
# Create an 'helper' claim CB which we won't execute, but can use to determine how much Prestige should be given to war participants.
setup_claim_cb = {
titles = target_titles
attacker = scope:attacker
defender = scope:defender
claimant = scope:claimant
victory = no
}
# Attacker loses Prestige, all other war participants gain Prestige (Defender gains full prestige, all allies on both sides gain based on war contribution).
modify_all_participants_fame_values = {
WINNER = scope:defender
LOSER = scope:attacker
FAME_BASE = scope:cb_prestige_factor # Set by 'setup_claim_cb'
IS_RELIGIOUS_WAR = no
WINNER_FAME_SCALE = scale_10_war_defender_win
LOSER_FAME_SCALE = -10
WINNER_ALLY_FAME_SCALE = 10
LOSER_ALLY_FAME_SCALE = 10
}
# Truce
add_truce_attacker_defeat_effect = yes
scope:attacker = {
save_temporary_scope_as = loser
}
on_lost_aggression_war_discontent_loss = yes
# EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
laamp_as_mercenary_payout_tooltip_effect = yes
#Mandalas gain or lose piety/devotion depending on Decree
mandala_war_defeat_effects = yes
}
on_primary_attacker_death = inherit
on_primary_defender_death = inherit
transfer_behavior = transfer
attacker_allies_inherit = yes
defender_allies_inherit = yes
war_name = "CLAIM_WAR_NAME"
my_war_name = "CLAIM_WAR_NAME_MY"
war_name_base = "CLAIM_WAR_NAME_BASE"
cb_name = "CLAIM_CB_NAME"
interface_priority = 60
should_show_war_goal_subview = yes
attacker_wargoal_percentage = 0.8
max_defender_score_from_occupation = 150
max_attacker_score_from_occupation = 150
max_ai_diplo_distance_to_title = 1000
ai_score_mult = {
value = 1
# HOUSE RELATIONS
add = house_relation_ai_score_value
#There is no fighting in the admin room!
if = {
limit = {
scope:attacker = {
government_has_flag = government_is_feudal
liege ?= {
government_has_flag = government_is_administrative
}
}
scope:defender = {
government_has_flag = government_is_administrative
liege ?= scope:attacker.liege
}
}
multiply = 0.4
}
add = frankokratia_leader_protection_value #Set back to 0. Declaring war on the frankokratia leader can really ruin the whole thing
}
}

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@ -4594,396 +4594,396 @@ ep3_pillaging_foray = {
ticking_war_score_targets_entire_realm = no
}
ep3_roman_empire_border_war = {
icon = ducal_conquest_cb
group = invasion
combine_into_one = yes
should_show_war_goal_subview = yes
allow_hostages = no
mutually_exclusive_titles = { always = yes }
interface_priority = 110
attacker_score_from_occupation_scale = 150
attacker_score_from_battles_scale = 150
defender_score_from_battles_scale = 150
allowed_for_character = {
OR = {
title:h_roman_empire ?= { is_title_created = yes }
title:h_eastern_roman_empire ?= { is_title_created = yes }
any_player = {
any_owned_story = {
type = ep3_story_cycle_restoring_rome
}
}
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 = {
tgp_japan_offensive_wars_ban_trigger = yes
}
allowed_against_character = {
is_landed = yes
top_liege = {
OR = {
any_owned_story = {
type = ep3_story_cycle_restoring_rome
}
is_roman_emperor_excluding_byzantium_trigger = yes
}
}
}
target_titles = neighbor_land # border
target_title_tier = county
target_de_jure_regions_above = no
ignore_effect = change_title_holder
ai_score_mult = {
value = 0.5
if = {
limit = { scope:attacker.prestige < scope:attacker.massive_prestige_value }
multiply = 0
}
add = frankokratia_leader_protection_value #Set back to 0. Declaring war on the frankokratia leader can really ruin the whole thing
}
valid_to_start = {
exists = scope:target
NOT = {
scope:target.title_province = { has_province_modifier = recently_looted_modifier }
}
}
should_invalidate = {
NOT = {
any_in_list = {
list = target_titles
holder = { target_is_same_character_or_above = scope:defender }
}
}
}
on_invalidated_desc = msg_county_conquest_war_invalidated_message
on_invalidated = {}
cost = {
prestige = massive_prestige_value
}
on_declaration = {
on_declared_war = yes
}
on_victory_desc = {
triggered_desc = {
trigger = {
scope:attacker = { is_local_player = yes }
}
desc = border_raid_cb_desc_victory_attacker
}
triggered_desc = {
trigger = {
scope:defender = { is_local_player = yes }
}
desc = border_raid_cb_desc_victory_defender
}
}
on_victory = {
# Legitimacy
add_legitimacy_attacker_victory_effect = yes
#EP2 accolade glory gain for winning against higher ranked enemy
scope:attacker = { accolade_attacker_war_end_glory_gain_low_effect = yes }
every_in_list = {
list = target_titles
save_scope_as = raid_county
# Set raided province modifier
title_province = {
add_province_modifier = {
modifier = recently_looted_modifier
years = 5
}
}
show_as_tooltip = {
every_in_list = {
list = target_titles
fp2_border_raid_damage_effect = yes
}
}
# Find province for building destruction
ordered_county_province = {
order_by = num_buildings
random = {
chance = 25
modifier = { factor = destroy_building_soldier_multiplier_value } # chance increases with more soldiers
modifier = { add = destroy_building_development_multiplier_value } # chance increases with development
custom_tooltip = destroy_random_building_tt
destroy_random_building_variable_effect = yes
}
}
}
hidden_effect = {
scope:attacker = {
send_interface_message = {
type = event_raid_good
title = border_raid_message_title
show_as_tooltip = {
every_in_list = {
list = target_titles
fp2_border_raid_damage_effect = yes
}
}
}
}
scope:defender = {
send_interface_message = {
type = event_raid_bad
title = border_raid_message_title
every_in_list = {
list = target_titles
fp2_border_raid_damage_effect = yes
}
}
}
}
show_as_tooltip = {
create_title_and_vassal_change = {
type = conquest
save_scope_as = change
add_claim_on_loss = yes
}
every_in_list = {
list = target_titles
change_title_holder = {
holder = scope:attacker
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
}
# Prestige Progress for the Attacker
every_in_list = {
list = target_titles
scope:attacker = {
add_prestige_experience = miniscule_prestige_value
}
}
# Prestige for the attacker's war allies
add_from_contribution_attackers = {
prestige = minor_prestige_value
opinion = {
modifier = contributed_in_war
}
}
# Prestige for the defender's war allies
add_from_contribution_defenders = {
prestige = minor_prestige_value
opinion = {
modifier = contributed_in_war
}
}
# Break alliances now out of diplo range
if = {
limit = {
scope:attacker = {
any_ally = {
NOT = { in_diplomatic_range = scope:attacker }
}
}
}
scope:attacker = {
every_ally = {
limit = {
NOT = { in_diplomatic_range = scope:attacker }
}
break_alliance = scope:attacker
}
}
}
# Truce
add_truce_attacker_victory_effect = yes
# EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
laamp_as_mercenary_payout_tooltip_effect = yes
}
on_white_peace_desc = {
triggered_desc = {
trigger = {
scope:attacker = { is_local_player = yes }
}
desc = border_raid_cb_desc_white_peace_attacker
}
triggered_desc = {
trigger = {
scope:defender = { is_local_player = yes }
}
desc = border_raid_cb_desc_white_peace_defender
}
}
on_white_peace = {
# Prestige loss for the attacker
scope:attacker = {
add_prestige = {
value = miniscule_prestige_value
multiply = -1.0
}
stress_impact = {
ambitious = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
}
}
# Prestige for the attacker's war allies
add_from_contribution_attackers = {
prestige = minor_prestige_value
opinion = {
modifier = contributed_in_war
}
}
# Prestige for the defender's war allies
add_from_contribution_defenders = {
prestige = minor_prestige_value
opinion = {
modifier = contributed_in_war
}
}
scope:defender = {
stress_impact = {
arrogant = medium_stress_impact_gain
}
}
add_truce_white_peace_effect = yes
# EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
laamp_as_mercenary_payout_tooltip_effect = yes
}
on_defeat_desc = {
triggered_desc = {
trigger = {
scope:attacker = { is_local_player = yes }
}
desc = border_raid_cb_desc_defeat_attacker
}
triggered_desc = {
trigger = {
scope:defender = { is_local_player = yes }
}
desc = border_raid_cb_desc_defeat_defender
}
}
on_defeat = {
# Legitimacy
add_legitimacy_attacker_defeat_effect = yes
scope:defender = {
mandala_peacemaker_perk_serenity_effect = yes
#EP2 accolade glory gain for winning against higher ranked enemy
accolade_defender_war_end_glory_gain_high_effect = yes
# Prestige for Defender
add_prestige_war_defender_effect = {
PRESTIGE_VALUE = medium_prestige_value
}
}
# Prestige loss for the attacker
scope:attacker = {
pay_short_term_gold_reparations_effect = {
GOLD_VALUE = 1
}
add_prestige = {
value = medium_prestige_value
multiply = -1.0
}
}
# Prestige for the attacker's war allies
add_from_contribution_attackers = {
prestige = minor_prestige_value
opinion = {
modifier = contributed_in_war
}
}
# Prestige for the defender's war allies
add_from_contribution_defenders = {
prestige = minor_prestige_value
opinion = {
modifier = contributed_in_war
}
}
add_truce_attacker_defeat_effect = yes
scope:attacker = {
save_temporary_scope_as = loser
}
on_lost_aggression_war_discontent_loss = yes
# EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
laamp_as_mercenary_payout_tooltip_effect = yes
}
transfer_behavior = transfer
on_primary_attacker_death = invalidate
on_primary_defender_death = inherit
attacker_allies_inherit = no
defender_allies_inherit = no
war_name = "EP3_BORDER_RAID_WAR_NAME"
war_name_base = "EP3_BORDER_RAID_WAR_NAME_BASE"
cb_name = "EP3_BORDER_RAID_CB_NAME"
interface_priority = 79
use_de_jure_wargoal_only = yes
# The war will last 2 years at most
defender_ticking_warscore_delay = { months = 3 }
defender_ticking_warscore = 0.15
attacker_wargoal_percentage = 1
attacker_ticking_warscore = 1
max_defender_score_from_occupation = 100
max_attacker_score_from_occupation = 1
ticking_war_score_targets_entire_realm = no
}
#
#ep3_roman_empire_border_war = {
# icon = ducal_conquest_cb
# group = invasion
#
# combine_into_one = yes
# should_show_war_goal_subview = yes
# allow_hostages = no
# mutually_exclusive_titles = { always = yes }
# interface_priority = 110
#
# attacker_score_from_occupation_scale = 150
# attacker_score_from_battles_scale = 150
# defender_score_from_battles_scale = 150
#
# allowed_for_character = {
# OR = {
# title:h_roman_empire ?= { is_title_created = yes }
# title:h_eastern_roman_empire ?= { is_title_created = yes }
# any_player = {
# any_owned_story = {
# type = ep3_story_cycle_restoring_rome
# }
# }
# 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 = {
# tgp_japan_offensive_wars_ban_trigger = yes
# }
#
# allowed_against_character = {
# is_landed = yes
# top_liege = {
# OR = {
# any_owned_story = {
# type = ep3_story_cycle_restoring_rome
# }
# is_roman_emperor_excluding_byzantium_trigger = yes
# }
# }
# }
#
# target_titles = neighbor_land # border
# target_title_tier = county
# target_de_jure_regions_above = no
# ignore_effect = change_title_holder
#
# ai_score_mult = {
# value = 0.5
# if = {
# limit = { scope:attacker.prestige < scope:attacker.massive_prestige_value }
# multiply = 0
# }
#
# add = frankokratia_leader_protection_value #Set back to 0. Declaring war on the frankokratia leader can really ruin the whole thing
# }
#
# valid_to_start = {
# exists = scope:target
# NOT = {
# scope:target.title_province = { has_province_modifier = recently_looted_modifier }
# }
# }
#
# should_invalidate = {
# NOT = {
# any_in_list = {
# list = target_titles
# holder = { target_is_same_character_or_above = scope:defender }
# }
# }
# }
#
# on_invalidated_desc = msg_county_conquest_war_invalidated_message
#
# on_invalidated = {}
#
# cost = {
# prestige = massive_prestige_value
# }
#
# on_declaration = {
# on_declared_war = yes
# }
#
# on_victory_desc = {
# triggered_desc = {
# trigger = {
# scope:attacker = { is_local_player = yes }
# }
# desc = border_raid_cb_desc_victory_attacker
# }
# triggered_desc = {
# trigger = {
# scope:defender = { is_local_player = yes }
# }
# desc = border_raid_cb_desc_victory_defender
# }
# }
#
# on_victory = {
# # Legitimacy
# add_legitimacy_attacker_victory_effect = yes
#
# #EP2 accolade glory gain for winning against higher ranked enemy
# scope:attacker = { accolade_attacker_war_end_glory_gain_low_effect = yes }
#
# every_in_list = {
# list = target_titles
# save_scope_as = raid_county
# # Set raided province modifier
# title_province = {
# add_province_modifier = {
# modifier = recently_looted_modifier
# years = 5
# }
# }
# show_as_tooltip = {
# every_in_list = {
# list = target_titles
# fp2_border_raid_damage_effect = yes
# }
# }
# # Find province for building destruction
# ordered_county_province = {
# order_by = num_buildings
# random = {
# chance = 25
# modifier = { factor = destroy_building_soldier_multiplier_value } # chance increases with more soldiers
# modifier = { add = destroy_building_development_multiplier_value } # chance increases with development
# custom_tooltip = destroy_random_building_tt
# destroy_random_building_variable_effect = yes
# }
# }
# }
#
# hidden_effect = {
# scope:attacker = {
# send_interface_message = {
# type = event_raid_good
# title = border_raid_message_title
# show_as_tooltip = {
# every_in_list = {
# list = target_titles
# fp2_border_raid_damage_effect = yes
# }
# }
# }
# }
# scope:defender = {
# send_interface_message = {
# type = event_raid_bad
# title = border_raid_message_title
# every_in_list = {
# list = target_titles
# fp2_border_raid_damage_effect = yes
# }
# }
# }
# }
#
# show_as_tooltip = {
# create_title_and_vassal_change = {
# type = conquest
# save_scope_as = change
# add_claim_on_loss = yes
# }
# every_in_list = {
# list = target_titles
# change_title_holder = {
# holder = scope:attacker
# change = scope:change
# }
# }
# resolve_title_and_vassal_change = scope:change
# }
#
# # Prestige Progress for the Attacker
# every_in_list = {
# list = target_titles
# scope:attacker = {
# add_prestige_experience = miniscule_prestige_value
# }
# }
#
# # Prestige for the attacker's war allies
# add_from_contribution_attackers = {
# prestige = minor_prestige_value
# opinion = {
# modifier = contributed_in_war
# }
# }
#
# # Prestige for the defender's war allies
# add_from_contribution_defenders = {
# prestige = minor_prestige_value
# opinion = {
# modifier = contributed_in_war
# }
# }
#
# # Break alliances now out of diplo range
# if = {
# limit = {
# scope:attacker = {
# any_ally = {
# NOT = { in_diplomatic_range = scope:attacker }
# }
# }
# }
# scope:attacker = {
# every_ally = {
# limit = {
# NOT = { in_diplomatic_range = scope:attacker }
# }
# break_alliance = scope:attacker
# }
# }
# }
#
# # Truce
# add_truce_attacker_victory_effect = yes
#
# # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
# laamp_as_mercenary_payout_tooltip_effect = yes
# }
#
# on_white_peace_desc = {
# triggered_desc = {
# trigger = {
# scope:attacker = { is_local_player = yes }
# }
# desc = border_raid_cb_desc_white_peace_attacker
# }
# triggered_desc = {
# trigger = {
# scope:defender = { is_local_player = yes }
# }
# desc = border_raid_cb_desc_white_peace_defender
# }
# }
#
# on_white_peace = {
# # Prestige loss for the attacker
# scope:attacker = {
# add_prestige = {
# value = miniscule_prestige_value
# multiply = -1.0
# }
# stress_impact = {
# ambitious = medium_stress_impact_gain
# arrogant = medium_stress_impact_gain
# }
# }
#
# # Prestige for the attacker's war allies
# add_from_contribution_attackers = {
# prestige = minor_prestige_value
# opinion = {
# modifier = contributed_in_war
# }
# }
#
# # Prestige for the defender's war allies
# add_from_contribution_defenders = {
# prestige = minor_prestige_value
# opinion = {
# modifier = contributed_in_war
# }
# }
#
# scope:defender = {
# stress_impact = {
# arrogant = medium_stress_impact_gain
# }
# }
#
# add_truce_white_peace_effect = yes
#
# # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
# laamp_as_mercenary_payout_tooltip_effect = yes
# }
#
# on_defeat_desc = {
# triggered_desc = {
# trigger = {
# scope:attacker = { is_local_player = yes }
# }
# desc = border_raid_cb_desc_defeat_attacker
# }
# triggered_desc = {
# trigger = {
# scope:defender = { is_local_player = yes }
# }
# desc = border_raid_cb_desc_defeat_defender
# }
# }
#
# on_defeat = {
# # Legitimacy
# add_legitimacy_attacker_defeat_effect = yes
#
# scope:defender = {
# mandala_peacemaker_perk_serenity_effect = yes
# #EP2 accolade glory gain for winning against higher ranked enemy
# accolade_defender_war_end_glory_gain_high_effect = yes
# # Prestige for Defender
# add_prestige_war_defender_effect = {
# PRESTIGE_VALUE = medium_prestige_value
# }
# }
#
# # Prestige loss for the attacker
# scope:attacker = {
# pay_short_term_gold_reparations_effect = {
# GOLD_VALUE = 1
# }
# add_prestige = {
# value = medium_prestige_value
# multiply = -1.0
# }
# }
#
# # Prestige for the attacker's war allies
# add_from_contribution_attackers = {
# prestige = minor_prestige_value
# opinion = {
# modifier = contributed_in_war
# }
# }
#
# # Prestige for the defender's war allies
# add_from_contribution_defenders = {
# prestige = minor_prestige_value
# opinion = {
# modifier = contributed_in_war
# }
# }
#
# add_truce_attacker_defeat_effect = yes
#
# scope:attacker = {
# save_temporary_scope_as = loser
# }
#
# on_lost_aggression_war_discontent_loss = yes
#
# # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
# laamp_as_mercenary_payout_tooltip_effect = yes
# }
#
# transfer_behavior = transfer
#
# on_primary_attacker_death = invalidate
# on_primary_defender_death = inherit
#
# attacker_allies_inherit = no
# defender_allies_inherit = no
#
# war_name = "EP3_BORDER_RAID_WAR_NAME"
# war_name_base = "EP3_BORDER_RAID_WAR_NAME_BASE"
# cb_name = "EP3_BORDER_RAID_CB_NAME"
#
# interface_priority = 79
#
# use_de_jure_wargoal_only = yes
#
# # The war will last 2 years at most
# defender_ticking_warscore_delay = { months = 3 }
# defender_ticking_warscore = 0.15
#
# attacker_wargoal_percentage = 1
# attacker_ticking_warscore = 1
#
# max_defender_score_from_occupation = 100
# max_attacker_score_from_occupation = 1
#
# ticking_war_score_targets_entire_realm = no
#}
#
ep3_laamp_apprehend_adventurer_cb = {
icon = apprehend_adventurer
group = event
@ -6009,20 +6009,20 @@ ep3_laamp_peasant_war = {
# Struggle Stuffs
if = {
limit = {
any_character_struggle = {
phase_has_catalyst = catalyst_populist_uprise
involvement = involved
}
}
every_character_struggle = {
involvement = involved
activate_struggle_catalyst = {
catalyst = catalyst_populist_uprise
character = scope:defender
}
}
}
# limit = {
# any_character_struggle = {
# phase_has_catalyst = catalyst_populist_uprise
# involvement = involved
# }
# }
# every_character_struggle = {
# involvement = involved
# activate_struggle_catalyst = {
# catalyst = catalyst_populist_uprise
# character = scope:defender
# }
# }
# }
}
}
@ -6205,32 +6205,32 @@ ep3_laamp_peasant_war = {
# Legitimacy effect
faction_war_end_defeat_legitimacy_effect = yes
# Struggle Catalysts
hidden_effect = {
if = {
limit = {
is_important_or_vip_struggle_character = yes
any_character_struggle = {
involvement = involved
activate_struggle_catalyst_secondary_character_involvement_either_trigger = {
CATALYST = catalyst_accepted_demand_from_faction_requesting_culture_faith_conversion
CHAR = scope:attacker
}
}
}
every_character_struggle = {
involvement = involved
limit = {
activate_struggle_catalyst_secondary_character_involvement_either_trigger = {
CATALYST = catalyst_accepted_demand_from_faction_requesting_culture_faith_conversion
CHAR = scope:attacker
}
}
activate_struggle_catalyst = {
catalyst = catalyst_accepted_demand_from_faction_requesting_culture_faith_conversion
character = scope:defender
}
}
}
# hidden_effect = {
# if = {
# limit = {
# is_important_or_vip_struggle_character = yes
# any_character_struggle = {
# involvement = involved
# activate_struggle_catalyst_secondary_character_involvement_either_trigger = {
# CATALYST = catalyst_accepted_demand_from_faction_requesting_culture_faith_conversion
# CHAR = scope:attacker
# }
# }
# }
# every_character_struggle = {
# involvement = involved
# limit = {
# activate_struggle_catalyst_secondary_character_involvement_either_trigger = {
# CATALYST = catalyst_accepted_demand_from_faction_requesting_culture_faith_conversion
# CHAR = scope:attacker
# }
# }
# activate_struggle_catalyst = {
# catalyst = catalyst_accepted_demand_from_faction_requesting_culture_faith_conversion
# character = scope:defender
# }
# }
# }
}
}
scope:attacker = {

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@ -0,0 +1,804 @@
# Triggers as a result of an Install Regent Faction demand being refused
replace_ceremonial_regent_faction_war = {
icon = dissolution_war
group = civil_war
ai_only_against_liege = yes
allow_hostages = no
allowed_for_character = {
scope:attacker = { is_leading_faction_type = replace_ceremonial_regent_faction }
}
allowed_against_character = {
scope:attacker.liege = scope:defender
}
target_de_jure_regions_above = yes
target_top_liege_if_outside_realm = no # In case of adventurers starting faction wars
valid_to_start = {
}
on_declaration = {
}
on_victory_desc = {
first_valid = {
triggered_desc = {
trigger = {
scope:defender = { is_local_player = yes }
}
desc = replace_ceremonial_regent_faction_war_victory_defender_desc
}
desc = replace_ceremonial_regent_faction_war_victory_desc
}
}
on_victory = {
scope:attacker = {
show_pow_release_message_effect = yes
#EP2 Accolade glory gain from winning against higher ranked enemy
accolade_attacker_war_end_glory_gain_med_effect = yes
}
# LEGITIMACY FROM LOSING FACTION WAR
faction_war_end_defeat_legitimacy_effect = yes
scope:defender = {
add_prestige = -500
add_character_flag = {
flag = recent_replace_regent_faction_war
years = liberty_war_victory_cooldown
}
}
scope:defender = {
faction_demand_regent_transfer_effect = {
NEW_REGENT = scope:attacker
REASON = faction_demand
}
}
hidden_effect = {
scope:attacker = {
add_truce_both_ways = {
character = scope:defender
days = 1825
war = root.war
result = victory
}
}
if = {
limit = {
exists = scope:attacker.joined_faction
}
scope:attacker.joined_faction = {
save_scope_as = saved_faction
add_faction_discontent = -200
every_faction_member = {
if = {
limit = {
exists = scope:attacker.joined_faction # Can get destroyed as we loop through
}
leave_faction_with_cooldown_effect = {
FACTION = scope:attacker.joined_faction
YEARS = liberty_war_victory_cooldown
}
}
else = {
add_faction_cooldown_effect = { YEARS = liberty_war_victory_cooldown }
}
}
}
}
# The faction should have already been destroyed due to all members leaving above, but in case it hasn't, destroy it now.
if = {
limit = { exists = scope:saved_faction }
scope:saved_faction = { destroy_faction = yes }
}
}
}
on_white_peace_desc = {
first_valid = {
triggered_desc = {
trigger = { scope:defender = { is_local_player = yes } }
desc = replace_ceremonial_regent_faction_war_white_peace_defender_desc
}
desc = replace_ceremonial_regent_faction_war_white_peace_desc
}
}
on_white_peace = {
scope:attacker = {
show_pow_release_message_effect = yes
stress_impact = {
ambitious = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
}
}
hidden_effect = {
scope:attacker = {
add_truce_both_ways = {
character = scope:defender
days = 1825
war = root.war
result = white_peace
}
}
}
scope:defender = {
stress_impact = {
arrogant = medium_stress_impact_gain
}
add_character_flag = {
flag = recent_replace_regent_faction_war
years = faction_war_white_peace_cooldown
}
}
on_white_peace_faction_revolt_war = yes
}
on_defeat_desc = {
first_valid = {
triggered_desc = {
trigger = { scope:defender = { is_local_player = yes } }
desc = replace_ceremonial_regent_faction_war_defeat_defender_desc
}
desc = replace_ceremonial_regent_faction_war_defeat_desc
}
}
on_defeat = {
scope:attacker = {
show_pow_release_message_effect = yes
save_scope_as = imprisoner
}
scope:defender = {
add_character_flag = {
flag = recent_replace_regent_faction_war
years = faction_war_defeat_cooldown
}
add_dread = medium_dread_gain
add_achievement_flag_effect = { FLAG = achievement_know_your_place_flag }
# LEGITIMACY FROM WINNING FACTION WAR
faction_war_end_victory_legitimacy_effect = yes
}
on_lost_faction_revolt_war = yes # Imprison all faction members, including the faction leader.
scope:attacker = { # Imprison any war participant that isn't already in the faction.
every_character_war = {
limit = { is_defender = scope:defender }
every_war_attacker = {
limit = { is_imprisoned = no }
hidden_effect = {
hard_imprison_character_effect = {
TARGET = this
IMPRISONER = scope:defender
}
}
}
}
}
}
on_invalidated_desc = msg_invalidate_war_title
check_attacker_inheritance_validity = no
on_primary_attacker_death = inherit_faction
on_primary_defender_death = inherit
transfer_behavior = transfer
attacker_allies_inherit = no
defender_allies_inherit = yes
war_name = "JAPANESE_REGENT_FACTION_WAR"
interface_priority = 80
use_de_jure_wargoal_only = yes
attacker_wargoal_percentage = 0.8
max_attacker_score_from_battles = 100
max_defender_score_from_battles = 50
max_defender_score_from_occupation = 150
max_attacker_score_from_occupation = 150
max_ai_diplo_distance_to_title = 500
}
# Triggers as a result of a Restore Ceremonial Liege demand being refused
restore_ceremonial_liege_faction_war = {
icon = dissolution_war
group = civil_war
ai_only_against_liege = yes
allow_hostages = no
allowed_for_character = {
scope:attacker = { is_leading_faction_type = restore_ceremonial_liege_faction }
}
allowed_against_character = {
scope:attacker.liege = scope:defender
}
target_de_jure_regions_above = yes
target_top_liege_if_outside_realm = no # In case of adventurers starting faction wars
valid_to_start = {
}
on_declaration = {
}
on_victory_desc = {
desc = restore_ceremonial_liege_faction_war_victory_desc
}
on_victory = {
scope:attacker = {
show_pow_release_message_effect = yes
#EP2 Accolade glory gain from winning against higher ranked enemy
accolade_attacker_war_end_glory_gain_med_effect = yes
}
# LEGITIMACY FROM LOSING FACTION WAR
faction_war_end_defeat_legitimacy_effect = yes
scope:defender = {
add_prestige = -500
add_character_flag = {
flag = recent_restore_ceremonial_liege_faction_war
years = liberty_war_victory_cooldown
}
show_as_tooltip = {
restore_ceremonial_liege_faction_reward_effect = yes
}
}
show_as_tooltip = {
scope:attacker = {
imprison = {
target = scope:defender
type = house_arrest
}
}
}
hidden_effect = {
rightfully_imprison_character_effect = {
TARGET = scope:defender
IMPRISONER = scope:attacker
}
scope:attacker = {
add_truce_both_ways = {
character = scope:defender
days = 1825
war = root.war
result = victory
}
joined_faction = {
save_scope_as = saved_faction
add_faction_discontent = -200
every_faction_member = {
if = {
limit = {
exists = scope:attacker.joined_faction # Can get destroyed as we loop through
}
leave_faction_with_cooldown_effect = {
FACTION = scope:attacker.joined_faction
YEARS = liberty_war_victory_cooldown
}
}
else = {
add_faction_cooldown_effect = { YEARS = liberty_war_victory_cooldown }
}
}
}
# The faction should have already been destroyed due to all members leaving above, but in case it hasn't, destroy it now.
if = {
limit = { exists = scope:saved_faction }
scope:saved_faction = { destroy_faction = yes }
}
}
}
scope:attacker = {
trigger_event = tgp_faction_events.0206
}
}
on_white_peace_desc = {
desc = restore_ceremonial_liege_faction_war_white_peace_desc
}
on_white_peace = {
scope:attacker = {
show_pow_release_message_effect = yes
stress_impact = {
ambitious = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
}
}
hidden_effect = {
scope:attacker = {
add_truce_both_ways = {
character = scope:defender
days = 1825
war = root.war
result = white_peace
}
}
}
scope:defender = {
stress_impact = {
arrogant = medium_stress_impact_gain
}
add_character_flag = {
flag = recent_restore_ceremonial_liege_faction_war
years = faction_war_white_peace_cooldown
}
}
on_white_peace_faction_revolt_war = yes
}
on_defeat_desc = {
desc = restore_ceremonial_liege_faction_war_defeat_desc
}
on_defeat = {
scope:attacker = {
show_pow_release_message_effect = yes
save_scope_as = imprisoner
}
scope:defender = {
add_character_flag = {
flag = recent_restore_ceremonial_liege_faction_war
years = faction_war_defeat_cooldown
}
add_dread = medium_dread_gain
add_achievement_flag_effect = { FLAG = achievement_know_your_place_flag }
# LEGITIMACY FROM WINNING FACTION WAR
faction_war_end_victory_legitimacy_effect = yes
}
on_lost_faction_revolt_war = yes # Imprison all faction members, including the faction leader.
scope:attacker = { # Imprison any war participant that isn't already in the faction.
every_character_war = {
limit = { is_defender = scope:defender }
every_war_attacker = {
limit = { is_imprisoned = no }
hidden_effect = {
hard_imprison_character_effect = {
TARGET = this
IMPRISONER = scope:defender
}
}
}
}
}
scope:claimant = {
depose_effect = { DEPOSER = scope:defender }
}
on_lost_faction_revolt_war = yes
}
on_invalidated_desc = msg_invalidate_war_title
check_attacker_inheritance_validity = no
on_primary_attacker_death = inherit_faction
on_primary_defender_death = inherit
transfer_behavior = transfer
attacker_allies_inherit = no
defender_allies_inherit = yes
war_name = "JAPANESE_RESTORE_EMPEROR_FACTION_WAR"
interface_priority = 80
use_de_jure_wargoal_only = yes
attacker_wargoal_percentage = 0.8
max_attacker_score_from_battles = 100
max_defender_score_from_battles = 50
max_defender_score_from_occupation = 150
max_attacker_score_from_occupation = 150
max_ai_diplo_distance_to_title = 500
}
# Triggers as a result of a Ceremonial Claimant Faction demand being refused
ceremonial_claimant_faction_war = {
icon = claim_cb
group = civil_war
ai_only_against_liege = no
target_titles = claim
allow_hostages = no
target_top_liege_if_outside_realm = no
allowed_for_character = {
scope:attacker = {
is_leading_faction_type = ceremonial_claimant_faction
}
}
allowed_against_character = {
exists = scope:attacker.joined_faction
scope:attacker.joined_faction = {
special_title.holder = scope:defender
}
}
valid_to_start = {}
should_invalidate = {
OR = {
NOT = { exists = scope:attacker.joined_faction }
NOT = {
scope:attacker.joined_faction = {
exists = special_character
special_character = { is_alive = yes }
has_special_title = yes
}
}
scope:attacker.joined_faction.special_character = scope:attacker.joined_faction.special_title.holder
}
}
on_invalidated_desc = msg_invalidate_war_title
on_declaration = {
#on_declared_war = yes
}
on_victory_desc = {
desc = ceremonial_claimant_faction_war_victory_desc
}
on_victory = {
scope:attacker = { show_pow_release_message_effect = yes }
#EP2 Accolade glory gain from winning against higher ranked enemy
scope:attacker = { accolade_attacker_war_end_glory_gain_med_effect = yes }
scope:defender = {
add_character_flag = {
flag = recent_ceremonial_claimant_faction_war
years = liberty_war_victory_cooldown
}
}
show_as_tooltip = {
scope:attacker = {
imprison = {
target = scope:defender
type = house_arrest
}
}
}
hidden_effect = {
rightfully_imprison_character_effect = {
TARGET = scope:defender
IMPRISONER = scope:attacker
}
}
scope:defender = {
faction_demand_regent_transfer_effect = {
NEW_REGENT = scope:attacker
REASON = faction_demand
}
}
random_in_list = {
list = target_titles
save_scope_as = target_title
}
on_ceremonial_claimant_faction_war_win_common = {
TITLE = scope:target_title
ATTACKER = scope:attacker
DEFENDER = scope:defender
CLAIMANT = scope:claimant
}
hidden_effect = {
scope:attacker = {
add_truce_both_ways = {
character = scope:defender
days = 1825
war = root.war
result = victory
}
}
}
# LEGITIMACY FROM LOSING FACTION WAR
faction_war_end_defeat_legitimacy_effect = yes
#Mandalas gain or lose piety/devotion depending on Decree
mandala_war_victory_effects = yes
}
on_white_peace_desc = {
desc = ceremonial_claimant_faction_war_white_peace_desc
}
on_white_peace = {
scope:attacker = {
show_pow_release_message_effect = yes
stress_impact = {
ambitious = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
}
}
scope:defender = {
add_character_flag = {
flag = recent_ceremonial_claimant_faction_war
years = faction_war_white_peace_cooldown
}
stress_impact = {
arrogant = medium_stress_impact_gain
}
}
on_white_peace_faction_revolt_war = yes
hidden_effect = {
scope:attacker = {
add_truce_both_ways = {
character = scope:defender
days = 1825
war = root.war
result = white_peace
}
if = {
limit = { exists = joined_faction }
joined_faction = {
destroy_faction = yes # Destroy the faction if it wasn't already destroyed automatically.
}
}
}
}
}
on_defeat_desc = {
desc = ceremonial_claimant_faction_war_defeat_desc
}
on_defeat = {
scope:attacker = { show_pow_release_message_effect = yes }
on_lost_faction_revolt_war = yes
scope:defender = {
add_character_flag = {
flag = recent_ceremonial_claimant_faction_war
years = faction_war_white_peace_cooldown
}
add_dread = medium_dread_gain
add_achievement_flag_effect = { FLAG = achievement_know_your_place_flag }
# LEGITIMACY FROM WINNING FACTION WAR
faction_war_end_victory_legitimacy_effect = yes
}
#Mandalas gain or lose piety/devotion depending on Decree
mandala_war_defeat_effects = yes
}
check_attacker_inheritance_validity = no
on_primary_attacker_death = inherit_faction
on_primary_defender_death = inherit
transfer_behavior = transfer
attacker_allies_inherit = no
defender_allies_inherit = yes
war_name = "CEREMONIAL_CLAIMANT_WAR_NAME"
interface_priority = 80
use_de_jure_wargoal_only = yes
attacker_wargoal_percentage = 0.8
max_attacker_score_from_battles = 50
max_defender_score_from_battles = 100
max_defender_score_from_occupation = 150
max_attacker_score_from_occupation = 150
max_ai_diplo_distance_to_title = 500
}
# Triggers as a result of the Liberty Faction demand
imperial_policy_faction_war = {
icon = dissolution_war
group = civil_war
ai_only_against_liege = yes
allow_hostages = no
allowed_for_character = {
scope:attacker = {
is_leading_faction_type = imperial_policy_faction
}
}
allowed_against_character = {
scope:attacker = {
liege = scope:defender
}
}
target_de_jure_regions_above = yes
target_top_liege_if_outside_realm = no # In case of adventurers starting faction wars
valid_to_start = {
}
on_declaration = {
}
on_victory_desc = {
desc = imperial_policy_war_victory_desc
}
on_victory = {
scope:attacker = { show_pow_release_message_effect = yes }
#EP2 Accolade glory gain from winning against higher ranked enemy
scope:attacker = { accolade_attacker_war_end_glory_gain_med_effect = yes }
# LEGITIMACY FROM LOSING FACTION WAR
faction_war_end_defeat_legitimacy_effect = yes
scope:defender = {
add_prestige = -500
add_character_flag = {
flag = recent_imperial_policy_faction_war
years = liberty_war_victory_cooldown
}
}
scope:attacker = {
custom_tooltip = faction_demand.0222.tt
trigger_event = {
id = faction_demand.0227
days = 1
}
}
hidden_effect = {
scope:attacker = {
add_truce_both_ways = {
character = scope:defender
days = 1825
war = root.war
result = victory
}
joined_faction = {
save_scope_as = saved_faction
add_faction_discontent = -200
every_faction_member = {
if = {
limit = {
exists = scope:attacker.joined_faction # Can get destroyed as we loop through
}
leave_faction_with_cooldown_effect = {
FACTION = scope:attacker.joined_faction
YEARS = liberty_war_victory_cooldown
}
}
else = {
add_faction_cooldown_effect = { YEARS = liberty_war_victory_cooldown }
}
}
}
# The faction should have already been destroyed due to all members leaving above, but in case it hasn't, destroy it now.
if = {
limit = { exists = scope:saved_faction }
scope:saved_faction = {
destroy_faction = yes
}
}
}
}
# EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
laamp_as_mercenary_payout_tooltip_effect = yes
#Mandalas gain or lose piety/devotion depending on Decree
mandala_war_victory_effects = yes
}
on_white_peace_desc = {
desc = imperial_policy_war_white_peace_end_desc
}
on_white_peace = {
scope:attacker = {
show_pow_release_message_effect = yes
stress_impact = {
ambitious = medium_stress_impact_gain
arrogant = medium_stress_impact_gain
}
}
hidden_effect = {
scope:attacker = {
add_truce_both_ways = {
character = scope:defender
days = 1825
war = root.war
result = white_peace
}
}
}
scope:defender = {
stress_impact = {
arrogant = medium_stress_impact_gain
}
add_character_flag = {
flag = recent_imperial_policy_faction_war
years = faction_war_white_peace_cooldown
}
}
on_white_peace_faction_revolt_war = yes
# EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
laamp_as_mercenary_payout_tooltip_effect = yes
}
on_defeat_desc = {
desc = imperial_policy_war_defeat_end_desc
}
on_defeat = {
scope:attacker = { show_pow_release_message_effect = yes }
scope:defender = {
add_character_flag = {
flag = recent_imperial_policy_faction_war
years = faction_war_defeat_cooldown
}
add_dread = medium_dread_gain
add_achievement_flag_effect = { FLAG = achievement_know_your_place_flag }
# LEGITIMACY FROM WINNING FACTION WAR
faction_war_end_victory_legitimacy_effect = yes
}
on_lost_faction_revolt_war = yes
# EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
laamp_as_mercenary_payout_tooltip_effect = yes
#Mandalas gain or lose piety/devotion depending on Decree
mandala_war_defeat_effects = yes
}
on_invalidated_desc = msg_invalidate_war_title
check_attacker_inheritance_validity = no
on_primary_attacker_death = inherit_faction
on_primary_defender_death = inherit
transfer_behavior = transfer
attacker_allies_inherit = no
defender_allies_inherit = yes
war_name = "IMPERIAL_POLICY_WAR_NAME"
interface_priority = 80
use_de_jure_wargoal_only = yes
attacker_wargoal_percentage = 0.8
max_attacker_score_from_battles = 100
max_defender_score_from_battles = 50
max_defender_score_from_occupation = 150
max_attacker_score_from_occupation = 150
max_ai_diplo_distance_to_title = 500
}

View file

@ -2337,67 +2337,67 @@ grant_independence_interaction = {
resolve_title_and_vassal_change = scope:change
}
# Struggle Catalysts.
scope:actor = {
if = {
limit = {
catalyst_gave_independence_to_powerful_diff_faith_culture_vassal_preliminary_trigger = {
CHAR1 = scope:actor
CHAR2 = scope:recipient
}
any_character_struggle = {
involvement = involved
activate_struggle_catalyst_secondary_character_involvement_either_trigger = {
CATALYST = catalyst_gave_independence_to_powerful_diff_faith_culture_vassal
CHAR = scope:recipient
}
}
}
every_character_struggle = {
involvement = involved
limit = {
activate_struggle_catalyst_secondary_character_involvement_either_trigger = {
CATALYST = catalyst_gave_independence_to_powerful_diff_faith_culture_vassal
CHAR = scope:recipient
}
}
activate_struggle_catalyst = {
catalyst = catalyst_gave_independence_to_powerful_diff_faith_culture_vassal
character = scope:actor
}
}
}
if = {
limit = {
NOT = {
any_held_title = {
is_de_jure_liege_or_above_target = scope:recipient.primary_title
}
}
any_character_struggle = {
involvement = involved
activate_struggle_catalyst_secondary_character_involvement_either_trigger = {
CATALYST = catalyst_independence_from_non_dejure_vassal
CHAR = scope:recipient
}
}
}
every_character_struggle = {
involvement = involved
limit = {
activate_struggle_catalyst_secondary_character_involvement_either_trigger = {
CATALYST = catalyst_independence_from_non_dejure_vassal
CHAR = scope:recipient
}
}
activate_struggle_catalyst = {
catalyst = catalyst_independence_from_non_dejure_vassal
character = scope:actor
}
}
}
}
# # Struggle Catalysts.
# scope:actor = {
# if = {
# limit = {
# catalyst_gave_independence_to_powerful_diff_faith_culture_vassal_preliminary_trigger = {
# CHAR1 = scope:actor
# CHAR2 = scope:recipient
# }
# any_character_struggle = {
# involvement = involved
# activate_struggle_catalyst_secondary_character_involvement_either_trigger = {
# CATALYST = catalyst_gave_independence_to_powerful_diff_faith_culture_vassal
# CHAR = scope:recipient
# }
# }
# }
# every_character_struggle = {
# involvement = involved
# limit = {
# activate_struggle_catalyst_secondary_character_involvement_either_trigger = {
# CATALYST = catalyst_gave_independence_to_powerful_diff_faith_culture_vassal
# CHAR = scope:recipient
# }
# }
# activate_struggle_catalyst = {
# catalyst = catalyst_gave_independence_to_powerful_diff_faith_culture_vassal
# character = scope:actor
# }
# }
# }
#
# if = {
# limit = {
# NOT = {
# any_held_title = {
# is_de_jure_liege_or_above_target = scope:recipient.primary_title
# }
# }
# any_character_struggle = {
# involvement = involved
# activate_struggle_catalyst_secondary_character_involvement_either_trigger = {
# CATALYST = catalyst_independence_from_non_dejure_vassal
# CHAR = scope:recipient
# }
# }
# }
# every_character_struggle = {
# involvement = involved
# limit = {
# activate_struggle_catalyst_secondary_character_involvement_either_trigger = {
# CATALYST = catalyst_independence_from_non_dejure_vassal
# CHAR = scope:recipient
# }
# }
# activate_struggle_catalyst = {
# catalyst = catalyst_independence_from_non_dejure_vassal
# character = scope:actor
# }
# }
# }
# }
# Grant independence to non de_jure
@ -2519,49 +2519,49 @@ expose_secret_interaction = {
expose_secret = scope:actor
}
}
if = {
limit = {
has_title = title:e_minister_of_justice
top_participant_group:dynastic_cycle ?= {
NOT = { participant_group_type = other_rulers }
}
OR = {
scope:recipient = {
top_participant_group:dynastic_cycle ?= {
NOT = { participant_group_type = other_rulers }
}
}
scope:target.secret_target = {
top_participant_group:dynastic_cycle ?= {
NOT = { participant_group_type = other_rulers }
}
}
}
}
add_merit_if_relevant_effect = {
MERIT = minor_merit_value
}
if = {
limit = {
government_has_flag = government_has_influence
}
change_influence = {
value = minor_influence_gain
multiply = scope:recipient.highest_held_title_tier
}
}
situation:dynastic_cycle = {
if = {
limit = {
situation_top_has_catalyst = catalyst_minister_exposed_secret
}
trigger_situation_catalyst = {
catalyst = catalyst_minister_exposed_secret
character = scope:actor
}
}
}
}
# if = {
# limit = {
# has_title = title:e_minister_of_justice
# top_participant_group:dynastic_cycle ?= {
# NOT = { participant_group_type = other_rulers }
# }
# OR = {
# scope:recipient = {
# top_participant_group:dynastic_cycle ?= {
# NOT = { participant_group_type = other_rulers }
# }
# }
# scope:target.secret_target = {
# top_participant_group:dynastic_cycle ?= {
# NOT = { participant_group_type = other_rulers }
# }
# }
# }
# }
# add_merit_if_relevant_effect = {
# MERIT = minor_merit_value
# }
# if = {
# limit = {
# government_has_flag = government_has_influence
# }
# change_influence = {
# value = minor_influence_gain
# multiply = scope:recipient.highest_held_title_tier
# }
# }
# situation:dynastic_cycle = {
# if = {
# limit = {
# situation_top_has_catalyst = catalyst_minister_exposed_secret
# }
# trigger_situation_catalyst = {
# catalyst = catalyst_minister_exposed_secret
# character = scope:actor
# }
# }
# }
# }
stress_impact = {
honest = minor_stress_impact_loss
@ -2668,43 +2668,43 @@ expose_secret_interaction = {
}
}
}
modifier = {
scope:recipient = {
any_character_struggle = {
involvement = involved
}
has_trait = fp3_struggle_detractor
}
scope:actor = {
any_character_struggle = {
involvement = involved
}
}
add = {
value = 0
if = {
limit = {
scope:actor = {
any_character_struggle = {
phase_has_catalyst = catalyst_reveal_secret_detractor
}
has_trait = fp3_struggle_supporter
}
}
add = 200
}
else_if = {
limit = {
scope:actor = {
any_character_struggle = {
phase_has_catalyst = catalyst_reveal_secret_detractor
}
}
}
add = -100
}
}
}
# modifier = {
# scope:recipient = {
# any_character_struggle = {
# involvement = involved
# }
# has_trait = fp3_struggle_detractor
# }
# scope:actor = {
# any_character_struggle = {
# involvement = involved
# }
# }
# add = {
# value = 0
# if = {
# limit = {
# scope:actor = {
# any_character_struggle = {
# phase_has_catalyst = catalyst_reveal_secret_detractor
# }
# has_trait = fp3_struggle_supporter
# }
# }
# add = 200
# }
# else_if = {
# limit = {
# scope:actor = {
# any_character_struggle = {
# phase_has_catalyst = catalyst_reveal_secret_detractor
# }
# }
# }
# add = -100
# }
# }
# }
# Unity modifiers
evaluate_action_decreasing_house_unity = {

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@ -2047,75 +2047,75 @@ diarch_imprison_interaction = {
}
## We avoid wars here too, but only in the resulting event.
## Agenda impact
modifier = {
add = {
value = 0
if = {
limit = {
scope:actor = {
any_character_struggle = { phase_has_catalyst = catalyst_imprison_important }
has_character_flag = agenda_towards_escalation
}
}
add = 200
}
else_if = {
limit = {
scope:actor = {
any_character_struggle = { phase_has_catalyst = catalyst_imprison_important }
}
}
add = -100
}
}
any_character_struggle = { involvement = involved }
}
modifier = {
add = {
value = 0
if = {
limit = {
scope:actor = {
any_character_struggle = { phase_has_catalyst = catalyst_imprison_detractor }
has_trait = fp3_struggle_supporter
}
}
add = 200
}
else_if = {
limit = {
scope:actor = {
any_character_struggle = { phase_has_catalyst = catalyst_imprison_detractor }
}
}
add = -100
}
}
any_character_struggle = { involvement = involved }
}
modifier = {
add = {
value = 0
if = {
limit = {
scope:actor = {
any_character_struggle = { phase_has_catalyst = catalyst_imprison_supporter }
has_trait = fp3_struggle_detractor
}
}
add = 200
}
else_if = {
limit = {
scope:actor = {
any_character_struggle = { phase_has_catalyst = catalyst_imprison_supporter }
}
}
add = -100
}
}
any_character_struggle = { involvement = involved }
}
# modifier = {
# add = {
# value = 0
# if = {
# limit = {
# scope:actor = {
# any_character_struggle = { phase_has_catalyst = catalyst_imprison_important }
# has_character_flag = agenda_towards_escalation
# }
# }
# add = 200
# }
# else_if = {
# limit = {
# scope:actor = {
# any_character_struggle = { phase_has_catalyst = catalyst_imprison_important }
# }
# }
# add = -100
# }
# }
# any_character_struggle = { involvement = involved }
# }
# modifier = {
# add = {
# value = 0
# if = {
# limit = {
# scope:actor = {
# any_character_struggle = { phase_has_catalyst = catalyst_imprison_detractor }
# has_trait = fp3_struggle_supporter
# }
# }
# add = 200
# }
# else_if = {
# limit = {
# scope:actor = {
# any_character_struggle = { phase_has_catalyst = catalyst_imprison_detractor }
# }
# }
# add = -100
# }
# }
# any_character_struggle = { involvement = involved }
# }
# modifier = {
# add = {
# value = 0
# if = {
# limit = {
# scope:actor = {
# any_character_struggle = { phase_has_catalyst = catalyst_imprison_supporter }
# has_trait = fp3_struggle_detractor
# }
# }
# add = 200
# }
# else_if = {
# limit = {
# scope:actor = {
# any_character_struggle = { phase_has_catalyst = catalyst_imprison_supporter }
# }
# }
# add = -100
# }
# }
# any_character_struggle = { involvement = involved }
# }
# Factors.
## Relationships.
### + Do pick on people we hate.

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@ -0,0 +1,169 @@
#Interactions relating to factions
force_join_faction_interaction = {
category = interaction_category_vassal
special_interaction = force_join_faction
desc = force_join_faction_interaction_desc
icon = scroll_scales
force_notification = yes
greeting = positive
notification_text = FORCE_JOIN_FACTION_NOTIFICATION
is_shown = {
scope:actor = {
is_a_faction_member = yes
liege = scope:recipient.liege
NOR = {
joined_faction = scope:recipient.joined_faction
scope:recipient = scope:actor.liege
}
}
}
is_valid_showing_failures_only = {
scope:actor = {
trigger_if = {
limit = { government_allows = administrative }
custom_tooltip = {
text = force_join_faction_admin_requirement_desc
OR = {
has_strong_usable_hook = scope:recipient
AND = {
influence >= { value = scope:actor.monumental_influence_value multiply = 2 }
scope:recipient ?= {
NOT = { opinion = { target = scope:actor value <= -50 } }
NOT = { opinion = { target = scope:recipient.liege value >= 50 } }
}
}
}
}
}
trigger_else = {
has_strong_usable_hook = scope:recipient # Make sure to update the NFaction::POTENTIAL_FORCE_JOIN_HOOK_TYPE define if you change the type of hook used here
}
NOT = { is_at_war_with = scope:recipient }
}
scope:recipient = {
trigger_if = {
limit = { is_a_faction_member = yes }
joined_faction.faction_leader ?= { is_ai = yes }
}
is_forced_into_faction = no
can_join_faction = scope:actor.joined_faction
}
custom_description = {
text = barons_joining_independence_factions
NAND = {
scope:actor.joined_faction = { faction_is_type = independence_faction }
scope:recipient.highest_held_title_tier = tier_barony
}
}
}
on_accept = {
scope:actor = {
send_interface_message = {
type = event_faction_neutral
title = force_join_faction_interaction_notification
right_icon = scope:recipient
if = {
limit = { scope:hook = yes }
use_hook = scope:recipient
}
else_if = {
limit = { scope:influence = yes }
change_influence = {
value = monumental_influence_value
multiply = -2
}
}
scope:recipient = {
join_faction_forced = {
faction = scope:actor.joined_faction
forced_by = scope:actor
years = 10
}
}
}
}
# If we're a clan this interaction affects unity
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = medium_unity_loss
DESC = clan_unity_forced_faction_joinage.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
auto_accept = yes
#Use hook
send_option = {
is_valid = {
exists = scope:recipient
scope:actor ?= { has_strong_usable_hook = scope:recipient }
}
flag = hook
localization = GENERIC_SPEND_A_HOOK
}
#Spend influence
send_option = {
is_shown = {
scope:actor = { government_allows = administrative }
scope:actor.top_liege ?= { government_allows = administrative }
}
is_valid = { # Convincing someone with influence is not available if they hate you or love the liege
scope:actor ?= { influence >= { value = scope:actor.monumental_influence_value multiply = 2 } }
scope:recipient ?= {
NOT = { opinion = { target = scope:actor value <= -50 } }
NOT = { opinion = { target = scope:recipient.liege value >= 50 } }
}
}
flag = influence
localization = SPEND_INFLUENCE
}
send_options_exclusive = yes
# AI
ai_targets = {
ai_recipients = peer_vassals
}
ai_frequency_by_tier = {
barony = 0
county = 24
duchy = 12
kingdom = 12
empire = 12
hegemony = 0
}
ai_potential = {
top_liege != this
is_a_faction_member = yes
# Only force others to join a faction if you joined by your own free will
is_forced_into_faction = no
}
ai_will_do = {
base = 100
# Don't steal players' factions' members
modifier = {
factor = 0
scope:recipient = {
is_a_faction_member = yes
joined_faction = {
faction_leader = {
is_ai = no
}
}
}
}
}
}

File diff suppressed because it is too large Load diff

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@ -0,0 +1,46 @@
#Break up with your Lover
break_up_with_lover_interaction = {
category = interaction_category_hostile
use_diplomatic_range = no
icon = lover
desc = break_up_with_lover_interaction_desc
is_shown = {
scope:actor = {
has_relation_lover = scope:recipient
}
}
is_valid_showing_failures_only = {
}
on_accept = {
scope:actor = {
send_interface_message = {
type = event_sway_neutral
title = break_up_with_lover_interaction_notification
right_icon = scope:recipient
lover_breakup_effect = {
BREAKER = scope:actor
LOVER = scope:recipient
}
stress_impact = {
lustful = minor_stress_impact_gain
compassionate = minor_stress_impact_gain
}
}
}
# If we're a clan this interaction affects unity
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = miniscule_unity_loss
DESC = clan_unity_dramatic_breakup.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
auto_accept = yes
}

View file

@ -403,34 +403,34 @@
}
}
# Harrying logic.
scope:actor = {
if = {
limit = {
character_is_valid_for_harrying_of_the_north_trigger = yes
scope:recipient = {
character_is_valid_for_harrying_of_the_north_trigger = yes
is_important_or_vip_struggle_character = yes
}
culture != scope:recipient.culture
}
global_var:harrying_of_the_north = { save_scope_as = story }
if = {
limit = {
character_is_valid_norman_for_harrying_of_the_north_trigger = yes
scope:recipient = { character_is_valid_anglo_saxon_for_harrying_of_the_north_trigger = yes }
}
ep3_increase_pacification_effect = { AMOUNT = harrying_minor_increase_value }
}
else_if = {
limit = {
character_is_valid_anglo_saxon_for_harrying_of_the_north_trigger = yes
scope:recipient = { character_is_valid_norman_for_harrying_of_the_north_trigger = yes }
}
ep3_increase_resistance_effect = { AMOUNT = harrying_minor_increase_value }
}
}
}
# # Harrying logic.
# scope:actor = {
# if = {
# limit = {
# character_is_valid_for_harrying_of_the_north_trigger = yes
# scope:recipient = {
# character_is_valid_for_harrying_of_the_north_trigger = yes
# is_important_or_vip_struggle_character = yes
# }
# culture != scope:recipient.culture
# }
# global_var:harrying_of_the_north = { save_scope_as = story }
# if = {
# limit = {
# character_is_valid_norman_for_harrying_of_the_north_trigger = yes
# scope:recipient = { character_is_valid_anglo_saxon_for_harrying_of_the_north_trigger = yes }
# }
# ep3_increase_pacification_effect = { AMOUNT = harrying_minor_increase_value }
# }
# else_if = {
# limit = {
# character_is_valid_anglo_saxon_for_harrying_of_the_north_trigger = yes
# scope:recipient = { character_is_valid_norman_for_harrying_of_the_north_trigger = yes }
# }
# ep3_increase_resistance_effect = { AMOUNT = harrying_minor_increase_value }
# }
# }
# }
}
on_decline = {
@ -6491,38 +6491,38 @@ execute_prisoner_interaction = {
add = 30
}
modifier = {
scope:recipient = {
any_character_struggle = {
involvement = involved
}
has_trait = fp3_struggle_detractor
}
add = {
value = 0
if = {
limit = {
scope:actor = {
any_character_struggle = {
phase_has_catalyst = catalyst_execute_detractor
}
has_trait = fp3_struggle_supporter
}
}
add = 200
}
else_if = {
limit = {
scope:actor = {
any_character_struggle = {
phase_has_catalyst = catalyst_execute_detractor
}
}
}
add = -100
}
}
}
# modifier = {
# scope:recipient = {
# any_character_struggle = {
# involvement = involved
# }
# has_trait = fp3_struggle_detractor
# }
# add = {
# value = 0
# if = {
# limit = {
# scope:actor = {
# any_character_struggle = {
# phase_has_catalyst = catalyst_execute_detractor
# }
# has_trait = fp3_struggle_supporter
# }
# }
# add = 200
# }
# else_if = {
# limit = {
# scope:actor = {
# any_character_struggle = {
# phase_has_catalyst = catalyst_execute_detractor
# }
# }
# }
# add = -100
# }
# }
# }
modifier = {
add = 200
scope:actor.faith = {
@ -6882,65 +6882,65 @@ execute_prisoner_interaction = {
}
}
}
if = { # Execute Supporter/Detractor
limit = {
fp3_struggle_involves_one_supporter_and_one_detractor = {
FIRST = scope:actor
SECOND = scope:recipient
}
}
if = {
limit = {
scope:recipient = { has_trait = fp3_struggle_detractor }
struggle:persian_struggle = {
activate_struggle_catalyst_secondary_character_involvement_either_trigger = {
CATALYST = catalyst_execute_detractor
CHAR = scope:recipient
}
}
}
every_character_struggle = {
involvement = involved
limit = {
activate_struggle_catalyst_secondary_character_involvement_either_trigger = {
CATALYST = catalyst_execute_detractor
CHAR = scope:recipient
}
}
activate_struggle_catalyst = {
catalyst = catalyst_execute_detractor
character = scope:actor
}
log_debug_variable_for_persian_struggle_effect = { VAR = stabil_catalyst_execute_detractor }
}
}
else_if = {
limit = {
scope:recipient = { has_trait = fp3_struggle_supporter }
any_character_struggle = {
involvement = involved
activate_struggle_catalyst_secondary_character_involvement_either_trigger = {
CATALYST = catalyst_execute_supporter
CHAR = scope:recipient
}
}
}
every_character_struggle = {
involvement = involved
limit = {
activate_struggle_catalyst_secondary_character_involvement_either_trigger = {
CATALYST = catalyst_execute_supporter
CHAR = scope:recipient
}
}
activate_struggle_catalyst = {
catalyst = catalyst_execute_supporter
character = scope:actor
}
log_debug_variable_for_persian_struggle_effect = { VAR = unrest_catalyst_execute_supporter }
}
}
}
# if = { # Execute Supporter/Detractor
# limit = {
# fp3_struggle_involves_one_supporter_and_one_detractor = {
# FIRST = scope:actor
# SECOND = scope:recipient
# }
# }
# if = {
# limit = {
# scope:recipient = { has_trait = fp3_struggle_detractor }
# struggle:persian_struggle = {
# activate_struggle_catalyst_secondary_character_involvement_either_trigger = {
# CATALYST = catalyst_execute_detractor
# CHAR = scope:recipient
# }
# }
# }
# every_character_struggle = {
# involvement = involved
# limit = {
# activate_struggle_catalyst_secondary_character_involvement_either_trigger = {
# CATALYST = catalyst_execute_detractor
# CHAR = scope:recipient
# }
# }
# activate_struggle_catalyst = {
# catalyst = catalyst_execute_detractor
# character = scope:actor
# }
# log_debug_variable_for_persian_struggle_effect = { VAR = stabil_catalyst_execute_detractor }
# }
# }
# else_if = {
# limit = {
# scope:recipient = { has_trait = fp3_struggle_supporter }
# any_character_struggle = {
# involvement = involved
# activate_struggle_catalyst_secondary_character_involvement_either_trigger = {
# CATALYST = catalyst_execute_supporter
# CHAR = scope:recipient
# }
# }
# }
# every_character_struggle = {
# involvement = involved
# limit = {
# activate_struggle_catalyst_secondary_character_involvement_either_trigger = {
# CATALYST = catalyst_execute_supporter
# CHAR = scope:recipient
# }
# }
# activate_struggle_catalyst = {
# catalyst = catalyst_execute_supporter
# character = scope:actor
# }
# log_debug_variable_for_persian_struggle_effect = { VAR = unrest_catalyst_execute_supporter }
# }
# }
# }
# Free House Member CB target executed during war
if = {
limit = {

View file

@ -529,34 +529,34 @@
scope:actor = { remove_character_flag = flag_hostile_actions_disabled_delay }
}
# Harrying logic.
scope:actor = {
if = {
limit = {
character_is_valid_for_harrying_of_the_north_trigger = yes
scope:recipient = {
character_is_valid_for_harrying_of_the_north_trigger = yes
is_important_or_vip_struggle_character = yes
}
culture != scope:recipient.culture
}
global_var:harrying_of_the_north = { save_scope_as = story }
if = {
limit = {
character_is_valid_norman_for_harrying_of_the_north_trigger = yes
scope:recipient = { character_is_valid_anglo_saxon_for_harrying_of_the_north_trigger = yes }
}
ep3_increase_pacification_effect = { AMOUNT = harrying_minor_increase_value }
}
else_if = {
limit = {
character_is_valid_anglo_saxon_for_harrying_of_the_north_trigger = yes
scope:recipient = { character_is_valid_norman_for_harrying_of_the_north_trigger = yes }
}
ep3_increase_resistance_effect = { AMOUNT = harrying_minor_increase_value }
}
}
}
# # Harrying logic.
# scope:actor = {
# if = {
# limit = {
# character_is_valid_for_harrying_of_the_north_trigger = yes
# scope:recipient = {
# character_is_valid_for_harrying_of_the_north_trigger = yes
# is_important_or_vip_struggle_character = yes
# }
# culture != scope:recipient.culture
# }
# global_var:harrying_of_the_north = { save_scope_as = story }
# if = {
# limit = {
# character_is_valid_norman_for_harrying_of_the_north_trigger = yes
# scope:recipient = { character_is_valid_anglo_saxon_for_harrying_of_the_north_trigger = yes }
# }
# ep3_increase_pacification_effect = { AMOUNT = harrying_minor_increase_value }
# }
# else_if = {
# limit = {
# character_is_valid_anglo_saxon_for_harrying_of_the_north_trigger = yes
# scope:recipient = { character_is_valid_norman_for_harrying_of_the_north_trigger = yes }
# }
# ep3_increase_resistance_effect = { AMOUNT = harrying_minor_increase_value }
# }
# }
# }
}
on_decline = {
@ -715,33 +715,33 @@
}
# Harrying logic.
scope:actor = {
if = {
limit = {
character_is_valid_for_harrying_of_the_north_trigger = yes
scope:recipient = {
character_is_valid_for_harrying_of_the_north_trigger = yes
is_important_or_vip_struggle_character = yes
}
culture != scope:recipient.culture
}
global_var:harrying_of_the_north = { save_scope_as = story }
if = {
limit = {
character_is_valid_norman_for_harrying_of_the_north_trigger = yes
scope:recipient = { character_is_valid_anglo_saxon_for_harrying_of_the_north_trigger = yes }
}
ep3_increase_resistance_effect = { AMOUNT = harrying_minor_increase_value }
}
else_if = {
limit = {
character_is_valid_anglo_saxon_for_harrying_of_the_north_trigger = yes
scope:recipient = { character_is_valid_norman_for_harrying_of_the_north_trigger = yes }
}
ep3_increase_pacification_effect = { AMOUNT = harrying_minor_increase_value }
}
}
}
# scope:actor = {
# if = {
# limit = {
# character_is_valid_for_harrying_of_the_north_trigger = yes
# scope:recipient = {
# character_is_valid_for_harrying_of_the_north_trigger = yes
# is_important_or_vip_struggle_character = yes
# }
# culture != scope:recipient.culture
# }
# global_var:harrying_of_the_north = { save_scope_as = story }
# if = {
# limit = {
# character_is_valid_norman_for_harrying_of_the_north_trigger = yes
# scope:recipient = { character_is_valid_anglo_saxon_for_harrying_of_the_north_trigger = yes }
# }
# ep3_increase_resistance_effect = { AMOUNT = harrying_minor_increase_value }
# }
# else_if = {
# limit = {
# character_is_valid_anglo_saxon_for_harrying_of_the_north_trigger = yes
# scope:recipient = { character_is_valid_norman_for_harrying_of_the_north_trigger = yes }
# }
# ep3_increase_pacification_effect = { AMOUNT = harrying_minor_increase_value }
# }
# }
# }
if = {
limit = {
@ -1135,11 +1135,11 @@
is_imprisoned_by = scope:actor
}
}
scope:actor = { # The HRE doesn't need endless civil wars
NOT = {
primary_title = title:e_hre
}
}
# scope:actor = { # The HRE doesn't need endless civil wars
# NOT = {
# primary_title = title:e_hre
# }
# }
exists = scope:actor.primary_title.title_capital_county
OR = {
scope:landed_title = scope:actor.primary_title.title_capital_county
@ -1176,11 +1176,11 @@
is_imprisoned_by = scope:actor
}
}
scope:actor = { # The HRE doesn't need endless civil wars
NOT = {
primary_title = title:e_hre
}
}
# scope:actor = { # The HRE doesn't need endless civil wars
# NOT = {
# primary_title = title:e_hre
# }
# }
scope:actor.domain_size < scope:actor.domain_limit
scope:actor.primary_title.tier > tier_county
trigger_if = {

View file

@ -40,11 +40,7 @@ become_tributary_interaction = {
text = become_tributary_interaction_hegemony_not_neighbor_tt
scope:actor = {
OR = {
is_tributary_or_independent_neighbor_of_hegemon_trigger = { HEGEMON = h_china }
is_tributary_or_independent_neighbor_of_hegemon_trigger = { HEGEMON = h_roman_empire }
is_tributary_or_independent_neighbor_of_hegemon_trigger = { HEGEMON = h_eastern_roman_empire }
is_tributary_or_independent_neighbor_of_hegemon_trigger = { HEGEMON = h_dar_al_islam }
is_tributary_or_independent_neighbor_of_hegemon_trigger = { HEGEMON = h_india }
is_tributary_or_independent_neighbor_of_hegemon_trigger = { HEGEMON = h_europa }
}
}
}

View file

@ -10,7 +10,14 @@
ai_target_quick_trigger = {
adult = yes
}
ai_frequency = 12
ai_frequency_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 0
empire = 12
hegemony = 12
}
popup_on_receive = yes
pause_on_receive = yes
@ -37,10 +44,7 @@
is_valid_showing_failures_only = {
scope:actor = {
faith = {
OR = {
has_doctrine = doctrine_spiritual_head
has_doctrine = doctrine_holy_order_head
}
}
is_imprisoned = no
NOT = { has_trait = excommunicated }
@ -123,7 +127,7 @@
has_trait = sodomite
trait_is_criminal_in_faith_trigger = {
FAITH = scope:actor.faith
TRAIT = sodomite
TRAIT = trait:sodomite
GENDER_CHARACTER = scope:actor
}
}
@ -135,7 +139,7 @@
has_trait = sodomite
trait_is_shunned_in_faith_trigger = {
FAITH = scope:actor.faith
TRAIT = sodomite
TRAIT = trait:sodomite
GENDER_CHARACTER = scope:actor
}
}
@ -147,7 +151,7 @@
has_trait = deviant
trait_is_criminal_in_faith_trigger = {
FAITH = scope:actor.faith
TRAIT = deviant
TRAIT = trait:deviant
GENDER_CHARACTER = scope:actor
}
}
@ -159,7 +163,7 @@
has_trait = deviant
trait_is_shunned_in_faith_trigger = {
FAITH = scope:actor.faith
TRAIT = deviant
TRAIT = trait:deviant
GENDER_CHARACTER = scope:actor
}
}
@ -171,7 +175,7 @@
has_trait = adulterer
trait_is_criminal_in_faith_trigger = {
FAITH = scope:actor.faith
TRAIT = adulterer
TRAIT = trait:adulterer
GENDER_CHARACTER = scope:actor
}
}
@ -183,7 +187,7 @@
has_trait = adulterer
trait_is_shunned_in_faith_trigger = {
FAITH = scope:actor.faith
TRAIT = adulterer
TRAIT = trait:adulterer
GENDER_CHARACTER = scope:actor
}
}
@ -195,7 +199,7 @@
has_trait = fornicator
trait_is_criminal_in_faith_trigger = {
FAITH = scope:actor.faith
TRAIT = fornicator
TRAIT = trait:fornicator
GENDER_CHARACTER = scope:actor
}
}
@ -207,7 +211,7 @@
has_trait = fornicator
trait_is_shunned_in_faith_trigger = {
FAITH = scope:actor.faith
TRAIT = fornicator
TRAIT = trait:fornicator
GENDER_CHARACTER = scope:actor
}
}
@ -219,7 +223,7 @@
has_trait = witch
trait_is_criminal_in_faith_trigger = {
FAITH = scope:actor.faith
TRAIT = witch
TRAIT = trait:witch
GENDER_CHARACTER = scope:actor
}
}
@ -231,7 +235,7 @@
has_trait = witch
trait_is_shunned_in_faith_trigger = {
FAITH = scope:actor.faith
TRAIT = witch
TRAIT = trait:witch
GENDER_CHARACTER = scope:actor
}
}
@ -261,15 +265,15 @@
OR = {
AND = {
has_trait = kinslayer_1
trait_is_criminal_in_faith_trigger = { FAITH = faith TRAIT = kinslayer_1 GENDER_CHARACTER = scope:actor }
trait_is_criminal_in_faith_trigger = { FAITH = faith TRAIT = trait:kinslayer_1 GENDER_CHARACTER = scope:actor }
}
AND = {
has_trait = kinslayer_2
trait_is_criminal_in_faith_trigger = { FAITH = faith TRAIT = kinslayer_2 GENDER_CHARACTER = scope:actor }
trait_is_criminal_in_faith_trigger = { FAITH = faith TRAIT = trait:kinslayer_2 GENDER_CHARACTER = scope:actor }
}
AND = {
has_trait = kinslayer_3
trait_is_criminal_in_faith_trigger = { FAITH = faith TRAIT = kinslayer_3 GENDER_CHARACTER = scope:actor }
trait_is_criminal_in_faith_trigger = { FAITH = faith TRAIT = trait:kinslayer_3 GENDER_CHARACTER = scope:actor }
}
}
}
@ -281,15 +285,15 @@
OR = {
AND = {
has_trait = kinslayer_1
trait_is_shunned_in_faith_trigger = { FAITH = faith TRAIT = kinslayer_1 GENDER_CHARACTER = scope:actor }
trait_is_shunned_in_faith_trigger = { FAITH = faith TRAIT = trait:kinslayer_1 GENDER_CHARACTER = scope:actor }
}
AND = {
has_trait = kinslayer_2
trait_is_shunned_in_faith_trigger = { FAITH = faith TRAIT = kinslayer_2 GENDER_CHARACTER = scope:actor }
trait_is_shunned_in_faith_trigger = { FAITH = faith TRAIT = trait:kinslayer_2 GENDER_CHARACTER = scope:actor }
}
AND = {
has_trait = kinslayer_3
trait_is_shunned_in_faith_trigger = { FAITH = faith TRAIT = kinslayer_3 GENDER_CHARACTER = scope:actor }
trait_is_shunned_in_faith_trigger = { FAITH = faith TRAIT = trait:kinslayer_3 GENDER_CHARACTER = scope:actor }
}
}
}

View file

@ -0,0 +1,288 @@
### Apply some impact to the relation between two houses.
#
debug_impact_house_relation_interaction = {
category = interaction_debug_tgp
desc = debug_impact_house_relation_interaction_desc
use_diplomatic_range = no
ignores_pending_interaction_block = yes
icon = debug_chars
common_interaction = yes
is_shown = {
debug_only = yes
exists = scope:recipient.house
scope:recipient.house ?= {
NOT = { this = scope:actor.house }
}
}
is_valid_showing_failures_only = {
house_relation_is_valid_to_start_trigger = {
HOUSE = scope:actor.house
OTHER_HOUSE = scope:recipient.house
}
}
send_option = {
localization = debug_impact_house_relation_for_the_significantly_better
flag = impact_for_the_significantly_better
}
send_option = {
localization = debug_impact_house_relation_for_the_noticeably_better
flag = impact_for_the_noticeably_better
}
send_option = {
localization = debug_impact_house_relation_for_the_slightly_better
flag = impact_for_the_slightly_better
}
send_option = {
localization = debug_impact_house_relation_by_setting_to_neutral
flag = set_to_neutral
}
send_option = {
localization = debug_impact_house_relation_for_the_slightly_worse
flag = impact_for_the_slightly_worse
}
send_option = {
localization = debug_impact_house_relation_for_the_noticeably_worse
flag = impact_for_the_noticeably_worse
}
send_option = {
localization = debug_impact_house_relation_for_the_significantly_worse
flag = impact_for_the_significantly_worse
}
send_option = {
localization = debug_impact_house_relation_by_clearing_it
flag = clear_relation
is_valid = {
scope:actor.house = {
has_house_relation_with = scope:recipient.house
}
}
}
send_option = {
localization = debug_impact_house_relation_by_starting_a_feud
flag = start_feud
is_shown = {
has_bp1_dlc_trigger = yes
}
is_valid = {
custom_tooltip = {
text = action_in_debt_click
NOT = {
house_has_feud_relation_with_trigger = { TARGET = scope:recipient }
}
}
}
}
can_send = {
house_relation_is_valid_to_start_trigger = {
HOUSE = scope:actor.house
OTHER_HOUSE = scope:recipient.house
}
}
on_accept = {
if = {
limit = { scope:clear_relation = yes }
scope:actor.house = {
random_house_relation = {
limit = {
any_relation_house = { scope:recipient.house = this }
}
clear_house_relation = yes
}
}
}
else_if = {
limit = { scope:set_to_neutral = yes }
scope:actor.house = {
set_house_relation = {
target = scope:recipient.house
description = debug_impact_house_relation_change_description
}
}
}
else_if = {
limit = { scope:start_feud = yes }
house_feud_start_effect = {
# Feuding House Head
ACTOR = scope:actor
# Target House Head
TARGET = scope:recipient
# Feud Reason
REASON = head_cuckolded
# House Member attacker if relevant
ATTACKER = scope:actor
# House Member victim if relevant
VICTIM = scope:recipient
}
}
else = {
scope:recipient = {
scope:actor.house = {
impact_house_relation = {
target = scope:recipient.house
steps = {
value = 0
if = {
limit = { scope:impact_for_the_significantly_better = yes}
add = 3
}
if = {
limit = { scope:impact_for_the_noticeably_better = yes }
add = 1
}
if = {
limit = { scope:impact_for_the_slightly_better = yes }
add = 0.3
}
if = {
limit = { scope:impact_for_the_slightly_worse = yes }
add = -0.3
}
if = {
limit = { scope:impact_for_the_noticeably_worse = yes }
add = -1
}
if = {
limit = { scope:impact_for_the_significantly_worse = yes }
add = -3
}
}
description = debug_impact_house_relation_change_description
}
}
}
}
}
auto_accept = yes
}
debug_spawn_natural_disaster = {
category = interaction_debug_tgp
use_diplomatic_range = no
ignores_pending_interaction_block = yes
common_interaction = yes
icon = debug_bad
auto_accept = yes
is_shown = {
debug_only = yes
scope:recipient ?= {
is_landed = yes
highest_held_title_tier >= tier_county
}
}
send_option = {
flag = sub_realm_earthquake
localization = debug_sub_realm_earthquake
}
send_option = {
flag = random_earthquake
localization = debug_random_earthquake
}
send_option = {
flag = sub_realm_flood
localization = debug_sub_realm_flood
is_valid = {
custom_tooltip = {
text = debug_sub_realm_flood_tt
scope:recipient = {
any_sub_realm_county = {
title_province = { geographical_region = global_flood_region }
NOT = {
any_county_situation = { situation_type = natural_disaster_flood }
}
}
}
}
}
}
send_option = {
flag = random_flood
localization = debug_random_flood
}
on_accept = {
hidden_effect = {
scope:recipient = {
switch = {
trigger = yes
scope:sub_realm_earthquake = {
scope:recipient = {
random_sub_realm_county = {
limit = {
save_temporary_scope_as = county_temp
NOT = {
any_in_global_list = {
variable = ongoing_earthquakes
var:epicenter_county ?= scope:county_temp.kingdom
}
}
}
spawn_earthquake_in_county_effect = { COUNTY = this }
}
}
}
scope:random_earthquake = { trigger_event = natural_disaster.9901 }
scope:sub_realm_flood = {
scope:recipient = {
random_sub_realm_county = {
limit = {
title_province = { geographical_region = global_flood_region }
NOT = {
any_county_situation = { situation_type = natural_disaster_flood }
}
}
spawn_flood_in_county_effect = { COUNTY = this }
}
}
}
scope:random_flood = { trigger_event = natural_disaster.9902 }
}
}
}
}
}
debug_change_bloc_cohesion = {
category = interaction_debug_tgp
use_diplomatic_range = no
ignores_pending_interaction_block = yes
common_interaction = yes
icon = icon_leave_bloc
auto_accept = yes
is_shown = {
debug_only = yes
scope:recipient.house.house_confederation ?= { has_cohesion = yes }
}
send_option = {
flag = max
localization = Max
}
send_option = {
flag = improve
localization = debug_improve_block_cohesion
}
send_option = {
flag = damage
localization = debug_damage_block_cohesion
}
send_option = {
flag = destroy
localization = DESTROY_ACCOLADE
}
on_accept = {
scope:recipient.house.house_confederation = {
switch = {
trigger = yes
scope:max = { change_cohesion = 100 }
scope:improve = { change_cohesion = 20 }
scope:damage = { change_cohesion = -20 }
scope:destroy = { change_cohesion = -100 }
}
}
}
}

View file

@ -28538,57 +28538,57 @@ c_upland = {
}
}
k_danelaw = {
pattern = "pattern_solid.dds"
color1 = "red"
color2 = "white"
colored_emblem = {
texture = "ce_circle_mask.dds"
color1 = "red"
color2 = "red"
instance = { position = { 0.5 0.48 } scale = { 0.7 0.7 } }
}
colored_emblem = {
texture = "ce_frame_circle_borre_single.dds"
color1 = "white"
color2 = "black"
instance = { position = { 0.5 0.48 } scale = { 0.95 0.95 } }
}
colored_emblem = {
texture = "ce_norse_triquetra_ivaring.dds"
color1 = "red"
color2 = "white"
color3 = "white"
instance = { position = { 0.5 0.48 } scale = { 0.9 0.9 } }
}
}
# Just so they don't end up with a random CoA; we copy the k_danelaw one anyhoo.
k_daneland = {
pattern = "pattern_solid.dds"
color1 = "red"
color2 = "white"
colored_emblem = {
texture = "ce_circle_mask.dds"
color1 = "red"
color2 = "red"
instance = { position = { 0.5 0.48 } scale = { 0.7 0.7 } }
}
colored_emblem = {
texture = "ce_frame_circle_borre_single.dds"
color1 = "white"
color2 = "black"
instance = { position = { 0.5 0.48 } scale = { 0.95 0.95 } }
}
colored_emblem = {
texture = "ce_norse_triquetra_ivaring.dds"
color1 = "red"
color2 = "white"
color3 = "white"
instance = { position = { 0.5 0.48 } scale = { 0.9 0.9 } }
}
}
#k_danelaw = {
# pattern = "pattern_solid.dds"
# color1 = "red"
# color2 = "white"
# colored_emblem = {
# texture = "ce_circle_mask.dds"
# color1 = "red"
# color2 = "red"
# instance = { position = { 0.5 0.48 } scale = { 0.7 0.7 } }
# }
# colored_emblem = {
# texture = "ce_frame_circle_borre_single.dds"
# color1 = "white"
# color2 = "black"
# instance = { position = { 0.5 0.48 } scale = { 0.95 0.95 } }
# }
# colored_emblem = {
# texture = "ce_norse_triquetra_ivaring.dds"
# color1 = "red"
# color2 = "white"
# color3 = "white"
# instance = { position = { 0.5 0.48 } scale = { 0.9 0.9 } }
# }
#}
#
## Just so they don't end up with a random CoA; we copy the k_danelaw one anyhoo.
#k_daneland = {
# pattern = "pattern_solid.dds"
# color1 = "red"
# color2 = "white"
# colored_emblem = {
# texture = "ce_circle_mask.dds"
# color1 = "red"
# color2 = "red"
# instance = { position = { 0.5 0.48 } scale = { 0.7 0.7 } }
# }
# colored_emblem = {
# texture = "ce_frame_circle_borre_single.dds"
# color1 = "white"
# color2 = "black"
# instance = { position = { 0.5 0.48 } scale = { 0.95 0.95 } }
# }
# colored_emblem = {
# texture = "ce_norse_triquetra_ivaring.dds"
# color1 = "red"
# color2 = "white"
# color3 = "white"
# instance = { position = { 0.5 0.48 } scale = { 0.9 0.9 } }
# }
#}
#
d_jomsvikings = {
# Simple colour inversion from ho_jomsvikings
pattern = "pattern_solid.dds"

File diff suppressed because it is too large Load diff

View file

@ -0,0 +1,300 @@
minister_personnel = {
skill = diplomacy
name = minister_personnel
valid_position = {
tgp_has_access_to_ministry_trigger = yes
}
tooltip = game_concept_minister_of_personnel_desc
auto_fill = {
}
modifier = {
name = minister_personnel_modifier
fellow_vassal_opinion = 5
monthly_diplomacy_lifestyle_xp_gain_mult = 0.05
scale = council_scaled_by_liege_tier
}
modifier = {
name = minister_personnel_modifier
monthly_prestige = 1
scale = council_scaled_monthly_income
}
modifier = {
name = minister_personnel_modifier
monthly_influence = 1
enemy_political_scheme_success_chance_max_add = -5
scale = council_scaled_admin_value
}
council_owner_modifier = {
name = learn_on_the_job_modifier
diplomacy = 1
scale = chancellor_learn_on_the_job_scale
}
council_owner_modifier = {
name = reliable_house_modifier
diplomacy = 1
scale = chancellor_reliable_house_scale
}
valid_character = {
exists = root.liege_or_court_owner
tgp_can_be_a_minister_trigger = { COURT_OWNER = root.liege_or_court_owner }
}
on_get_position = {
got_council_position_effect = yes
got_minister_position_effect = { MINISTER_TITLE = e_minister_of_personnel MINISTER_POSITION = minister_personnel }
}
on_fired_from_position = {
fired_from_council_position_effect = yes
}
on_lose_position = {
fired_minister_position_effect = yes
}
portrait_animation = happy_teacher
barbershop_data = {
position = { 918.0 172.0 }
click_to_front = no
}
}
minister_justice = {
skill = learning
name = minister_justice
valid_position = {
tgp_has_access_to_ministry_trigger = yes
}
tooltip = game_concept_minister_of_justice_desc
auto_fill = {
}
modifier = {
name = minister_justice_modifier
fellow_vassal_opinion = 5
monthly_diplomacy_lifestyle_xp_gain_mult = 0.05
scale = council_scaled_by_liege_tier
}
modifier = {
name = minister_justice_modifier
monthly_prestige = 1
scale = council_scaled_monthly_income
}
modifier = {
name = minister_justice_modifier
monthly_influence = 1
enemy_political_scheme_success_chance_max_add = -5
scale = council_scaled_admin_value
}
council_owner_modifier = {
name = learn_on_the_job_modifier
diplomacy = 1
scale = chancellor_learn_on_the_job_scale
}
council_owner_modifier = {
name = reliable_house_modifier
diplomacy = 1
scale = chancellor_reliable_house_scale
}
valid_character = {
exists = root.liege_or_court_owner
tgp_can_be_a_minister_trigger = { COURT_OWNER = root.liege_or_court_owner }
}
on_get_position = {
got_council_position_effect = yes
got_minister_position_effect = { MINISTER_TITLE = e_minister_of_justice MINISTER_POSITION = minister_justice }
}
on_fired_from_position = {
fired_from_council_position_effect = yes
}
on_lose_position = {
fired_minister_position_effect = yes
}
portrait_animation = page_flipping
barbershop_data = {
position = { 918.0 172.0 }
click_to_front = no
}
}
minister_works = {
skill = stewardship
name = minister_works
tooltip = game_concept_minister_of_works_desc
auto_fill = {
}
valid_position = {
tgp_has_access_to_ministry_trigger = yes
}
modifier = {
name = minister_works_modifier
build_gold_cost = -0.03
build_speed = -0.02
monthly_stewardship_lifestyle_xp_gain_mult = 0.05
scale = council_scaled_by_liege_tier
}
modifier = {
name = minister_works_modifier
monthly_influence = 1
domicile_build_gold_cost = -0.05
scale = council_scaled_admin_value
}
modifier = { # Minister modifiers
name = minister_works_modifier
monthly_merit = 1
scale = council_scaled_celestial_ministry_value
}
modifier = { # Favored minister modifiers
name = minister_works_modifier
monthly_influence = 1
monthly_treasury_from_ministry_budget_base = 0.25
scale = council_scaled_celestial_ministry_favored_value
}
council_owner_modifier = {
name = learn_on_the_job_modifier
stewardship = 1
scale = steward_learn_on_the_job_scale
}
council_owner_modifier = {
name = reliable_house_modifier
stewardship = 1
scale = steward_reliable_house_scale
}
valid_character = {
exists = root.liege_or_court_owner
tgp_can_be_a_minister_trigger = { COURT_OWNER = root.liege_or_court_owner }
}
on_get_position = {
got_council_position_effect = yes
got_minister_position_effect = { MINISTER_TITLE = e_minister_of_works MINISTER_POSITION = minister_works }
}
on_fired_from_position = {
fired_from_council_position_effect = yes
}
on_lose_position = {
fired_minister_position_effect = yes
}
portrait_animation = minister_works
barbershop_data = {
position = { 1268.0 172.0 }
click_to_front = no
}
}
minister_grand_marshal = {
skill = martial
name = minister_grand_marshal
tooltip = game_concept_minister_grand_marshal_desc
auto_fill = {
}
valid_position = {
tgp_has_access_to_ministry_trigger = yes
}
modifier = {
name = minister_grand_marshal_modifier
army_maintenance_mult = -0.06
monthly_martial_lifestyle_xp_gain_mult = 0.05
scale = council_scaled_by_liege_tier
}
modifier = {
name = minister_grand_marshal_modifier
monthly_influence = 1
maa_toughness_mult = 0.04
scale = council_scaled_admin_value
}
modifier = { # Minister modifiers
name = minister_grand_marshal_modifier
monthly_merit = 1
scale = council_scaled_celestial_ministry_value
}
modifier = {
name = minister_grand_marshal_modifier
men_at_arms_recruitment_cost = -0.15
}
council_owner_modifier = {
name = learn_on_the_job_modifier
martial = 1
scale = marshal_learn_on_the_job_scale
}
council_owner_modifier = {
name = reliable_house_modifier
martial = 1
scale = marshal_reliable_house_scale
}
valid_character = {
exists = root.liege_or_court_owner
tgp_can_be_grand_marshal_trigger = { COURT_OWNER = root.liege_or_court_owner }
}
on_get_position = {
got_council_position_effect = yes
got_minister_position_effect = { MINISTER_TITLE = e_minister_grand_marshal MINISTER_POSITION = minister_grand_marshal }
}
on_fired_from_position = {
fired_from_council_position_effect = yes
}
on_lose_position = {
fired_minister_position_effect = yes
}
portrait_animation = grand_marshal
barbershop_data = {
position = { 1268.0 172.0 }
click_to_front = no
}
}

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@ -1203,8 +1203,8 @@ tradition_russian_legacy = {
is_shown = {
has_cultural_pillar = heritage_east_slavic
NOT = {
culture = NEOW_kievan
culture = NEOW_vohlynian
culture = culture:NEOW_kievan
culture = culture:NEOW_vohlynian
}
}
can_pick = {

View file

@ -7479,7 +7479,6 @@ GetAdventureNameSuffix = {
}
}
}
}
localization_key = mosaic
}
text = {

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@ -0,0 +1,220 @@
#### Relacje postaci ###
#
## PL_nephew
## PL_niece
#
## ----- Dla RelationToMe -----
#
## MySheHe - moja, mój
## MySheHeGenitive - mojej, mojego
## MySheHeLocative - mojej, moim
## YourSheHe - twój, twoja w zależności od relacji
## RelationToMeAccusative - żonę, męża, siostrę
## RelationToMeVocative - żono, mężu, siostro
## RelationToMeLocative - żonie, mężu, siostrze
## RelationToMeDative - żonie, mężowi, znajomemu
## RelationToMeInstrumental - żoną, mężem, znajomym
## RelationToMePossessive - żony, męża, następcy (oryginalne)
#
## ----- Dla RelationToMeShort -----
#
## RelationToMeShortGenitive - żony, męża, siostry
## RelationToMeShortAccusative - żonę, męża, siostrę
## RelationToMeShortVocative - żono, mężu, siostro
## RelationToMeShortLocative - żonie, mężu, siostrze
## RelationToMeShortDative - żonie, mężowi, znajomemu
## RelationToMeShortInstrumental - żoną, mężem, znajomym
#
## ----- Dla RelationToMeAddress -----
#
## RelationToMeAddressVocative - moja miłości, mój przyjecielu
#
## ----- Dla CouncilPosition -----
#
## CouncilPositionGender - zarządca, zarządczyni
## CouncilPositionGenderPossessive - zarządcy, zarządczyni
## CouncilPositionGenderAccusative
## CouncilPositionGenderVocative
## CouncilPositionGenderLocative
## CouncilPositionGenderDative
## CouncilPositionGenderInstrumental
#
## ----- inne / nie do powszechnego użycia -----
#
## MyCharacterIntroductionNoComma_PL
## MySheHeGUI
#
## Nephew - siostrzeniec/bratanek
## Niece - siostrzenica/bratanica
#PL_nephew = {
# log_loc_errors = no
# type = character
#
# text = {
# localization_key = nephew_from_brother
# trigger = {
# root.father = {
# is_sibling_of = scope:second
# }
#
# }
# }
#
# text = {
# fallback = yes
# localization_key = nephew_from_sister
# trigger = {
# root.mother = {
# is_sibling_of = scope:second
# }
# }
# }
#}
#
#PL_nephew_possessive = {
# parent = PL_nephew
# suffix = "_possessive"
#}
#
#PL_nephew_accusative = {
# parent = PL_nephew
# suffix = "_accusative"
#}
#
#PL_nephew_vocative = {
# parent = PL_nephew
# suffix = "_vocative"
#}
#
#PL_nephew_locative = {
# parent = PL_nephew
# suffix = "_locative"
#}
#
#PL_nephew_dative = {
# parent = PL_nephew
# suffix = "_dative"
#}
#
#PL_nephew_instrumental = {
# parent = PL_nephew
# suffix = "_instrumental"
#}
#
#PL_niece = {
# log_loc_errors = no
# type = character
#
# text = {
# localization_key = niece_from_brother
# trigger = {
# root.father = {
# is_sibling_of = scope:second
# }
#
# }
# }
#
# text = {
# fallback = yes
# localization_key = niece_from_sister
# trigger = {
# root.mother = {
# is_sibling_of = scope:second
# }
# }
# }
#}
#
#PL_niece_possessive = {
# parent = PL_niece
# suffix = "_possessive"
#}
#
#PL_niece_accusative = {
# parent = PL_niece
# suffix = "_accusative"
#}
#
#PL_niece_vocative = {
# parent = PL_niece
# suffix = "_vocative"
#}
#
#PL_niece_locative = {
# parent = PL_niece
# suffix = "_locative"
#}
#
#PL_niece_dative = {
# parent = PL_niece
# suffix = "_dative"
#}
#
#PL_niece_instrumental = {
# parent = PL_niece
# suffix = "_instrumental"
#}
#
#
#CouncilPositionPL = {
# log_loc_errors = no
# type = character
#
# text = {
# trigger = {
# has_council_position = councillor_chancellor
# }
# localization_key = councillor_chancellor
# }
#
# text = {
# trigger = {
# has_council_position = councillor_spouse
# }
# localization_key = councillor_spouse
# }
#
# text = {
# trigger = {
# has_council_position = councillor_marshal
# }
# localization_key = councillor_marshal
# }
#
#
# text = {
# trigger = {
# has_council_position = councillor_steward
# }
# localization_key = councillor_steward
# }
#
#
# text = {
# trigger = {
# has_council_position = councillor_spymaster
# }
# localization_key = councillor_spymaster
# }
#
# text = {
# trigger = {
# has_council_position = councillor_court_chaplain
# }
# localization_key = councillor_court_chaplain
# }
#
# text = {
# trigger = {
# has_council_position = councillor_vizier
# }
# localization_key = councillor_vizier
# }
#
# text = {
# fallback = yes
# localization_key = councillor_position_fallback
# }
#}
#

View file

@ -356,7 +356,7 @@ WarCasusBelliShort = {
using_cb = duchy_conquest_cb
using_cb = county_struggle_cb
using_cb = fp2_mediterranean_conquest_cb
using_cb = hungarian_migration_cb
# using_cb = hungarian_migration_cb
using_cb = sons_of_lothbrok_invasion_cb
}
}

View file

@ -16,222 +16,222 @@ GetMythicalFounder = {
type = character
random_valid = yes
text = { # Charles Martell
trigger = {
var:mythical_ancestor_var = flag:charles_martell
}
localization_key = MythicalFounder_charles_martell
}
text = { # Alexander the Great
trigger = {
var:mythical_ancestor_var = flag:alexander
}
localization_key = MythicalFounder_alexander
}
text = { # Lech
trigger = {
var:mythical_ancestor_var = flag:lech
}
localization_key = MythicalFounder_lech
}
text = { # Czech
trigger = {
var:mythical_ancestor_var = flag:czech
}
localization_key = MythicalFounder_czech
}
text = { # Rus
trigger = {
var:mythical_ancestor_var = flag:rus
}
localization_key = MythicalFounder_rus
}
text = { # King Arthur
trigger = {
var:mythical_ancestor_var = flag:arthur
}
localization_key = MythicalFounder_arthur
}
text = { # Corineus
trigger = {
var:mythical_ancestor_var = flag:corineus
}
localization_key = MythicalFounder_corineus
}
text = { # Magnus Maximus
trigger = {
var:mythical_ancestor_var = flag:magnus_maximus
}
localization_key = MythicalFounder_magnus_maximus
}
text = { # Brutus of Troy
trigger = {
var:mythical_ancestor_var = flag:brutus
}
localization_key = MythicalFounder_brutus
}
text = { # Aeneas
trigger = {
var:mythical_ancestor_var = flag:aeneas
}
localization_key = MythicalFounder_aeneas
}
text = { # Scota
trigger = {
var:mythical_ancestor_var = flag:scota
}
localization_key = MythicalFounder_scota
}
text = { # Romulus
trigger = {
var:mythical_ancestor_var = flag:romulus
}
localization_key = MythicalFounder_romulus
}
text = { # Numa Pompilius
trigger = {
var:mythical_ancestor_var = flag:numa
}
localization_key = MythicalFounder_numa
}
text = { # Belisarius
trigger = {
var:mythical_ancestor_var = flag:belisarius
}
localization_key = MythicalFounder_belisarius
}
text = { # Ardashir
trigger = {
var:mythical_ancestor_var = flag:ardashir
}
localization_key = MythicalFounder_ardashir
}
text = { # Pharaohs
trigger = {
var:mythical_ancestor_var = flag:pharaohs
}
localization_key = MythicalFounder_pharaohs
}
text = { # Visigothic Kings
trigger = {
var:mythical_ancestor_var = flag:visigothic_kings
}
localization_key = MythicalFounder_visigothic_kings
}
text = { # Abd al-Rahman
trigger = {
var:mythical_ancestor_var = flag:abd_al_rahman
}
localization_key = MythicalFounder_abd_al_rahman
}
text = { # Zenobia
trigger = {
var:mythical_ancestor_var = flag:zenobia
}
localization_key = MythicalFounder_zenobia
}
text = { # King Solomon
trigger = {
var:mythical_ancestor_var = flag:solomon
}
localization_key = MythicalFounder_solomon
}
text = { # Conan Meriadoc
trigger = {
var:mythical_ancestor_var = flag:conan_meriadoc
}
localization_key = MythicalFounder_conan_meriadoc
}
text = { # Pishdadian Dynasty
trigger = {
var:mythical_ancestor_var = flag:pishdadian
}
localization_key = MythicalFounder_pishdadian
}
text = { # Chościsko
trigger = {
var:mythical_ancestor_var = flag:choscisko
}
localization_key = MythicalFounder_choscisko
}
text = { # Arsacids
trigger = {
var:mythical_ancestor_var = flag:arsacids
}
localization_key = MythicalFounder_arsacids
}
text = { # King David
trigger = {
var:mythical_ancestor_var = flag:david
}
localization_key = MythicalFounder_david
}
text = { # Karkota Naga
trigger = {
var:mythical_ancestor_var = flag:naga
}
localization_key = MythicalFounder_naga
}
text = { # God Brahman
trigger = {
var:mythical_ancestor_var = flag:brahman
}
localization_key = MythicalFounder_brahman
}
text = { # Odin
trigger = {
var:mythical_ancestor_var = flag:odin
}
localization_key = MythicalFounder_odin
}
text = { # Ragnar Lodbrok
trigger = {
var:mythical_ancestor_var = flag:ragnar
}
localization_key = MythicalFounder_ragnar
}
text = { # Brunhild
trigger = {
var:mythical_ancestor_var = flag:brunhild
}
localization_key = MythicalFounder_brunhild
}
text = { # Eremon
trigger = {
var:mythical_ancestor_var = flag:eremon
}
localization_key = MythicalFounder_eremon
}
text = { # Eber
trigger = {
var:mythical_ancestor_var = flag:eber
}
localization_key = MythicalFounder_eber
}
text = { # Genghis Khan
trigger = {
var:mythical_ancestor_var = flag:genghis
}
localization_key = MythicalFounder_genghis
}
text = { # Emperor Constantine I
trigger = {
var:mythical_ancestor_var = flag:constantine
}
localization_key = MythicalFounder_constantine
}
text = { # Emperor Justinian I
trigger = {
var:mythical_ancestor_var = flag:justinian
}
localization_key = MythicalFounder_justinian
}
text = { # Melusine
trigger = {
var:mythical_ancestor_var = flag:melusine
}
localization_key = MythicalFounder_melusina
}
# text = { # Charles Martell
# trigger = {
# var:mythical_ancestor_var = flag:charles_martell
# }
# localization_key = MythicalFounder_charles_martell
# }
# text = { # Alexander the Great
# trigger = {
# var:mythical_ancestor_var = flag:alexander
# }
# localization_key = MythicalFounder_alexander
# }
# text = { # Lech
# trigger = {
# var:mythical_ancestor_var = flag:lech
# }
# localization_key = MythicalFounder_lech
# }
# text = { # Czech
# trigger = {
# var:mythical_ancestor_var = flag:czech
# }
# localization_key = MythicalFounder_czech
# }
# text = { # Rus
# trigger = {
# var:mythical_ancestor_var = flag:rus
# }
# localization_key = MythicalFounder_rus
# }
# text = { # King Arthur
# trigger = {
# var:mythical_ancestor_var = flag:arthur
# }
# localization_key = MythicalFounder_arthur
# }
# text = { # Corineus
# trigger = {
# var:mythical_ancestor_var = flag:corineus
# }
# localization_key = MythicalFounder_corineus
# }
# text = { # Magnus Maximus
# trigger = {
# var:mythical_ancestor_var = flag:magnus_maximus
# }
# localization_key = MythicalFounder_magnus_maximus
# }
# text = { # Brutus of Troy
# trigger = {
# var:mythical_ancestor_var = flag:brutus
# }
# localization_key = MythicalFounder_brutus
# }
# text = { # Aeneas
# trigger = {
# var:mythical_ancestor_var = flag:aeneas
# }
# localization_key = MythicalFounder_aeneas
# }
# text = { # Scota
# trigger = {
# var:mythical_ancestor_var = flag:scota
# }
# localization_key = MythicalFounder_scota
# }
# text = { # Romulus
# trigger = {
# var:mythical_ancestor_var = flag:romulus
# }
# localization_key = MythicalFounder_romulus
# }
# text = { # Numa Pompilius
# trigger = {
# var:mythical_ancestor_var = flag:numa
# }
# localization_key = MythicalFounder_numa
# }
# text = { # Belisarius
# trigger = {
# var:mythical_ancestor_var = flag:belisarius
# }
# localization_key = MythicalFounder_belisarius
# }
# text = { # Ardashir
# trigger = {
# var:mythical_ancestor_var = flag:ardashir
# }
# localization_key = MythicalFounder_ardashir
# }
# text = { # Pharaohs
# trigger = {
# var:mythical_ancestor_var = flag:pharaohs
# }
# localization_key = MythicalFounder_pharaohs
# }
# text = { # Visigothic Kings
# trigger = {
# var:mythical_ancestor_var = flag:visigothic_kings
# }
# localization_key = MythicalFounder_visigothic_kings
# }
# text = { # Abd al-Rahman
# trigger = {
# var:mythical_ancestor_var = flag:abd_al_rahman
# }
# localization_key = MythicalFounder_abd_al_rahman
# }
# text = { # Zenobia
# trigger = {
# var:mythical_ancestor_var = flag:zenobia
# }
# localization_key = MythicalFounder_zenobia
# }
# text = { # King Solomon
# trigger = {
# var:mythical_ancestor_var = flag:solomon
# }
# localization_key = MythicalFounder_solomon
# }
# text = { # Conan Meriadoc
# trigger = {
# var:mythical_ancestor_var = flag:conan_meriadoc
# }
# localization_key = MythicalFounder_conan_meriadoc
# }
# text = { # Pishdadian Dynasty
# trigger = {
# var:mythical_ancestor_var = flag:pishdadian
# }
# localization_key = MythicalFounder_pishdadian
# }
# text = { # Chościsko
# trigger = {
# var:mythical_ancestor_var = flag:choscisko
# }
# localization_key = MythicalFounder_choscisko
# }
# text = { # Arsacids
# trigger = {
# var:mythical_ancestor_var = flag:arsacids
# }
# localization_key = MythicalFounder_arsacids
# }
# text = { # King David
# trigger = {
# var:mythical_ancestor_var = flag:david
# }
# localization_key = MythicalFounder_david
# }
# text = { # Karkota Naga
# trigger = {
# var:mythical_ancestor_var = flag:naga
# }
# localization_key = MythicalFounder_naga
# }
# text = { # God Brahman
# trigger = {
# var:mythical_ancestor_var = flag:brahman
# }
# localization_key = MythicalFounder_brahman
# }
# text = { # Odin
# trigger = {
# var:mythical_ancestor_var = flag:odin
# }
# localization_key = MythicalFounder_odin
# }
# text = { # Ragnar Lodbrok
# trigger = {
# var:mythical_ancestor_var = flag:ragnar
# }
# localization_key = MythicalFounder_ragnar
# }
# text = { # Brunhild
# trigger = {
# var:mythical_ancestor_var = flag:brunhild
# }
# localization_key = MythicalFounder_brunhild
# }
# text = { # Eremon
# trigger = {
# var:mythical_ancestor_var = flag:eremon
# }
# localization_key = MythicalFounder_eremon
# }
# text = { # Eber
# trigger = {
# var:mythical_ancestor_var = flag:eber
# }
# localization_key = MythicalFounder_eber
# }
# text = { # Genghis Khan
# trigger = {
# var:mythical_ancestor_var = flag:genghis
# }
# localization_key = MythicalFounder_genghis
# }
# text = { # Emperor Constantine I
# trigger = {
# var:mythical_ancestor_var = flag:constantine
# }
# localization_key = MythicalFounder_constantine
# }
# text = { # Emperor Justinian I
# trigger = {
# var:mythical_ancestor_var = flag:justinian
# }
# localization_key = MythicalFounder_justinian
# }
# text = { # Melusine
# trigger = {
# var:mythical_ancestor_var = flag:melusine
# }
# localization_key = MythicalFounder_melusina
# }
text = { # Fallback
trigger = {
var:mythical_ancestor_var = flag:fallback
@ -310,7 +310,7 @@ GetRandomExteriorDetail = { #Remember to use the 1st person present in the loc,
trigger = {
location = {
has_holding_type = church_holding
county.OR = { faith.religion = religion:protestant_religion faith.religion = religion:catholic_religion faith.religion = religion:eastern_orthodox_religion }
county = { NEOW_religion_is_broadly_christian_trigger = yes }
}
}
localization_key = GetRandomExteriorDetail_bells

View file

@ -20,27 +20,27 @@ diarch_attempt_to_overthrow_liege = {
}
}
selection_tooltip = diarch_attempt_to_overthrow_liege_tooltip
picture = {
trigger = {
NOR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_theocracy
top_liege ?= { government_has_flag = government_is_tribal }
top_liege ?= { government_has_flag = government_is_theocracy }
}
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
top_liege ?= {
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
capital_barony ?= title:b_constantinople
is_roman_emperor_primary_title_trigger = yes
}
}
}
}
reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds"
}
# picture = {
# trigger = {
# NOR = {
# government_has_flag = government_is_tribal
# government_has_flag = government_is_theocracy
# top_liege ?= { government_has_flag = government_is_tribal }
# top_liege ?= { government_has_flag = government_is_theocracy }
# }
# OR = {
# culture = { has_cultural_pillar = heritage_byzantine }
# top_liege ?= {
# OR = {
# culture = { has_cultural_pillar = heritage_byzantine }
# capital_barony ?= title:b_constantinople
# is_roman_emperor_primary_title_trigger = yes
# }
# }
# }
# }
# reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds"
# }
picture = {
reference = "gfx/interface/illustrations/decisions/decision_knight_kneeling.dds"
}

File diff suppressed because it is too large Load diff

View file

@ -178,27 +178,27 @@ invite_claimants_decision = {
### Scrape the Barrel ###
scrape_the_barrel_decision = {
picture = {
trigger = {
NOR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_theocracy
top_liege ?= { government_has_flag = government_is_tribal }
top_liege ?= { government_has_flag = government_is_theocracy }
}
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
top_liege ?= {
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
capital_barony ?= title:b_constantinople
is_roman_emperor_primary_title_trigger = yes
}
}
}
}
reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds"
}
# picture = {
# trigger = {
# NOR = {
# government_has_flag = government_is_tribal
# government_has_flag = government_is_theocracy
# top_liege ?= { government_has_flag = government_is_tribal }
# top_liege ?= { government_has_flag = government_is_theocracy }
# }
# OR = {
# culture = { has_cultural_pillar = heritage_byzantine }
# top_liege ?= {
# OR = {
# culture = { has_cultural_pillar = heritage_byzantine }
# capital_barony ?= title:b_constantinople
# is_roman_emperor_primary_title_trigger = yes
# }
# }
# }
# }
# reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds"
# }
picture = {
reference = "gfx/interface/illustrations/decisions/decision_knight_kneeling.dds"
}

View file

@ -960,173 +960,173 @@ purge_pretenders_oath_decision = {
}
## End the Struggle
end_the_struggle_oath_decision = {
picture = {
trigger = { var:end_the_struggle_oath_type_var = flag:persian_struggle }
reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_foundation.dds"
}
picture = {
trigger = { var:end_the_struggle_oath_type_var = flag:iberian_struggle }
reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_compromise.dds"
}
decision_group_type = oaths
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 12
empire = 12
hegemony = 12
}
title = {
first_valid = {
triggered_desc = {
trigger = {
var:end_the_struggle_oath_type_var = flag:persian_struggle
exists = struggle:persian_struggle
}
desc = end_the_struggle_oath_decision_title_persian
}
triggered_desc = {
trigger = {
var:end_the_struggle_oath_type_var = flag:persian_struggle
}
desc = end_the_struggle_oath_decision_title_persian_ended
}
triggered_desc = {
trigger = {
var:end_the_struggle_oath_type_var = flag:iberian_struggle
exists = struggle:iberian_struggle
}
desc = end_the_struggle_oath_decision_title_iberian
}
triggered_desc = {
trigger = {
var:end_the_struggle_oath_type_var = flag:iberian_struggle
}
desc = end_the_struggle_oath_decision_title_iberian_ended
}
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
var:end_the_struggle_oath_type_var = flag:persian_struggle
exists = struggle:persian_struggle
}
desc = end_the_struggle_oath_decision_desc_persian
}
triggered_desc = {
trigger = {
var:end_the_struggle_oath_type_var = flag:persian_struggle
}
desc = end_the_struggle_oath_decision_desc_persian_ended
}
triggered_desc = {
trigger = {
var:end_the_struggle_oath_type_var = flag:iberian_struggle
exists = struggle:iberian_struggle
}
desc = end_the_struggle_oath_decision_desc_iberian
}
triggered_desc = {
trigger = {
var:end_the_struggle_oath_type_var = flag:iberian_struggle
}
desc = end_the_struggle_oath_decision_desc_iberian_ended
}
}
}
is_shown = {
highest_held_title_tier >= tier_kingdom
has_variable = end_the_struggle_oath
has_variable = end_the_struggle_oath_timer
has_variable = end_the_struggle_oath_type_var
}
is_valid_showing_failures_only = {
custom_tooltip = {
text = busy_in_coronation_tooltip
NOT = {
involved_activity ?= {
activity_host = root
has_activity_type = activity_coronation
}
}
}
}
is_valid = {
trigger_if = {
limit = {
var:end_the_struggle_oath_type_var = flag:persian_struggle
exists = struggle:persian_struggle
}
custom_tooltip = {
text = end_the_struggle_oath_decision_trigger_persian
has_character_flag = ach_ended_struggle
}
}
trigger_if = {
limit = {
var:end_the_struggle_oath_type_var = flag:persian_struggle
NOT = { exists = struggle:persian_struggle }
}
custom_tooltip = {
text = end_the_struggle_oath_decision_trigger_persian_ended
has_character_flag = ach_ended_struggle
}
}
trigger_else_if = {
limit = {
var:end_the_struggle_oath_type_var = flag:iberian_struggle
exists = struggle:iberian_struggle
}
custom_tooltip = {
text = end_the_struggle_oath_decision_trigger_iberian
has_character_flag = ach_ended_struggle
}
}
trigger_else_if = {
limit = {
var:end_the_struggle_oath_type_var = flag:iberian_struggle
NOT = { exists = struggle:iberian_struggle }
}
custom_tooltip = {
text = end_the_struggle_oath_decision_trigger_iberian_ended
has_character_flag = ach_ended_struggle
}
}
trigger_else = {
always = yes
}
}
effect = {
coronation_oath_success_effect = { OATH = end_the_struggle_oath }
show_as_tooltip = {
add_character_modifier = oath_of_end_the_struggle
}
hidden_effect = {
remove_variable = end_the_struggle_oath_timer
remove_variable = end_the_struggle_oath_type_var
}
}
ai_will_do = {
base = 100
}
}
#
### End the Struggle
#end_the_struggle_oath_decision = {
# picture = {
# trigger = { var:end_the_struggle_oath_type_var = flag:persian_struggle }
# reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_foundation.dds"
# }
# picture = {
# trigger = { var:end_the_struggle_oath_type_var = flag:iberian_struggle }
# reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_compromise.dds"
# }
# decision_group_type = oaths
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 0
# kingdom = 12
# empire = 12
# hegemony = 12
# }
#
# title = {
# first_valid = {
# triggered_desc = {
# trigger = {
# var:end_the_struggle_oath_type_var = flag:persian_struggle
# exists = struggle:persian_struggle
# }
# desc = end_the_struggle_oath_decision_title_persian
# }
# triggered_desc = {
# trigger = {
# var:end_the_struggle_oath_type_var = flag:persian_struggle
# }
# desc = end_the_struggle_oath_decision_title_persian_ended
# }
# triggered_desc = {
# trigger = {
# var:end_the_struggle_oath_type_var = flag:iberian_struggle
# exists = struggle:iberian_struggle
# }
# desc = end_the_struggle_oath_decision_title_iberian
# }
# triggered_desc = {
# trigger = {
# var:end_the_struggle_oath_type_var = flag:iberian_struggle
# }
# desc = end_the_struggle_oath_decision_title_iberian_ended
# }
# }
# }
#
# desc = {
# first_valid = {
# triggered_desc = {
# trigger = {
# var:end_the_struggle_oath_type_var = flag:persian_struggle
# exists = struggle:persian_struggle
# }
# desc = end_the_struggle_oath_decision_desc_persian
# }
# triggered_desc = {
# trigger = {
# var:end_the_struggle_oath_type_var = flag:persian_struggle
# }
# desc = end_the_struggle_oath_decision_desc_persian_ended
# }
# triggered_desc = {
# trigger = {
# var:end_the_struggle_oath_type_var = flag:iberian_struggle
# exists = struggle:iberian_struggle
# }
# desc = end_the_struggle_oath_decision_desc_iberian
# }
# triggered_desc = {
# trigger = {
# var:end_the_struggle_oath_type_var = flag:iberian_struggle
# }
# desc = end_the_struggle_oath_decision_desc_iberian_ended
# }
# }
# }
#
# is_shown = {
# highest_held_title_tier >= tier_kingdom
# has_variable = end_the_struggle_oath
# has_variable = end_the_struggle_oath_timer
# has_variable = end_the_struggle_oath_type_var
# }
#
# is_valid_showing_failures_only = {
# custom_tooltip = {
# text = busy_in_coronation_tooltip
# NOT = {
# involved_activity ?= {
# activity_host = root
# has_activity_type = activity_coronation
# }
# }
# }
# }
#
# is_valid = {
# trigger_if = {
# limit = {
# var:end_the_struggle_oath_type_var = flag:persian_struggle
# exists = struggle:persian_struggle
# }
# custom_tooltip = {
# text = end_the_struggle_oath_decision_trigger_persian
# has_character_flag = ach_ended_struggle
# }
# }
# trigger_if = {
# limit = {
# var:end_the_struggle_oath_type_var = flag:persian_struggle
# NOT = { exists = struggle:persian_struggle }
# }
# custom_tooltip = {
# text = end_the_struggle_oath_decision_trigger_persian_ended
# has_character_flag = ach_ended_struggle
# }
# }
# trigger_else_if = {
# limit = {
# var:end_the_struggle_oath_type_var = flag:iberian_struggle
# exists = struggle:iberian_struggle
# }
# custom_tooltip = {
# text = end_the_struggle_oath_decision_trigger_iberian
# has_character_flag = ach_ended_struggle
# }
# }
# trigger_else_if = {
# limit = {
# var:end_the_struggle_oath_type_var = flag:iberian_struggle
# NOT = { exists = struggle:iberian_struggle }
# }
# custom_tooltip = {
# text = end_the_struggle_oath_decision_trigger_iberian_ended
# has_character_flag = ach_ended_struggle
# }
# }
#
# trigger_else = {
# always = yes
# }
# }
#
# effect = {
# coronation_oath_success_effect = { OATH = end_the_struggle_oath }
#
# show_as_tooltip = {
# add_character_modifier = oath_of_end_the_struggle
# }
#
# hidden_effect = {
# remove_variable = end_the_struggle_oath_timer
# remove_variable = end_the_struggle_oath_type_var
# }
# }
#
# ai_will_do = {
# base = 100
# }
#}
## Greatest Hunter
greatest_hunter_oath_decision = {

View file

@ -8,27 +8,27 @@ hold_court_decision = {
empire = 120
hegemony = 120
}
picture = {
trigger = {
NOR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_theocracy
top_liege ?= { government_has_flag = government_is_tribal }
top_liege ?= { government_has_flag = government_is_theocracy }
}
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
top_liege ?= {
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
capital_barony ?= title:b_constantinople
is_roman_emperor_primary_title_trigger = yes
}
}
}
}
reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds"
}
# picture = {
# trigger = {
# NOR = {
# government_has_flag = government_is_tribal
# government_has_flag = government_is_theocracy
# top_liege ?= { government_has_flag = government_is_tribal }
# top_liege ?= { government_has_flag = government_is_theocracy }
# }
# OR = {
# culture = { has_cultural_pillar = heritage_byzantine }
# top_liege ?= {
# OR = {
# culture = { has_cultural_pillar = heritage_byzantine }
# capital_barony ?= title:b_constantinople
# is_roman_emperor_primary_title_trigger = yes
# }
# }
# }
# }
# reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds"
# }
picture = {
reference = "gfx/interface/illustrations/decisions/decision_knight_kneeling.dds"
}
@ -141,27 +141,27 @@ petition_liege_decision = {
}
reference = "gfx/interface/illustrations/decisions/tgp_kowtow.dds"
}
picture = {
trigger = {
NOR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_theocracy
top_liege ?= { government_has_flag = government_is_tribal }
top_liege ?= { government_has_flag = government_is_theocracy }
}
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
top_liege ?= {
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
capital_barony ?= title:b_constantinople
is_roman_emperor_primary_title_trigger = yes
}
}
}
}
reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds"
}
# picture = {
# trigger = {
# NOR = {
# government_has_flag = government_is_tribal
# government_has_flag = government_is_theocracy
# top_liege ?= { government_has_flag = government_is_tribal }
# top_liege ?= { government_has_flag = government_is_theocracy }
# }
# OR = {
# culture = { has_cultural_pillar = heritage_byzantine }
# top_liege ?= {
# OR = {
# culture = { has_cultural_pillar = heritage_byzantine }
# capital_barony ?= title:b_constantinople
# is_roman_emperor_primary_title_trigger = yes
# }
# }
# }
# }
# reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds"
# }
picture = {
reference = "gfx/interface/illustrations/decisions/decision_knight_kneeling.dds"
}

View file

@ -8,27 +8,27 @@ pay_homage_decision = {
empire = 45
hegemony = 0
}
picture = {
trigger = {
NOR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_theocracy
top_liege ?= { government_has_flag = government_is_tribal }
top_liege ?= { government_has_flag = government_is_theocracy }
}
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
top_liege ?= {
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
capital_barony ?= title:b_constantinople
is_roman_emperor_primary_title_trigger = yes
}
}
}
}
reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds"
}
# picture = {
# trigger = {
# NOR = {
# government_has_flag = government_is_tribal
# government_has_flag = government_is_theocracy
# top_liege ?= { government_has_flag = government_is_tribal }
# top_liege ?= { government_has_flag = government_is_theocracy }
# }
# OR = {
# culture = { has_cultural_pillar = heritage_byzantine }
# top_liege ?= {
# OR = {
# culture = { has_cultural_pillar = heritage_byzantine }
# capital_barony ?= title:b_constantinople
# is_roman_emperor_primary_title_trigger = yes
# }
# }
# }
# }
# reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds"
# }
picture = {
reference = "gfx/interface/illustrations/decisions/decision_knight_kneeling.dds"
}

View file

@ -379,29 +379,29 @@ petition_ceremonial_liege_decision = {
}
reference = "gfx/interface/illustrations/decisions/tgp_kowtow.dds"
}
picture = {
trigger = {
NOR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic
government_has_flag = government_is_theocracy
top_liege ?= { government_has_flag = government_is_tribal }
top_liege ?= { government_has_flag = government_is_nomadic }
top_liege ?= { government_has_flag = government_is_theocracy }
}
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
top_liege ?= {
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
capital_barony ?= title:b_constantinople
is_roman_emperor_primary_title_trigger = yes
}
}
}
}
reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds"
}
# picture = {
# trigger = {
# NOR = {
# government_has_flag = government_is_tribal
# government_has_flag = government_is_nomadic
# government_has_flag = government_is_theocracy
# top_liege ?= { government_has_flag = government_is_tribal }
# top_liege ?= { government_has_flag = government_is_nomadic }
# top_liege ?= { government_has_flag = government_is_theocracy }
# }
# OR = {
# culture = { has_cultural_pillar = heritage_byzantine }
# top_liege ?= {
# OR = {
# culture = { has_cultural_pillar = heritage_byzantine }
# capital_barony ?= title:b_constantinople
# is_roman_emperor_primary_title_trigger = yes
# }
# }
# }
# }
# reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds"
# }
picture = {
reference = "gfx/interface/illustrations/decisions/decision_knight_kneeling.dds"
}

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

View file

@ -7,27 +7,27 @@
# By James Beaumont
###########################
legend_demand_fealty = {
picture = {
trigger = {
NOR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_theocracy
top_liege ?= { government_has_flag = government_is_tribal }
top_liege ?= { government_has_flag = government_is_theocracy }
}
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
top_liege ?= {
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
capital_barony ?= title:b_constantinople
is_roman_emperor_primary_title_trigger = yes
}
}
}
}
reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds"
}
# picture = {
# trigger = {
# NOR = {
# government_has_flag = government_is_tribal
# government_has_flag = government_is_theocracy
# top_liege ?= { government_has_flag = government_is_tribal }
# top_liege ?= { government_has_flag = government_is_theocracy }
# }
# OR = {
# culture = { has_cultural_pillar = heritage_byzantine }
# top_liege ?= {
# OR = {
# culture = { has_cultural_pillar = heritage_byzantine }
# capital_barony ?= title:b_constantinople
# is_roman_emperor_primary_title_trigger = yes
# }
# }
# }
# }
# reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds"
# }
picture = {
reference = "gfx/interface/illustrations/decisions/decision_knight_kneeling.dds"
}

View file

@ -1656,27 +1656,27 @@ restore_backwater_counties_decision = {
#}
change_state_faith = {
picture = {
trigger = {
NOR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_theocracy
top_liege ?= { government_has_flag = government_is_tribal }
top_liege ?= { government_has_flag = government_is_theocracy }
}
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
top_liege ?= {
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
capital_barony ?= title:b_constantinople
is_roman_emperor_primary_title_trigger = yes
}
}
}
}
reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds"
}
# picture = {
# trigger = {
# NOR = {
# government_has_flag = government_is_tribal
# government_has_flag = government_is_theocracy
# top_liege ?= { government_has_flag = government_is_tribal }
# top_liege ?= { government_has_flag = government_is_theocracy }
# }
# OR = {
# culture = { has_cultural_pillar = heritage_byzantine }
# top_liege ?= {
# OR = {
# culture = { has_cultural_pillar = heritage_byzantine }
# capital_barony ?= title:b_constantinople
# is_roman_emperor_primary_title_trigger = yes
# }
# }
# }
# }
# reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds"
# }
picture = {
trigger = {
faith.religion = religion:islam_religion
@ -1910,27 +1910,27 @@ change_state_faith = {
}
adopt_state_faith = {
picture = {
trigger = {
NOR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_theocracy
top_liege ?= { government_has_flag = government_is_tribal }
top_liege ?= { government_has_flag = government_is_theocracy }
}
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
top_liege ?= {
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
capital_barony ?= title:b_constantinople
is_roman_emperor_primary_title_trigger = yes
}
}
}
}
reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds"
}
# picture = {
# trigger = {
# NOR = {
# government_has_flag = government_is_tribal
# government_has_flag = government_is_theocracy
# top_liege ?= { government_has_flag = government_is_tribal }
# top_liege ?= { government_has_flag = government_is_theocracy }
# }
# OR = {
# culture = { has_cultural_pillar = heritage_byzantine }
# top_liege ?= {
# OR = {
# culture = { has_cultural_pillar = heritage_byzantine }
# capital_barony ?= title:b_constantinople
# is_roman_emperor_primary_title_trigger = yes
# }
# }
# }
# }
# reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds"
# }
picture = {
trigger = {
top_liege.primary_title.state_faith.religion = religion:islam_religion
@ -2768,9 +2768,9 @@ establish_silk_production_decision = {
domicile ?= {
is_domicile_type = estate
}
top_liege ?= {
is_roman_emperor_primary_title_trigger = yes
}
# top_liege ?= {
# is_roman_emperor_primary_title_trigger = yes
## }
NOT = {
house = {
has_house_modifier = ep3_unlocked_silk
@ -2781,7 +2781,7 @@ establish_silk_production_decision = {
is_valid = {
trigger_if = {
limit = { top_liege = this }
is_roman_emperor_trigger = yes
# is_roman_emperor_trigger = yes
OR = {
has_realm_law = imperial_bureaucracy_2
has_realm_law = imperial_bureaucracy_3

View file

@ -122,28 +122,28 @@ order_mass_eviction_decision = {
# Arrange for a major room to be remodelled with decor inspired by a more grandiose culture.
### Exoticize a Grand Hall ###
exoticise_a_grand_hall_decision = {
picture = {
trigger = {
NOR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_theocracy
government_has_flag = government_is_nomadic
top_liege ?= { government_has_flag = government_is_tribal }
top_liege ?= { government_has_flag = government_is_theocracy }
}
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
top_liege ?= {
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
capital_barony ?= title:b_constantinople
is_roman_emperor_primary_title_trigger = yes
}
}
}
}
reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds"
}
# picture = {
# trigger = {
# NOR = {
# government_has_flag = government_is_tribal
# government_has_flag = government_is_theocracy
# government_has_flag = government_is_nomadic
# top_liege ?= { government_has_flag = government_is_tribal }
# top_liege ?= { government_has_flag = government_is_theocracy }
# }
# OR = {
# culture = { has_cultural_pillar = heritage_byzantine }
# top_liege ?= {
# OR = {
# culture = { has_cultural_pillar = heritage_byzantine }
# capital_barony ?= title:b_constantinople
# is_roman_emperor_primary_title_trigger = yes
# }
# }
# }
# }
# reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds"
# }
picture = {
trigger = {
government_has_flag = government_is_nomadic

View file

@ -485,27 +485,27 @@ admin_confirmation_decision = {
hegemony = 0
}
sort_order = 1000
picture = {
trigger = {
NOR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_theocracy
top_liege ?= { government_has_flag = government_is_tribal }
top_liege ?= { government_has_flag = government_is_theocracy }
}
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
top_liege ?= {
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
capital_barony ?= title:b_constantinople
is_roman_emperor_primary_title_trigger = yes
}
}
}
}
reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds"
}
# picture = {
# trigger = {
# NOR = {
# government_has_flag = government_is_tribal
# government_has_flag = government_is_theocracy
# top_liege ?= { government_has_flag = government_is_tribal }
# top_liege ?= { government_has_flag = government_is_theocracy }
# }
# OR = {
# culture = { has_cultural_pillar = heritage_byzantine }
# top_liege ?= {
# OR = {
# culture = { has_cultural_pillar = heritage_byzantine }
# capital_barony ?= title:b_constantinople
# is_roman_emperor_primary_title_trigger = yes
# }
# }
# }
# }
# reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds"
# }
picture = {
reference = "gfx/interface/illustrations/decisions/decision_knight_kneeling.dds"
}
@ -1232,12 +1232,12 @@ convert_to_administrative_decision = {
ai_will_do = {
base = 0
modifier = {
OR = {
is_roman_emperor_primary_title_trigger = yes
}
add = 100
}
# modifier = {
# OR = {
# is_roman_emperor_primary_title_trigger = yes
# }
# add = 100
# }
modifier = {
culture = {
OR = {

View file

@ -352,163 +352,164 @@ fp3_promote_persian_scripture_decision = {
}
}
}
### Declare Stance in the Iranian Intermezzo ###
fp3_name_read_in_friday_prayer_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/fp3/antagonistic.dds"
}
selection_tooltip = fp3_name_read_in_friday_prayer_decision_tooltip
decision_group_type = major
sort_order = -20
decision_group_type = struggle
# We check this via the struggle itself.
ai_check_interval = 0
title = {
first_valid = {
# Supporter turns Detractor.
triggered_desc = {
trigger = { has_trait = fp3_struggle_supporter }
desc = fp3_name_read_in_friday_prayer_decision.supporter_turns_detractor.t
}
# Detractor turns Supporter.
triggered_desc = {
trigger = { has_trait = fp3_struggle_detractor }
desc = fp3_name_read_in_friday_prayer_decision.detractor.turns_supporter.t
}
# Neither trait.
desc = fp3_name_read_in_friday_prayer_decision.neutral.t
}
}
desc = {
first_valid = {
# Supporter turns Detractor.
triggered_desc = {
trigger = { has_trait = fp3_struggle_supporter }
desc = fp3_name_read_in_friday_prayer_decision.supporter_turns_detractor.desc
}
# Detractor turns Supporter.
triggered_desc = {
trigger = { has_trait = fp3_struggle_detractor }
desc = fp3_name_read_in_friday_prayer_decision.detractor.turns_supporter.desc
}
# Neither trait.
desc = fp3_name_read_in_friday_prayer_decision.neutral.desc
}
}
is_shown = {
has_fp3_dlc_trigger = yes
any_character_struggle = { this = struggle:persian_struggle }
has_religion = religion:islam_religion
}
is_valid = {
custom_tooltip = {
text = fp3_name_read_in_friday_prayer_decision.tt.orthodox_sunnis_only
faith.religious_head ?= title:d_sunni.holder
}
OR = {
fp3_name_read_in_friday_prayer_decision_liege_requirements_trigger = yes
trigger_if = {
# If you meet the requirements, there'll be no warning copy as it just doesn't apply to you.
limit = { fp3_name_read_in_friday_prayer_decision_liege_requirements_trigger = no }
custom_tooltip = {
text = fp3_name_read_in_friday_prayer_decision.tt.fallback_validity
always = yes
}
}
}
is_at_war = no
# Supporters can't switch away to detraction if they're allied to the caliph.
trigger_if = {
limit = {
has_trait = fp3_struggle_supporter
exists = title:d_sunni.holder
}
NOT = { is_allied_to = title:d_sunni.holder }
}
}
is_valid_showing_failures_only = {
is_available_adult = yes
custom_tooltip = {
text = fp3_name_read_in_friday_prayer_decision.tt.orthodox_sunnis_only
has_religion = religion:islam_religion
faith.religious_head ?= title:d_sunni.holder
}
custom_tooltip = {
text = fp3_name_read_in_friday_prayer_decision.tt.sunni_caliph_must_exist
exists = title:d_sunni.holder
}
custom_tooltip = {
text = fp3_name_read_in_friday_prayer_decision.tt.sunni_caliph_cannot_change_prayer_order
NOT = { has_title = title:d_sunni }
}
# If you've already got the modifier, then you can't flipflop unless the caliph changes.
trigger_if = {
limit = {
has_variable = last_explicit_friday_prayer_caliph
title:d_sunni.holder ?= var:last_explicit_friday_prayer_caliph
OR = {
has_character_modifier = fp3_name_read_in_friday_prayer_modifier
has_character_modifier = fp3_displayed_pious_submission_to_caliph_modifier
}
}
custom_tooltip = {
text = fp3_name_read_in_friday_prayer_decision.tt.require_new_caliph_or_modifier_lapse
always = no
}
}
# If you rejected the caliph's demands previously, then you can't flipflop unless the caliph changes.
custom_tooltip = {
text = fp3_name_read_in_friday_prayer_decision.tt.require_new_caliph_or_flag_lapse
OR = {
NOT = { has_variable = last_explicit_defied_caliph }
NOT = { title:d_sunni.holder ?= var:last_explicit_defied_caliph }
}
}
# If you killed the caliph at any point, you can't switch at all.
trigger_if = {
limit = {
has_trait = fp3_struggle_detractor
exists = title:d_sunni.holder
exists = title:d_sunni.holder.dynasty
NOT = { dynasty ?= title:d_sunni.holder.dynasty }
}
custom_tooltip = {
text = fp3_name_read_in_friday_prayer_decision.tt.caliph_murderers_cant_become_supporters
NOT = {
any_killed_character = {
save_temporary_scope_as = char_temp
title:d_sunni = {
any_past_holder = { this = scope:char_temp }
}
}
}
}
}
}
cost = {
piety = {
# Base value.
value = 250
# Not meeting the liege trigger reqs gives you an extra surcharge.
if = {
limit = { fp3_name_read_in_friday_prayer_decision_liege_requirements_trigger = no }
add = 350
}
}
}
effect = {
show_as_tooltip = { read_name_in_friday_prayer_scripted_effect = yes }
trigger_event = fp3_decision.0015
}
# No AI checks here as we handle them taking the decision as part of general struggle stuff.
}
#
#### Declare Stance in the Iranian Intermezzo ###
#fp3_name_read_in_friday_prayer_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/fp3/antagonistic.dds"
# }
# selection_tooltip = fp3_name_read_in_friday_prayer_decision_tooltip
# decision_group_type = major
# sort_order = -20
# decision_group_type = struggle
# # We check this via the struggle itself.
# ai_check_interval = 0
#
# title = {
# first_valid = {
# # Supporter turns Detractor.
# triggered_desc = {
# trigger = { has_trait = fp3_struggle_supporter }
# desc = fp3_name_read_in_friday_prayer_decision.supporter_turns_detractor.t
# }
# # Detractor turns Supporter.
# triggered_desc = {
# trigger = { has_trait = fp3_struggle_detractor }
# desc = fp3_name_read_in_friday_prayer_decision.detractor.turns_supporter.t
# }
# # Neither trait.
# desc = fp3_name_read_in_friday_prayer_decision.neutral.t
# }
# }
#
# desc = {
# first_valid = {
# # Supporter turns Detractor.
# triggered_desc = {
# trigger = { has_trait = fp3_struggle_supporter }
# desc = fp3_name_read_in_friday_prayer_decision.supporter_turns_detractor.desc
# }
# # Detractor turns Supporter.
# triggered_desc = {
# trigger = { has_trait = fp3_struggle_detractor }
# desc = fp3_name_read_in_friday_prayer_decision.detractor.turns_supporter.desc
# }
# # Neither trait.
# desc = fp3_name_read_in_friday_prayer_decision.neutral.desc
# }
# }
#
# is_shown = {
# has_fp3_dlc_trigger = yes
# any_character_struggle = { this = struggle:persian_struggle }
# has_religion = religion:islam_religion
# }
#
# is_valid = {
# custom_tooltip = {
# text = fp3_name_read_in_friday_prayer_decision.tt.orthodox_sunnis_only
# faith.religious_head ?= title:d_sunni.holder
# }
# OR = {
# fp3_name_read_in_friday_prayer_decision_liege_requirements_trigger = yes
# trigger_if = {
# # If you meet the requirements, there'll be no warning copy as it just doesn't apply to you.
# limit = { fp3_name_read_in_friday_prayer_decision_liege_requirements_trigger = no }
# custom_tooltip = {
# text = fp3_name_read_in_friday_prayer_decision.tt.fallback_validity
# always = yes
# }
# }
# }
# is_at_war = no
# # Supporters can't switch away to detraction if they're allied to the caliph.
# trigger_if = {
# limit = {
# has_trait = fp3_struggle_supporter
# exists = title:d_sunni.holder
# }
# NOT = { is_allied_to = title:d_sunni.holder }
# }
# }
#
# is_valid_showing_failures_only = {
# is_available_adult = yes
# custom_tooltip = {
# text = fp3_name_read_in_friday_prayer_decision.tt.orthodox_sunnis_only
# has_religion = religion:islam_religion
# faith.religious_head ?= title:d_sunni.holder
# }
# custom_tooltip = {
# text = fp3_name_read_in_friday_prayer_decision.tt.sunni_caliph_must_exist
# exists = title:d_sunni.holder
# }
# custom_tooltip = {
# text = fp3_name_read_in_friday_prayer_decision.tt.sunni_caliph_cannot_change_prayer_order
# NOT = { has_title = title:d_sunni }
# }
# # If you've already got the modifier, then you can't flipflop unless the caliph changes.
# trigger_if = {
# limit = {
# has_variable = last_explicit_friday_prayer_caliph
# title:d_sunni.holder ?= var:last_explicit_friday_prayer_caliph
# OR = {
# has_character_modifier = fp3_name_read_in_friday_prayer_modifier
# has_character_modifier = fp3_displayed_pious_submission_to_caliph_modifier
# }
# }
# custom_tooltip = {
# text = fp3_name_read_in_friday_prayer_decision.tt.require_new_caliph_or_modifier_lapse
# always = no
# }
# }
# # If you rejected the caliph's demands previously, then you can't flipflop unless the caliph changes.
# custom_tooltip = {
# text = fp3_name_read_in_friday_prayer_decision.tt.require_new_caliph_or_flag_lapse
# OR = {
# NOT = { has_variable = last_explicit_defied_caliph }
# NOT = { title:d_sunni.holder ?= var:last_explicit_defied_caliph }
# }
# }
# # If you killed the caliph at any point, you can't switch at all.
# trigger_if = {
# limit = {
# has_trait = fp3_struggle_detractor
# exists = title:d_sunni.holder
# exists = title:d_sunni.holder.dynasty
# NOT = { dynasty ?= title:d_sunni.holder.dynasty }
# }
# custom_tooltip = {
# text = fp3_name_read_in_friday_prayer_decision.tt.caliph_murderers_cant_become_supporters
# NOT = {
# any_killed_character = {
# save_temporary_scope_as = char_temp
# title:d_sunni = {
# any_past_holder = { this = scope:char_temp }
# }
# }
# }
# }
# }
# }
#
# cost = {
# piety = {
# # Base value.
# value = 250
# # Not meeting the liege trigger reqs gives you an extra surcharge.
# if = {
# limit = { fp3_name_read_in_friday_prayer_decision_liege_requirements_trigger = no }
# add = 350
# }
# }
# }
#
# effect = {
# show_as_tooltip = { read_name_in_friday_prayer_scripted_effect = yes }
# trigger_event = fp3_decision.0015
# }
#
#
# # No AI checks here as we handle them taking the decision as part of general struggle stuff.
#}
#

View file

@ -628,7 +628,7 @@ bubonic_plague = {
}
if = {
limit = {
current_date >= 1346.1.1
current_date >= 2835.1.1
has_game_rule = bd_occurrence_historical
NOT = {
has_global_variable = black_death_happened
@ -664,7 +664,7 @@ bubonic_plague = {
limit = {
has_game_rule = bd_occurrence_historical
OR = {
current_date < 1346.1.1
current_date < 2835.1.1
NOT = {
geographical_region = world_central_asia
}
@ -678,25 +678,6 @@ bubonic_plague = {
spread_chance = {
value = spread_chance_epidemics_default_value
multiply = spread_chance_epidemics_mult_value
#Exclusions for historical Milan and Poland, husariaaaa
if = {
limit = {
has_game_rule = bd_occurrence_historical
OR = {
geographical_region = ghw_region_poland
geographical_region = custom_polabia
geographical_region = world_tibet
county.duchy = title:d_lombardia
county.duchy = title:d_aragon
county.duchy = title:d_armagnac
county.duchy = title:d_bohemia
county.duchy = title:d_krusnohori
county.duchy = title:d_severovychodni_cechy
}
}
multiply = 0.02
}
}
max_provinces = { 12000 13100 }
@ -2363,12 +2344,8 @@ ergotism = { #dancing plague - not contagious
county = {
OR = {
religion = religion:catholic_religion
faith = faith:orthodox
faith = faith:nestorian
faith = faith:coptic
faith = faith:armenian_apostolic
faith = faith:insular_celtic
}
religion = religion:eastern_orthodox_religion
religion = religion:protestant_religion
}
}
}

View file

@ -71,7 +71,7 @@ e_iberia = {
ai_primary_priority = {
if = {
limit = {
culture = culture:andalusian
culture = culture:NEOW_andalusian
}
add = @correct_culture_primary_score
}

View file

@ -598,7 +598,7 @@
}
should_start_with = {
has_ep3_dlc_trigger = yes
has_title = title:e_byzantium
# has_title = title:e_byzantium
government_allows = administrative
}
succession = {

View file

@ -79,7 +79,11 @@
can_change_title_law_trigger = yes
}
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 = {
order_of_succession = election

View file

@ -819,154 +819,154 @@ on_death = {
}
}
# Struggle Catalysts
## Generic unnatural deaths.
if = {
limit = { exists = scope:killer }
if = { # FP2/Generic
limit = {
is_important_or_vip_struggle_character = yes
any_character_struggle = {
involvement = involved
phase_has_catalyst = catalyst_unnatural_death_important_character
}
}
every_character_struggle = {
involvement = involved
activate_struggle_catalyst = {
catalyst = catalyst_unnatural_death_important_character
character = root
}
}
}
if = {
limit = {
has_trait = fp3_struggle_supporter
any_character_struggle = {
involvement = involved
phase_has_catalyst = catalyst_unnatural_death_supporter
}
}
every_character_struggle = {
involvement = involved
activate_struggle_catalyst = {
catalyst = catalyst_unnatural_death_supporter
character = root
}
log_debug_variable_for_persian_struggle_effect = { VAR = unrest_catalyst_unnatural_death_supporter }
}
}
if = {
limit = {
has_trait = fp3_struggle_detractor
any_character_struggle = {
involvement = involved
phase_has_catalyst = catalyst_unnatural_death_detractor
}
}
every_character_struggle = {
involvement = involved
activate_struggle_catalyst = {
catalyst = catalyst_unnatural_death_detractor
character = root
}
log_debug_variable_for_persian_struggle_effect = { VAR = stabil_catalyst_unnatural_death_detractor }
}
}
}
## Caliphal deaths.
if = {
limit = { has_title = title:d_sunni }
## Did they die violently?
### Checked against the struggle directly: the caliph may, after all, be entirely unrelated & this catalyst is FP3-specific.
if = {
limit = {
exists = scope:killer
struggle:persian_struggle ?= {
phase_has_catalyst = catalyst_caliph_died_violently
NOT = { has_variable = significant_character_death_cooldown }
}
}
struggle:persian_struggle = {
activate_struggle_catalyst = {
catalyst = catalyst_caliph_died_violently
character = root
}
log_debug_variable_for_persian_struggle_effect = { VAR = concession_catalyst_caliph_died_violently }
set_variable = {
name = significant_character_death_cooldown
value = yes
years = catalyst_cooldown_between_significant_character_deaths_years_value
}
}
}
## If not, give the natural version.
### Checked against the struggle directly: the caliph may, after all, be entirely unrelated & this catalyst is FP3-specific.
else_if = {
limit = {
struggle:persian_struggle ?= {
phase_has_catalyst = catalyst_caliph_died_naturally
NOT = { has_variable = significant_character_death_cooldown }
}
}
struggle:persian_struggle = {
activate_struggle_catalyst = {
catalyst = catalyst_caliph_died_naturally
character = root
}
log_debug_variable_for_persian_struggle_effect = { VAR = concession_catalyst_caliph_died_naturally }
set_variable = {
name = significant_character_death_cooldown
value = yes
years = catalyst_cooldown_between_significant_character_deaths_years_value
}
}
}
}
# Other Struggle Stuff
## Caliphal deaths part 2: because people tend to remember stuff like that.
if = {
limit = {
has_title = title:d_sunni
# Check that scope:killer is in some way involved in the on-going disputes.
scope:killer ?= {
any_character_struggle = { this = struggle:persian_struggle }
# Inter-familial murders within the caliphate don't count, that's just politics.
exists = root.dynasty
NOT = { dynasty ?= root.dynasty }
}
}
# Cool, we've established you're involved enough to assign traits to and don't have extenuating circumstances.
scope:killer = {
# Are you a supporter? If so, invert.
if = {
limit = { has_trait = fp3_struggle_supporter }
send_interface_toast = {
type = event_toast_effect_neutral
title = persian_struggle.tt.supporter_killed_caliph
left_icon = root
hidden_effect = { remove_trait = fp3_struggle_supporter }
add_trait_force_tooltip = fp3_struggle_detractor
}
}
# Are you neutral? If so, become a detractor.
else_if = {
limit = {
NOR = {
has_trait = fp3_struggle_supporter
has_trait = fp3_struggle_detractor
}
}
send_interface_toast = {
type = event_toast_effect_neutral
title = persian_struggle.tt.neutral_killed_caliph
left_icon = root
add_trait = fp3_struggle_detractor
}
}
# Else you're a detractor? You're good, carry on as you are.
}
}
# # Struggle Catalysts
# ## Generic unnatural deaths.
# if = {
# limit = { exists = scope:killer }
# if = { # FP2/Generic
# limit = {
# is_important_or_vip_struggle_character = yes
# any_character_struggle = {
# involvement = involved
# phase_has_catalyst = catalyst_unnatural_death_important_character
# }
# }
# every_character_struggle = {
# involvement = involved
# activate_struggle_catalyst = {
# catalyst = catalyst_unnatural_death_important_character
# character = root
# }
# }
# }
# if = {
# limit = {
# has_trait = fp3_struggle_supporter
# any_character_struggle = {
# involvement = involved
# phase_has_catalyst = catalyst_unnatural_death_supporter
# }
# }
# every_character_struggle = {
# involvement = involved
# activate_struggle_catalyst = {
# catalyst = catalyst_unnatural_death_supporter
# character = root
# }
# log_debug_variable_for_persian_struggle_effect = { VAR = unrest_catalyst_unnatural_death_supporter }
# }
# }
# if = {
# limit = {
# has_trait = fp3_struggle_detractor
# any_character_struggle = {
# involvement = involved
# phase_has_catalyst = catalyst_unnatural_death_detractor
# }
# }
# every_character_struggle = {
# involvement = involved
# activate_struggle_catalyst = {
# catalyst = catalyst_unnatural_death_detractor
# character = root
# }
# log_debug_variable_for_persian_struggle_effect = { VAR = stabil_catalyst_unnatural_death_detractor }
# }
# }
# }
# ## Caliphal deaths.
# if = {
# limit = { has_title = title:d_sunni }
# ## Did they die violently?
# ### Checked against the struggle directly: the caliph may, after all, be entirely unrelated & this catalyst is FP3-specific.
# if = {
# limit = {
# exists = scope:killer
# struggle:persian_struggle ?= {
# phase_has_catalyst = catalyst_caliph_died_violently
# NOT = { has_variable = significant_character_death_cooldown }
# }
# }
# struggle:persian_struggle = {
# activate_struggle_catalyst = {
# catalyst = catalyst_caliph_died_violently
# character = root
# }
# log_debug_variable_for_persian_struggle_effect = { VAR = concession_catalyst_caliph_died_violently }
# set_variable = {
# name = significant_character_death_cooldown
# value = yes
# years = catalyst_cooldown_between_significant_character_deaths_years_value
# }
# }
# }
# ## If not, give the natural version.
# ### Checked against the struggle directly: the caliph may, after all, be entirely unrelated & this catalyst is FP3-specific.
# else_if = {
# limit = {
# struggle:persian_struggle ?= {
# phase_has_catalyst = catalyst_caliph_died_naturally
# NOT = { has_variable = significant_character_death_cooldown }
# }
# }
# struggle:persian_struggle = {
# activate_struggle_catalyst = {
# catalyst = catalyst_caliph_died_naturally
# character = root
# }
# log_debug_variable_for_persian_struggle_effect = { VAR = concession_catalyst_caliph_died_naturally }
# set_variable = {
# name = significant_character_death_cooldown
# value = yes
# years = catalyst_cooldown_between_significant_character_deaths_years_value
# }
# }
# }
# }
# # Other Struggle Stuff
# ## Caliphal deaths part 2: because people tend to remember stuff like that.
# if = {
# limit = {
# has_title = title:d_sunni
# # Check that scope:killer is in some way involved in the on-going disputes.
# scope:killer ?= {
# any_character_struggle = { this = struggle:persian_struggle }
# # Inter-familial murders within the caliphate don't count, that's just politics.
# exists = root.dynasty
# NOT = { dynasty ?= root.dynasty }
# }
# }
# # Cool, we've established you're involved enough to assign traits to and don't have extenuating circumstances.
# scope:killer = {
# # Are you a supporter? If so, invert.
# if = {
# limit = { has_trait = fp3_struggle_supporter }
# send_interface_toast = {
# type = event_toast_effect_neutral
# title = persian_struggle.tt.supporter_killed_caliph
# left_icon = root
# hidden_effect = { remove_trait = fp3_struggle_supporter }
# add_trait_force_tooltip = fp3_struggle_detractor
# }
# }
# # Are you neutral? If so, become a detractor.
# else_if = {
# limit = {
# NOR = {
# has_trait = fp3_struggle_supporter
# has_trait = fp3_struggle_detractor
# }
# }
# send_interface_toast = {
# type = event_toast_effect_neutral
# title = persian_struggle.tt.neutral_killed_caliph
# left_icon = root
# add_trait = fp3_struggle_detractor
# }
# }
# # Else you're a detractor? You're good, carry on as you are.
# }
# }
every_close_family_member = {
create_character_memory = {

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@ -449,29 +449,29 @@ on_character_faith_change = {
}
}
}
## Struggle Effects
### persian_struggle: switching faith to anything that isn't an orthodox Sunni creed'll flip you to detractor.
if = {
limit = {
# Gotta be in the appropriate struggle.
any_character_struggle = { this = struggle:persian_struggle }
# Filter out pre-existing detractors.
NOT = { has_trait = fp3_struggle_detractor }
# Now, check the new faith.
exists = title:d_sunni.holder
OR = {
NOT = { exists = faith.religious_head }
NOT = { faith.religious_head = title:d_sunni.holder }
}
}
send_interface_toast = {
type = event_toast_effect_neutral
title = persian_struggle.tt.converted_away_from_sunni_orthodoxy
left_icon = root
hidden_effect = { remove_trait = fp3_struggle_supporter }
add_trait_force_tooltip = fp3_struggle_detractor
}
}
# ## Struggle Effects
# ### persian_struggle: switching faith to anything that isn't an orthodox Sunni creed'll flip you to detractor.
# if = {
# limit = {
# # Gotta be in the appropriate struggle.
# any_character_struggle = { this = struggle:persian_struggle }
# # Filter out pre-existing detractors.
# NOT = { has_trait = fp3_struggle_detractor }
# # Now, check the new faith.
# exists = title:d_sunni.holder
# OR = {
# NOT = { exists = faith.religious_head }
# NOT = { faith.religious_head = title:d_sunni.holder }
# }
# }
# send_interface_toast = {
# type = event_toast_effect_neutral
# title = persian_struggle.tt.converted_away_from_sunni_orthodoxy
# left_icon = root
# hidden_effect = { remove_trait = fp3_struggle_supporter }
# add_trait_force_tooltip = fp3_struggle_detractor
# }
# }
# Local conversion
if = {

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@ -777,7 +777,7 @@ yearly_playable_pulse = {
limit = {
government_has_flag = government_is_prepublic
any_held_title = {
title_tier > barony
tier >= tier_county
is_nomad_title = no
NOT = {
has_title_law = saxon_elective_succession_law
@ -786,7 +786,7 @@ yearly_playable_pulse = {
}
every_held_title = {
limit = {
title_tier > barony
tier >= tier_county
is_nomad_title = no
}
add_title_law = saxon_elective_succession_law
@ -814,7 +814,7 @@ yearly_playable_pulse = {
limit = {
government_has_flag = government_is_urepublic
any_held_title = {
title_tier > barony
tier >= tier_county
is_nomad_title = no
NOT = {
has_title_law = urban_elective_succession_law
@ -823,7 +823,7 @@ yearly_playable_pulse = {
}
every_held_title = {
limit = {
title_tier > barony
tier >= tier_county
is_nomad_title = no
}
add_title_law = urban_elective_succession_law
@ -1236,7 +1236,7 @@ yearly_playable_pulse = {
}
else_if = {
limit = {
government = landless_minority_government
has_government = landless_minority_government
domicile ?= {
OR = {
has_domicile_building_or_higher = village_rice_field_01
@ -1254,7 +1254,7 @@ yearly_playable_pulse = {
}
if = {
limit = {
government = landless_minority_government
has_government = landless_minority_government
domicile ?= {
has_domicile_building_or_higher = village_grazing_land_05
}
@ -1267,7 +1267,7 @@ yearly_playable_pulse = {
}
else_if = {
limit = {
government = landless_minority_government
has_government = landless_minority_government
domicile ?= {
has_domicile_building_or_higher = village_grazing_land_03
}
@ -1280,7 +1280,7 @@ yearly_playable_pulse = {
}
else_if = {
limit = {
government = landless_minority_government
has_government = landless_minority_government
domicile ?= {
has_domicile_building_or_higher = village_grazing_land_01
}
@ -1295,7 +1295,7 @@ yearly_playable_pulse = {
}
if = {
limit = {
government = landless_minority_government
has_government = landless_minority_government
domicile ?= {
has_domicile_building_or_higher = communal_gardens_fruit_05
}
@ -1308,7 +1308,7 @@ yearly_playable_pulse = {
}
else_if = {
limit = {
government = landless_minority_government
has_government = landless_minority_government
domicile ?= {
has_domicile_building_or_higher = communal_gardens_03
}
@ -1321,7 +1321,7 @@ yearly_playable_pulse = {
}
else_if = {
limit = {
government = landless_minority_government
has_government = landless_minority_government
domicile ?= {
has_domicile_building_or_higher = communal_gardens_01
}
@ -1705,7 +1705,7 @@ yearly_playable_pulse = {
}
# Failsafe to ensure we don't get independent admin rulers of too low a rank (i.e. below king)
# Failsafe to ensure we don't have a noble family holding land without other titles - Give any held land to liege
else_if = {
if = {
limit = {
# They are a Vassal
is_independent_ruler = no
@ -2319,11 +2319,11 @@ three_year_playable_pulse = {
events = {
adultery.0001 #Suspected spouse/soulmate of cheating (increased chance when there is a lover, but can also trigger otherwise)
}
random_events = {
800 = 0
200 = global_culture.3011
600 = global_culture.3012
}
# random_events = {
# 800 = 0
# 200 = global_culture.3011
# 600 = global_culture.3012
# }
effect = {
if = { # Nomadic herd starves if you're landless
limit = {
@ -2771,7 +2771,7 @@ quarterly_playable_pulse = {
limit = {
government_has_flag = government_is_prepublic
any_held_title = {
title_tier > barony
tier >= tier_county
is_nomad_title = no
NOT = {
has_title_law = saxon_elective_succession_law
@ -2780,7 +2780,7 @@ quarterly_playable_pulse = {
}
every_held_title = {
limit = {
title_tier > barony
tier >= tier_county
is_nomad_title = no
}
add_title_law = saxon_elective_succession_law
@ -2808,7 +2808,7 @@ quarterly_playable_pulse = {
limit = {
government_has_flag = government_is_urepublic
any_held_title = {
title_tier > barony
tier >= tier_county
is_nomad_title = no
NOT = {
has_title_law = urban_elective_succession_law
@ -2817,7 +2817,7 @@ quarterly_playable_pulse = {
}
every_held_title = {
limit = {
title_tier > barony
tier >= tier_county
is_nomad_title = no
}
add_title_law = urban_elective_succession_law
@ -3392,7 +3392,7 @@ on_yearly_events = {
400 = yearly_persian.1101 # Shu'ubiyya, or Persian Nationalism (From the foreign side)
# Varangian Guard
400 = varangian.0001 # A Courtier wants to join the Varangian Guard
# 400 = varangian.0001 # A Courtier wants to join the Varangian Guard
#Pet story cycles
20 = pet_animal.5001 # Rival has cat...
@ -3653,12 +3653,12 @@ on_yearly_events = {
180 = fp2_yearly.8004 # Translation School
180 = fp2_yearly.8005 # Under the Stone Pine
180 = fp2_yearly.8006 # Saqaliba Settlers
180 = fp2_struggle.1002 # Xenophilic Advancment
160 = fp2_struggle.1050 # Dreams of Destruction
150 = fp2_struggle.2000 # Disorderly Market
140 = fp2_struggle.2008 # Misdeeds of the Councillor
300 = fp2_struggle.2013 # The Secret to Freedom
130 = fp2_struggle.2015 # Letter on the Back
# 180 = fp2_struggle.1002 # Xenophilic Advancment
# 160 = fp2_struggle.1050 # Dreams of Destruction
# 150 = fp2_struggle.2000 # Disorderly Market
# 140 = fp2_struggle.2008 # Misdeeds of the Councillor
# 300 = fp2_struggle.2013 # The Secret to Freedom
# 130 = fp2_struggle.2015 # Letter on the Back
180 = fp2_yearly.2025 # Suffering from Success
150 = fp2_yearly.4001 # You fancy a little siesta
150 = fp2_yearly.4002 # A county is increasingly religiously intertwined

View file

@ -1646,8 +1646,8 @@ doctrine_polytheist = {
is_shown = {
OR = {
religion = religion:sevillian
faith = faith:roman_catholic
faith = faith:sevillian
}
}
can_pick = {
@ -1675,8 +1675,8 @@ doctrine_polytheist = {
is_shown = {
OR = {
religion = religion:sevillian
faith = faith:roman_catholic
faith = faith:sevillian
}
}
can_pick = {
@ -1704,8 +1704,8 @@ doctrine_polytheist = {
is_shown = {
OR = {
religion = religion:sevillian
faith = faith:roman_catholic
faith = faith:sevillian
}
}
can_pick = {
@ -1732,10 +1732,7 @@ doctrine_polytheist = {
doctrine_sevillian_dominion_4 = {
is_shown = {
OR = {
religion = religion:sevillian
}
faith = faith:sevillian
}
can_pick = {
always = no
@ -1762,8 +1759,8 @@ doctrine_polytheist = {
is_shown = {
OR = {
religion = religion:sevillian
faith = faith:roman_catholic
faith = faith:sevillian
}
}
can_pick = {
@ -1791,8 +1788,8 @@ doctrine_polytheist = {
is_shown = {
OR = {
religion = religion:sevillian
faith = faith:roman_catholic
faith = faith:sevillian
}
}
can_pick = {
@ -1820,8 +1817,8 @@ doctrine_polytheist = {
is_shown = {
OR = {
religion = religion:sevillian
faith = faith:roman_catholic
faith = faith:sevillian
}
}
can_pick = {
@ -1849,8 +1846,8 @@ doctrine_polytheist = {
is_shown = {
OR = {
religion = religion:sevillian
faith = faith:roman_catholic
faith = faith:sevillian
}
}
can_pick = {
@ -1878,8 +1875,8 @@ doctrine_polytheist = {
is_shown = {
OR = {
religion = religion:sevillian
faith = faith:roman_catholic
faith = faith:sevillian
}
}
can_pick = {
@ -1908,7 +1905,8 @@ doctrine_polytheist = {
is_shown = {
OR = {
religion = religion:roman_catholic
faith = faith:roman_catholic
faith = faith:sevillian
}
}
can_pick = {
@ -1965,8 +1963,8 @@ doctrine_polytheist = {
is_shown = {
OR = {
religion = religion:roman_catholic
religion = religion:sevillian
faith = faith:roman_catholic
faith = faith:sevillian
}
}
can_pick = {
@ -1994,8 +1992,8 @@ doctrine_polytheist = {
is_shown = {
OR = {
religion = religion:roman_catholic
religion = religion:sevillian
faith = faith:roman_catholic
faith = faith:sevillian
}
}
can_pick = {
@ -2023,8 +2021,8 @@ doctrine_polytheist = {
is_shown = {
OR = {
religion = religion:roman_catholic
religion = religion:sevillian
faith = faith:roman_catholic
faith = faith:sevillian
}
}
can_pick = {
@ -2052,8 +2050,8 @@ doctrine_polytheist = {
is_shown = {
OR = {
religion = religion:roman_catholic
religion = religion:sevillian
faith = faith:roman_catholic
faith = faith:sevillian
}
}
can_pick = {
@ -2081,8 +2079,8 @@ doctrine_polytheist = {
is_shown = {
OR = {
religion = religion:roman_catholic
religion = religion:sevillian
faith = faith:roman_catholic
faith = faith:sevillian
}
}
can_pick = {
@ -2110,8 +2108,8 @@ doctrine_polytheist = {
is_shown = {
OR = {
religion = religion:roman_catholic
religion = religion:sevillian
faith = faith:roman_catholic
faith = faith:sevillian
}
}
can_pick = {

View file

@ -4861,12 +4861,12 @@
}
value = faith_tenet_cost_low
}
else_if = {
limit = { #Reduction in cost for Celtic Christianity because of stone circle shenanigans
this = faith:insular_celtic
}
value = faith_tenet_cost_mid
}
# else_if = {
# limit = { #Reduction in cost for Celtic Christianity because of stone circle shenanigans
# this = faith:insular_celtic
# }
# value = faith_tenet_cost_mid
# }
else = {
value = faith_tenet_cost_high
}

View file

@ -193,7 +193,9 @@ maastricht = {
character_modifier = {
diplomacy_per_piety_level = 1
}
flag = jerusalem_conversion_bonus # +20% County Conversion
parameters = {
jerusalem_conversion_bonus # +20% County Conversion
}
}
frankfurt = {
@ -345,7 +347,7 @@ southhampton = {
cornwall = {
county = c_cornwall
barony = b_tintgalel
barony = b_tintagel
character_modifier = {
defender_advantage = 5
@ -666,15 +668,15 @@ kent = {
}
}
segrada_familia = {
county = c_barcelona
is_active = no
character_modifier = {
name = holy_site_segrada_familia_effect_name
monthly_piety_gain_mult = 0.1
}
}
#segrada_familia = {
# county = c_barcelona
# is_active = no
#
# character_modifier = {
# name = holy_site_segrada_familia_effect_name
# monthly_piety_gain_mult = 0.1
# }
#}
santo_toribio_de_liebana = {
county = c_asturias_de_santillana
@ -1066,8 +1068,9 @@ farz = {
kerala = {
county = c_kerala #St. Thomas Christians. Gotta give this one a *big* bonus - conversion speed maybe??
flag = kerala_conversion_bonus # +50% County Conversion Speed
}
parameters = {
kerala_conversion_bonus # +20% County Conversion
}
# Insular Celtic
## The ecclesiastic capital of Ireland, and site of St. Patrick's primary church.
@ -1085,7 +1088,9 @@ iona = {
county = c_inner_hebrides
# +20% County Conversion Speed in the British Isles
flag = iona_conversion_bonus
parameters = {
iona_conversion_bonus # +20% County Conversion
}
}
## Mountain where patrick fasted and banished the snakes, Pilgramage Site
croagh_patrick = {
@ -1111,7 +1116,7 @@ lough_derg = {
wistman_wood = {
county = c_devon
barony = b_oakhampton
barony = b_okehampton
character_modifier = {
monthly_piety_gain_mult = 0.15
@ -1179,7 +1184,9 @@ greenan ={
barony = b_raphoe
# 50% County Conversion Resistance
flag = visoki_conversion_resistance_bonus
parameters = {
visoki_conversion_resistance_bonus
}
}
beaghmore ={
@ -1207,7 +1214,9 @@ visoki = {
county = c_rama
# 50% County Conversion Resistance
flag = visoki_conversion_resistance_bonus
parameters = {
visoki_conversion_resistance_bonus
}
}
## Seat of the Archbishop of Ragusa, the diocese under which the Bishopric of Bosnia fell, and whose political support allowed them to stay largely independent of Rome.
@ -1309,7 +1318,9 @@ medina = {
cordoba = {
county = c_cordoba
flag = cordoba_conversion_bonus # +20% county conversion speed
parameters = {
cordoba_conversion_bonus # +20% County Conversion
}
}
sinai = {

View file

@ -269,7 +269,7 @@ finnic_religion = { #placeholder
doctrine = doctrine_pilgrimage_local_rites
doctrine = unreformed_faith_doctrine
doctrine = doctrine_pluralism_pluralistic
doctrine_clerical_succession_temporal_appointment
doctrine = clerical_succession_temporal_appointment
localization = {
#HighGod
HighGodName = kalevalaist_high_god_name
@ -473,7 +473,7 @@ finnic_religion = { #placeholder
doctrine = doctrine_homosexuality_accepted
doctrine = doctrine_pilgrimage_local_rites
doctrine = doctrine_pluralism_fundamentalist
doctrine_clerical_succession_temporal_appointment
doctrine = clerical_succession_temporal_appointment
doctrine = doctrine_clerical_function_recruitment
doctrine = doctrine_witchcraft_shunned

View file

@ -26,7 +26,7 @@ hungaric_religion = { #placeholder
doctrine = doctrine_adultery_women_shunned
doctrine = doctrine_kinslaying_shunned
doctrine = doctrine_deviancy_shunned
doctrine = doctrine_witchcraft_virtuos
doctrine = doctrine_witchcraft_virtuous
#Clerical Functions | placeholder
doctrine = doctrine_clerical_function_taxation

View file

@ -132,7 +132,6 @@
holy_site = ker_ys
holy_site = doggerland
holy_site = rocamadour
holy_site = doggerland
#Special Tolerance
doctrine = special_doctrine_fantastical_kinship

View file

@ -28,7 +28,7 @@ slavic_religion = { #placeholder
#Clerical Functions | placeholder
doctrine = doctrine_clerical_function_recruitment
doctrine = doctrine_clerical_gender_equal
doctrine = doctrine_clerical_gender_either
doctrine = doctrine_clerical_marriage_disallowed
doctrine = doctrine_clerical_succession_spiritual_fixed_appointment

View file

@ -569,42 +569,42 @@ fp3_avicenna_template = {
#This is Rhazes, the great Iranian polymath. He's scripted here so we can potentialy use him in many events, or move him to the history files if needed later.
fp3_rhazes_template = {
age = { 30 70 } #their rough age during the period of their flourishing
name = "Abu_Bakr_al-Razi" #Rhazes
gender = male
faith = faith:ashari
culture = culture:persian
dynasty = none
trait = intellect_good_2 #He was one of the Middle Ages' greatest geniuses
trait = lifestyle_herbalist
trait = lifestyle_physician
trait = education_learning_4
trait = cynical
trait = stubborn
random_traits_list = { #his personality
count = 1
compassionate = {}
calm = {}
}
random_traits = no
#Skills
learning = {
min_template_high_skill
max_template_high_skill
}
martial = 3
prowess = 7
diplomacy = 9
intrigue = 7
stewardship = 4
after_creation = {
add_trait_xp = {
trait = lifestyle_physician
value = 100
}
}
}
#fp3_rhazes_template = {
# age = { 30 70 } #their rough age during the period of their flourishing
# name = "Abu_Bakr_al-Razi" #Rhazes
# gender = male
# faith = faith:ashari
# culture = culture:persian
# dynasty = none
# trait = intellect_good_2 #He was one of the Middle Ages' greatest geniuses
# trait = lifestyle_herbalist
# trait = lifestyle_physician
# trait = education_learning_4
# trait = cynical
# trait = stubborn
# random_traits_list = { #his personality
# count = 1
# compassionate = {}
# calm = {}
# }
# random_traits = no
# #Skills
# learning = {
# min_template_high_skill
# max_template_high_skill
# }
# martial = 3
# prowess = 7
# diplomacy = 9
# intrigue = 7
# stewardship = 4
# after_creation = {
# add_trait_xp = {
# trait = lifestyle_physician
# value = 100
# }
# }
#}
#This is Al-Akhwayni, a physician known for his treatment of mental disorders

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@ -134,33 +134,33 @@ create_head_of_faith_title_effect = {
trigger_event = faith_creation.0002 # Creates new dynamic title
}
else = { trigger_event = faith_creation.0012 } # Re-uses existing title
if = {
limit = {
faith = {
has_doctrine_parameter = holy_order_head_of_faith
}
}
if = {
limit = {
#only create a HoF if none exists
faith = {
any_faith_holy_order = {
count = 0
exists = this
}
}
}
trigger_event = N3OW_holy_order.0003
}
else = {
faith = {
random_faith_holy_order = {
save_scope_as = picked_holy_order
}
}
faith.set_religious_head_title = scope:picked_holy_order.title
}
}
# if = {
# limit = {
# faith = {
# has_doctrine_parameter = holy_order_head_of_faith
# }
# }
# if = {
# limit = {
# #only create a HoF if none exists
# faith = {
# any_faith_holy_order = {
# count = 0
# exists = this
# }
# }
# }
# trigger_event = N3OW_holy_order.0003
# }
# else = {
# faith = {
# random_faith_holy_order = {
# save_scope_as = picked_holy_order
# }
# }
# faith.set_religious_head_title = scope:picked_holy_order.title
# }
# }
}
}

View file

@ -0,0 +1,650 @@

### Cultural trigger list
# drinks_alcohol_trigger - Would this person drink alcohol?
# holder_or_above_is_player_of_culture - Is this county's holder or anyone above them in the de facto hierarchy a player with the same culture?
######################
# Cultural triggers #
######################
drinks_alcohol_trigger = {
is_adult = yes
custom_tooltip = {
text = drinks_alcohol
OR = {
has_trait = drunkard
faith_forbids_alcohol_trigger = no
}
}
}
faith_forbids_alcohol_trigger = {
OR = {
religion = religion:islam_religion # Prohibited by khamr, a prohibition against intoxicants
religion = religion:jainism_religion # Prohibited along with the consumption of any fermented food
AND = {
has_trait = zealous
religion = religion:buddhism_religion # Discouraged as it disrupts progress along the eightfold path
}
# faith = faith:mandeaism # Whoever drinks wine in a tavern, he will be torn to pieces with toothed saws
}
}
# If you need to check if a county drinks alcohol.
faith_only_forbids_alcohol_trigger = {
OR = {
religion = religion:islam_religion # Prohibited by khamr, a prohibition against intoxicants
religion = religion:jainism_religion # Prohibited along with the consumption of any fermented food
religion = religion:buddhism_religion # Discouraged as it disrupts progress along the eightfold path
# faith = faith:mandeaism # Whoever drinks wine in a tavern, he will be torn to pieces with toothed saws
}
}
holder_or_above_is_player_of_culture = {
culture = {
save_temporary_scope_as = this_culture
}
OR = {
holder = {
AND = {
is_ai = no
culture = scope:this_culture
}
any_liege_or_above = {
is_ai = no
culture = scope:this_culture
}
}
}
}
culture_in_winter_geographical_region_trigger = {
custom_description = {
text = culture_in_winter_geographical_region_trigger_desc
any_culture_county = {
any_county_province = {
OR = {
geographical_region = world_europe_north
geographical_region = world_europe_west
geographical_region = world_europe_east
geographical_region = world_steppe
geographical_region = world_tibet
geographical_region = world_asia_china
geographical_region = world_asia_japan
geographical_region = world_asia_sakhalin_hokkaido
geographical_region = world_asia_korea
geographical_region = world_asia_north_east
}
}
}
}
}
culture_in_non_sedentary_geographical_region_trigger = {
custom_description = {
text = culture_in_non_sedentary_geographical_region_trigger_desc
any_culture_county = {
any_county_province = {
geographical_region = world_steppe
}
}
}
}
culture_not_pacifistic_trigger = {
custom_description = {
text = culture_not_pacifist_trigger_desc
NOT = {
culture_tradition:tradition_pacifism = { is_in_list = traits }
}
}
}
culture_not_warlike_trigger = {
custom_description = {
text = culture_not_warlike_trigger_desc
NOR = {
culture_tradition:tradition_winter_warriors = { is_in_list = traits }
culture_tradition:tradition_forest_fighters = { is_in_list = traits }
culture_tradition:tradition_mountaineers = { is_in_list = traits }
culture_tradition:tradition_warriors_of_the_dry = { is_in_list = traits }
culture_tradition:tradition_highland_warriors = { is_in_list = traits }
culture_tradition:tradition_jungle_warriors = { is_in_list = traits }
culture_tradition:tradition_quarrelsome = { is_in_list = traits }
culture_tradition:tradition_malleable_invaders = { is_in_list = traits }
culture_tradition:tradition_hunters = { is_in_list = traits }
culture_tradition:tradition_warrior_culture = { is_in_list = traits }
culture_tradition:tradition_martial_admiration = { is_in_list = traits }
culture_tradition:tradition_tgp_bushido = { is_in_list = traits }
culture_tradition:tradition_tgp_defiant_ambushers = { is_in_list = traits }
culture_tradition:tradition_tgp_warrior_monks = { is_in_list = traits }
culture_tradition:tradition_tgp_art_of_war = { is_in_list = traits }
}
}
custom_description = {
text = culture_has_winter_warriors_desc
NOT = {
culture_tradition:tradition_winter_warriors = { is_in_list = traits }
}
}
custom_description = {
text = culture_has_forest_fighter_desc
NOT = {
culture_tradition:tradition_forest_fighters = { is_in_list = traits }
}
}
custom_description = {
text = culture_has_mountaineers_desc
NOT = {
culture_tradition:tradition_mountaineers = { is_in_list = traits }
}
}
custom_description = {
text = culture_has_warriors_of_the_dry_desc
NOT = {
culture_tradition:tradition_warriors_of_the_dry = { is_in_list = traits }
}
}
custom_description = {
text = culture_has_highland_warriors_desc
NOT = {
culture_tradition:tradition_highland_warriors = { is_in_list = traits }
}
}
custom_description = {
text = culture_has_jungle_warriors_desc
NOT = {
culture_tradition:tradition_jungle_warriors = { is_in_list = traits }
}
}
custom_description = {
text = culture_has_quarrelsome_desc
NOT = {
culture_tradition:tradition_quarrelsome = { is_in_list = traits }
}
}
custom_description = {
text = culture_has_malleable_invaders_desc
NOT = {
culture_tradition:tradition_malleable_invaders = { is_in_list = traits }
}
}
custom_description = {
text = culture_has_hunters_desc
NOT = {
culture_tradition:tradition_hunters = { is_in_list = traits }
}
}
custom_description = {
text = culture_has_warrior_culture_desc
NOT = {
culture_tradition:tradition_warrior_culture = { is_in_list = traits }
}
}
custom_description = {
text = culture_has_martial_admiration_desc
NOT = {
culture_tradition:tradition_martial_admiration = { is_in_list = traits }
}
}
}
should_have_same_faith_succession_trigger = {
culture = {
has_cultural_parameter = same_faith_inheritance_only
}
NOR = {
government_has_flag = government_is_theocracy # Handled separately
government_has_flag = government_is_holy_order # Handled separately
government_has_flag = government_is_mercenary # Irrelevant
}
}
not_tribal_raid_trigger = {
culture = {
has_cultural_parameter = not_tribal_raiding_malus
}
NOT = { government_has_flag = government_is_tribal }
}
culture_is_not_historical_hybrid_trigger = {
#Used to tell if a hybrid culture is one of the historical hybrids or not, mainly in checks for AI hybridization checks related to game rules.
#Expects to be used in culture scope
NOR = {
this = culture:norman
this = culture:maghrebi
this = culture:gaelic
this = culture:anglo_saxon
this = culture:scottish
this = culture:NEOW_andalusian
this = culture:catalan
this = culture:english
this = culture:sicilian
this = culture:cisalpine
}
}
# Cultural MAA triggers - Used in various places for triggers, AI weights, etc.
culture_has_skirmisher_maa = {
OR = {
has_cultural_parameter = unlock_maa_horn_warrior
has_cultural_parameter = unlock_maa_shomer
has_cultural_parameter = unlock_maa_abudrar
has_cultural_parameter = unlock_maa_guinea_warrior
has_cultural_parameter = unlock_maa_pesilat
has_innovation = innovation_adaptive_militia #Goedendag - Later Era MAA
has_cultural_parameter = unlock_maa_akritai
}
}
culture_has_archer_maa = {
OR = {
has_cultural_parameter = unlock_maa_archers_of_the_nile
has_cultural_parameter = unlock_maa_bush_hunter
has_cultural_parameter = unlock_maa_metsanvartija
has_cultural_parameter = unlock_maa_maturkan_warriors
has_cultural_parameter = unlock_maa_longbowmen
has_innovation = innovation_repeating_crossbow #Chu-ko-nu Archers
has_innovation = innovation_bamboo_bows #Paiks
}
}
culture_has_improved_crossbowmen = {
OR = {
has_innovation = innovation_repeating_crossbow #Chu-ko-nu Archers
}
}
culture_has_heavy_infantry_maa = {
OR = {
has_cultural_parameter = unlock_maa_ayyar
has_cultural_parameter = unlock_maa_mubarizun
has_cultural_parameter = unlock_maa_druzhina
has_cultural_parameter = unlock_maa_khandayat
has_cultural_parameter = unlock_maa_garudas
has_cultural_parameter = unlock_maa_palace_guards
has_cultural_parameter = unlock_maa_huscarls
has_cultural_parameter = unlock_maa_mountaineer
has_cultural_parameter = unlock_maa_zbrojnosh
has_cultural_parameter = unlock_infantry_samurai_units
has_cultural_parameter = unlock_zhanmadao
has_cultural_parameter = unlock_burenjia
has_innovation = innovation_sarawit #Sarawit - Later Era MAA
has_innovation = innovation_legionnaires #Praetorian
has_cultural_parameter = unlock_maa_varangian_guards
}
}
culture_has_pikemen_maa = { #I.e. Spearmen
OR = {
has_cultural_parameter = unlock_maa_zupin_warrior
has_cultural_parameter = unlock_warrior_monk_units
has_innovation = innovation_rectilinear_schiltron #Schiltron - Later Era MAA
has_innovation = innovation_pike_columns #Picchieri - Later Era MAA
has_innovation = innovation_zweihanders #Later Era MAA
has_cultural_parameter = unlock_maa_skoutatoi
}
}
culture_has_light_cavalry_maa = {
OR = {
has_cultural_parameter = unlock_maa_mulaththamun
has_cultural_parameter = unlock_maa_hussar #Konni
has_cultural_parameter = unlock_maa_tawashi #Tawashi
has_cultural_parameter = unlock_maa_ayrudzi
has_innovation = innovation_desert_tactics #Chasseur
has_innovation = innovation_caballeros #Caballero
has_innovation = innovation_hobbies #Hobelar
has_innovation = innovation_sahel_horsemen #Sahel Horsemen
}
}
culture_has_heavy_cavalry_maa = {
OR = {
has_cultural_parameter = unlock_maa_cataphract
has_cultural_parameter = unlock_maa_monaspa
has_cultural_parameter = unlock_maa_tarkhan
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
has_innovation = innovation_valets #Gendarme - Later Era MAA
}
}
culture_has_archer_cavalry_maa = {
OR = {
has_cultural_parameter = unlock_maa_horse_archers
has_cultural_parameter = unlock_maa_mangudai
has_cultural_parameter = unlock_emishi_horse_archers_units
has_cultural_parameter = unlock_mounted_samurai_units
culture_head ?= {
mpo_can_recruit_nomad_maa_trigger = yes
}
any_player = {
culture = prev
mpo_can_recruit_nomad_maa_trigger = yes
}
}
}
#Culture specialized in maa type
culture_specializes_in_skirmisher_maa = {
OR = {
has_cultural_tradition = tradition_forest_folk
has_cultural_tradition = tradition_jungle_dwellers
has_cultural_tradition = tradition_polders
has_cultural_tradition = tradition_adaptive_skirmishing
has_cultural_tradition = tradition_hit_and_run
has_cultural_tradition = tradition_forest_wardens
has_cultural_tradition = tradition_hussar
has_cultural_tradition = tradition_fp3_pragmatic_creed
culture_has_skirmisher_maa = yes
}
}
culture_specializes_in_archer_maa = {
OR = {
has_cultural_tradition = tradition_forest_folk
has_cultural_tradition = tradition_jungle_dwellers
has_cultural_tradition = tradition_adaptive_skirmishing
has_cultural_tradition = tradition_formation_fighting
culture_has_archer_maa = yes
}
}
culture_specializes_in_heavy_infantry_maa = {
OR = {
has_cultural_tradition = tradition_roman_legacy
has_cultural_tradition = tradition_metal_craftsmanship
has_cultural_tradition = tradition_mountain_homes
has_cultural_tradition = tradition_stand_and_fight
has_cultural_tradition = tradition_mobile_guards
has_cultural_tradition = tradition_mountaineer_ruralism
has_cultural_tradition = tradition_tgp_art_of_war
has_cultural_tradition = tradition_tgp_bushido
culture_has_heavy_infantry_maa = yes
}
}
culture_specializes_in_pikemen_maa = {
OR = {
has_cultural_tradition = tradition_mountaineer_ruralism
has_cultural_tradition = tradition_metal_craftsmanship
has_cultural_tradition = tradition_mountain_homes
has_cultural_tradition = tradition_formation_fighting
has_cultural_tradition = tradition_stand_and_fight
has_cultural_tradition = tradition_mobile_guards
has_cultural_tradition = tradition_tgp_warrior_monks
culture_has_pikemen_maa = yes
}
}
culture_specializes_in_light_cavalry_maa = {
OR = {
has_cultural_tradition = tradition_dryland_dwellers
has_cultural_tradition = tradition_pastoralists
has_cultural_tradition = tradition_hit_and_run
has_cultural_tradition = tradition_horse_breeder
has_cultural_tradition = tradition_saharan_nomads
culture_has_light_cavalry_maa = yes
}
}
culture_specializes_in_heavy_cavalry_maa = {
OR = {
has_cultural_tradition = tradition_roman_legacy
has_cultural_tradition = tradition_mountain_homes
has_cultural_tradition = tradition_horse_breeder
has_cultural_tradition = tradition_stand_and_fight
has_cultural_tradition = tradition_mobile_guards
has_cultural_tradition = tradition_ep3_indomitable_azatani
has_cultural_tradition = tradition_mountaineer_ruralism
has_cultural_tradition = tradition_tgp_art_of_war
culture_has_heavy_cavalry_maa = yes
}
}
culture_specializes_in_archer_cavalry_maa = {
OR = {
has_cultural_tradition = tradition_ep3_indomitable_azatani
has_cultural_tradition = tradition_horse_breeder
has_cultural_tradition = tradition_mpo_iron_cavalry
has_cultural_tradition = tradition_devoted_horsemanship
has_cultural_tradition = tradition_tgp_bushido
has_cultural_tradition = tradition_tgp_defiant_ambushers
culture_has_archer_cavalry_maa = yes
}
}
# Language trigger - Makes languages available when you diverge your culture
language_is_shown_trigger = {
scope:character = {
OR = {
AND = {
exists = var:legendary_culture
var:legendary_culture = { has_cultural_pillar = $LANGUAGE$ }
}
AND = {
# The target language needs to fulfill ALL of the following:
any_sub_realm_county = { # Language needs to be well-represented within your realm
percent >= 0.1
culture = { has_cultural_pillar = $LANGUAGE$ }
}
any_sub_realm_county = { # Language needs to border your own culture
culture = { has_cultural_pillar = $LANGUAGE$ }
any_neighboring_county = {
culture = { this = scope:character.culture }
}
}
any_sub_realm_county = { # You need a minimum acceptance with any culture speaking the language
culture = {
has_cultural_pillar = $LANGUAGE$
cultural_acceptance = {
target = scope:character.culture
value >= 25
}
}
}
}
}
}
}
# Language trigger - Makes heritages available when you diverge your culture
heritage_is_shown_trigger = {
scope:character = {
OR = {
AND = {
exists = var:legendary_culture
var:legendary_culture = { has_cultural_pillar = $HERITAGE$ }
}
culture = { has_cultural_pillar = $HERITAGE$ }
}
}
}
# Checks if you could Hybridise with the culture without checking for acceptance
is_valid_for_hybridising_trigger = {
$CHARACTER$ = {
culture = {
NOT = { has_same_culture_heritage = $CULTURE$ }
culture_age >= culture_hybrid_cooldown
}
trigger_if = {
limit = {
NAND = {
exists = var:special_culture
var:special_culture = $CULTURE$
}
}
custom_description = {
text = culture_present_in_realm_for_hybridization
any_sub_realm_county = {
culture = $CULTURE$
}
}
}
custom_description = {
text = culture_is_not_parent_culture
culture = {
NOT = {
any_parent_culture = {
this = $CULTURE$
}
}
}
}
custom_description = {
text = culture_is_not_child_culture
$CULTURE$ = {
NOT = {
any_parent_culture = {
this = $CHARACTER$.culture
}
}
}
}
}
}
# Checks if you can currently hybridise with the culture
can_hybridize_culture_trigger = {
is_valid_for_hybridising_trigger = {
CHARACTER = $CHARACTER$
CULTURE = $CULTURE$
}
$CHARACTER$ = {
culture = {
cultural_acceptance = { target = $CULTURE$ value >= hybridization_threshold_value }
}
}
}
# Uses current scope and scope:culture
cultures_share_relevant_region_trigger = {
OR = {
AND = {
culture_overlaps_geographical_region = world_europe
scope:culture = {
culture_overlaps_geographical_region = world_europe
}
}
AND = {
culture_overlaps_geographical_region = world_asia_minor
scope:culture = {
culture_overlaps_geographical_region = world_asia_minor
}
}
AND = {
OR = {
culture_overlaps_geographical_region = world_middle_east
culture_overlaps_geographical_region = world_middle_east_persia
}
scope:culture = {
OR = {
culture_overlaps_geographical_region = world_middle_east
culture_overlaps_geographical_region = world_middle_east_persia
}
}
}
AND = {
culture_overlaps_geographical_region = world_steppe
scope:culture = {
culture_overlaps_geographical_region = world_steppe
}
}
AND = {
culture_overlaps_geographical_region = world_tibet
scope:culture = {
culture_overlaps_geographical_region = world_tibet
}
}
AND = {
OR = {
culture_overlaps_geographical_region = world_india
culture_overlaps_geographical_region = world_burma
}
scope:culture = {
OR = {
culture_overlaps_geographical_region = world_india
culture_overlaps_geographical_region = world_burma
}
}
}
AND = {
culture_overlaps_geographical_region = world_africa
scope:culture = {
culture_overlaps_geographical_region = world_africa
}
}
AND = {
culture_overlaps_geographical_region = world_asia_china
scope:culture = {
culture_overlaps_geographical_region = world_asia_china
}
}
AND = {
culture_overlaps_geographical_region = world_asia_china
scope:culture = {
culture_overlaps_geographical_region = world_asia_korea
}
}
AND = {
culture_overlaps_geographical_region = world_asia_china
scope:culture = {
culture_overlaps_geographical_region = world_asia_southeast
}
}
AND = {
culture_overlaps_geographical_region = world_asia_japan
scope:culture = {
culture_overlaps_geographical_region = world_asia_japan
}
}
}
}
is_vegetarian_trigger = {
OR = {
culture = {
has_cultural_parameter = cannot_hunt
}
faith_is_vegetarian_trigger = yes
}
}
faith_is_vegetarian_trigger = {
faith = {
OR = {
religion = religion:buddhism_religion
religion = religion:jainism_religion
religion = religion:bon_religion
this = faith:mazdakism
this = faith:manichean
}
}
}
culture_tradition_reduction_trigger = {
scope:character = {
has_variable_list = culture_tradition_reduction
is_target_in_variable_list = {
name = culture_tradition_reduction
target = culture_tradition:$TRADITION$
}
}
}
culture_is_or_has_ancestor_trigger = {
OR = {
this = $CULTURE$
any_parent_culture_or_above = { this = $CULTURE$ }
}
}

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@ -0,0 +1,301 @@
#hungarian_migration_valid_ai_mogyer_ruler_trigger = {
# culture = culture:mogyer
# is_ai = yes
# OR = {
# government_has_flag = government_is_tribal
# government_has_flag = government_is_nomadic
# }
# is_at_war = no
# highest_held_title_tier <= tier_kingdom
# OR = {
# top_liege = this
# liege.culture != culture:mogyer
# }
#}
#
#hungarian_migration_valid_pannonian_target_trigger = {
# NOR = {
# culture = culture:mogyer
# any_liege_or_above = {sre = culture:mogyer }
# }
# is_ai = yes
# any_realm_county = {
# count >= $COUNT$
# title_province = { geographical_region = custom_hungary }
# }
#}
exclave_independence_trigger = {
top_liege = this
NOT = { has_title = title:k_papal_state }
exists = root.capital_province
any_sub_realm_title = {
tier = tier_county
NOT = {
is_connected_to = {
target = root.capital_province.county
}
}
}
trigger_if = {
limit = {
exists = primary_heir
}
primary_heir = {
NOR = {
top_liege = this # Disallow this when the heir is independent, lest we risk breaking up realms that should be connected
is_ai = no # Players always inherit everything
}
}
}
}
# Sometimes we disable these events for specific characters.
harm_game_rule_enablement_trigger = {
# Disable entirely if harm_safe.
trigger_if = {
limit = { has_game_rule = harm_safe }
always = no
}
# harm_target_player_only
trigger_else_if = {
limit = { has_game_rule = harm_target_player_only }
is_ai = no
}
# harm_target_ai_only
trigger_else_if = {
limit = { has_game_rule = harm_target_ai_only }
is_ai = yes
}
# harm_target_all
trigger_else = { always = yes }
# Never just kill the player if it'd utterly game-over them.
trigger_if = {
limit = { is_ai = no }
# Either because they have no heir.
exists = player_heir
# Or because they have an heir they can't survive with.
player_heir.dynasty ?= dynasty
}
# Immortals do not receive harm events, as they would be inevitably killed by them over a long enough period of time.
NOT = { has_trait_with_flag = is_immortal }
}
# Who do we care about when recording variable logs for harm events?
harm_game_rule_valid_for_logging_trigger = {
OR = {
AND = {
highest_held_title_tier >= tier_duchy
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
government_has_flag = government_is_theocracy
}
}
any_close_family_member = {
highest_held_title_tier >= tier_duchy
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
government_has_flag = government_is_theocracy
}
}
}
}
rule_title_creation_imperial_power_projection_title_creation_targeting_trigger = {
trigger_if = {
limit = { has_game_rule = title_creation_imperial_power_projection_targeting_ai_only }
is_ai = yes
}
trigger_else_if = {
limit = { has_game_rule = title_creation_imperial_power_projection_targeting_player_only }
is_ai = no
}
trigger_else = { always = yes }
}
rule_title_creation_imperial_power_projection_title_creation_trigger = {
trigger_if = {
limit = {
has_game_rule = title_creation_imperial_power_projection_any_power_advantage
rule_title_creation_imperial_power_projection_title_creation_targeting_trigger = yes
highest_held_title_tier <= tier_kingdom
}
custom_tooltip = {
text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.any_power_advantage
any_neighboring_top_liege_realm_owner = {
count = all
trigger_if = {
limit = { highest_held_title_tier >= tier_empire }
save_temporary_scope_as = char_temp
OR = {
any_close_family_member = { is_spouse_of = root }
root = { has_strong_hook = scope:char_temp }
root.current_military_strength >= scope:char_temp.fifty_percent_more_of_current_military_strength
}
}
trigger_else = { always = yes }
}
}
}
trigger_else_if = {
limit = {
has_game_rule = title_creation_imperial_power_projection_hard_power_only
rule_title_creation_imperial_power_projection_title_creation_targeting_trigger = yes
highest_held_title_tier <= tier_kingdom
}
custom_tooltip = {
text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.hard_power_only
any_neighboring_top_liege_realm_owner = {
count = all
trigger_if = {
limit = { highest_held_title_tier >= tier_empire }
save_temporary_scope_as = char_temp
root.current_military_strength >= scope:char_temp.fifty_percent_more_of_current_military_strength
}
trigger_else = { always = yes }
}
}
}
trigger_else_if = {
limit = {
has_game_rule = title_creation_imperial_power_projection_soft_power_only
rule_title_creation_imperial_power_projection_title_creation_targeting_trigger = yes
highest_held_title_tier <= tier_kingdom
}
custom_tooltip = {
text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.soft_power_only
any_neighboring_top_liege_realm_owner = {
count = all
trigger_if = {
limit = { highest_held_title_tier >= tier_empire }
save_temporary_scope_as = char_temp
OR = {
any_close_family_member = { is_spouse_of = root }
root = { has_strong_hook = scope:char_temp }
}
}
trigger_else = { always = yes }
}
}
}
trigger_else_if = {
limit = {
has_game_rule = title_creation_imperial_power_projection_hard_power_only_strict
rule_title_creation_imperial_power_projection_title_creation_targeting_trigger = yes
highest_held_title_tier <= tier_kingdom
}
custom_tooltip = {
text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.hard_power_only_strict.neighbours
any_neighboring_top_liege_realm_owner = {
count = all
trigger_if = {
limit = { highest_held_title_tier >= tier_empire }
save_temporary_scope_as = char_temp
root.current_military_strength >= scope:char_temp.fifty_percent_more_of_current_military_strength
}
trigger_else = { always = yes }
}
}
custom_tooltip = {
text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.hard_power_only_strict.de_jure_sharers
any_sub_realm_county = {
count = all
empire = {
OR = {
is_title_created = no
holder = {
save_temporary_scope_as = char_temp
root.current_military_strength >= scope:char_temp.fifty_percent_more_of_current_military_strength
}
}
}
}
}
}
trigger_else_if = {
limit = {
has_game_rule = title_creation_imperial_power_projection_any_power_strict
rule_title_creation_imperial_power_projection_title_creation_targeting_trigger = yes
highest_held_title_tier <= tier_kingdom
}
custom_tooltip = {
text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.any_power_strict.neighbours
any_neighboring_top_liege_realm_owner = {
count = all
trigger_if = {
limit = { highest_held_title_tier >= tier_empire }
save_temporary_scope_as = char_temp
OR = {
any_close_family_member = { is_spouse_of = root }
root = { has_strong_hook = scope:char_temp }
root.current_military_strength >= scope:char_temp.fifty_percent_more_of_current_military_strength
}
}
trigger_else = { always = yes }
}
}
custom_tooltip = {
text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.any_power_strict.de_jure_sharers
any_sub_realm_county = {
count = all
empire = {
OR = {
is_title_created = no
holder = {
save_temporary_scope_as = char_temp
OR = {
any_close_family_member = { is_spouse_of = root }
root = { has_strong_hook = scope:char_temp }
root.current_military_strength >= scope:char_temp.fifty_percent_more_of_current_military_strength
}
}
}
}
}
}
}
trigger_else = { always = yes }
}
game_rule_rig_norman_conquest_for_hereward_trigger = {
OR = {
has_game_rule = historicity_norman_conquest_determined_william
# We also rig it for William if we have a player Hereward and no other input.
AND = {
has_game_rule = historicity_norman_conquest_default_random
character:90028 ?= { is_ai = no }
NOT = {
any_player = {
NOT = { this = character:90028 }
any_character_war = {
OR = {
using_cb = norman_conquest_cb
using_cb = norwegian_invasion_cb
}
}
}
}
}
}
}
game_rule_can_create_hybird_culture_trigger = {
trigger_if = {
limit = { is_ai = yes }
NOR = {
has_game_rule = none_hybrid_culture_ai_frequency
has_global_variable = has_ai_hybrid_event_cooldown
}
}
}
game_rule_unrestricted_dynasty_legacies_trigger = {
switch = {
trigger = has_game_rule
unrestricted_dynasty_legacies_all = { always = yes }
unrestricted_dynasty_legacies_player_only = { is_ai = no }
fallback = { always = no }
}
}

View file

@ -756,12 +756,11 @@ byzantine_governor_trigger = {
government_allows = administrative
liege ?= {
OR = {
is_roman_emperor_primary_title_trigger = yes
# is_roman_emperor_primary_title_trigger = yes
AND = {
culture = {
OR = {
has_cultural_pillar = heritage_byzantine
has_cultural_pillar = heritage_caucasian
has_cultural_pillar = heritage_greek
}
}
primary_title.tier >= tier_empire
@ -777,12 +776,11 @@ byzantine_governor_close_family_trigger = {
exists = top_liege
top_liege = {
OR = {
is_roman_emperor_primary_title_trigger = yes
# is_roman_emperor_primary_title_trigger = yes
AND = {
culture = {
OR = {
has_cultural_pillar = heritage_byzantine
has_cultural_pillar = heritage_caucasian
has_cultural_pillar = heritage_greek
}
}
primary_title.tier >= tier_empire

View file

@ -0,0 +1,403 @@
remove_guardian_interaction_visible_ward_trigger = {
OR = {
#If I am the child
this = scope:actor
#The ward has actor as its liege
employer ?= scope:actor
#The guardian is actor
any_relation = {
type = guardian
this = scope:actor
}
#The guardian is actor's courtier
any_relation = {
type = guardian
is_courtier_of = scope:actor
}
}
}
remove_guardian_interaction_available_ward_trigger = {
#is_imprisoned = no
}
kick_from_court_validity_trigger = {
NOR = {
is_spouse_of = scope:actor
is_concubine_of = scope:actor
is_close_family_of = scope:actor
has_council_position = councillor_court_chaplain
is_diarch = yes
# Marriage major partners of diarchs.
## Female.
AND = {
is_married = yes
is_female = yes
matrilinear_marriage = yes
any_consort = { is_diarch = yes }
}
## Male.
AND = {
is_married = yes
is_male = yes
patrilinear_marriage = yes
any_consort = { is_diarch = yes }
}
}
}
ask_for_pardon_available_trigger = {
$ACTOR$ = {
top_liege != this
any_liege_or_above = {
OR = {
has_imprisonment_reason = $ACTOR$
has_banish_reason = $ACTOR$
has_execute_reason = $ACTOR$
has_revoke_title_reason = $ACTOR$
}
}
}
}
has_extra_criminal_reason_against_trigger = {
OR = {
has_banish_reason = $CRIMINAL$
has_execute_reason = $CRIMINAL$
has_revoke_title_reason = $CRIMINAL$
}
}
title_revocation_standard_valid_showing_failures_only_trigger = {
scope:actor = {
NOR = {
is_at_war_with = scope:recipient
has_truce = scope:recipient
}
custom_description = {
text = "character_interactions_revoke_title_from_ally_without_reason"
object = scope:recipient
OR = {
NOT = {
is_allied_to = scope:recipient
}
has_revoke_title_reason = scope:recipient
}
}
}
scope:recipient = {
NOT = { has_strong_hook = scope:actor }
}
}
title_revocation_standard_can_pick_title_trigger = {
is_contested = no
custom_description = {
text = "revoke_title_not_noble_family_title"
is_noble_family_title = no
}
NOT = {
recent_history = {
type = granted
years = 1
}
}
custom_description = {
text = "character_interactions_not_rel_head_title"
is_head_of_faith = no
}
}
diarch_revocation_has_claim_check_trigger = {
custom_description = {
text = diarch_has_claim_on_revokable_title
object = scope:recipient
scope:actor = {
any_claim = {
holder ?= scope:recipient
}
}
}
}
title_revocation_is_admin_governor_trigger = {
government_allows = administrative
top_liege = this
save_temporary_scope_as = liege_temp
$VASSAL$ = {
is_landed_or_landless_administrative = yes
target_is_liege_or_above = scope:liege_temp
}
}
title_revocation_is_tyrannical_trigger = {
NOR = {
exists = scope:administrative_revocation
has_revoke_title_reason = $VASSAL$
trigger_if = {
limit = { exists = scope:landed_title }
has_claim_on = scope:landed_title
}
title_revocation_is_admin_governor_trigger = { VASSAL = $VASSAL$ }
faith = {
$VASSAL$ = {
NOT = { vassal_contract_has_flag = religiously_protected}
}
OR = {
AND = {
has_doctrine_parameter = pluralism_righteous_revocation_tyranny_reduced
faith_hostility_level = {
target = $VASSAL$.faith
value = faith_evil_level
}
}
AND = {
has_doctrine_parameter = pluralism_fundamentalist_revocation_tyranny_minimal
faith_hostility_level = {
target = $VASSAL$.faith
value >= faith_hostile_level
}
}
}
}
}
}
vassal_revocation_is_tyrannical_trigger = {
NOR = {
exists = scope:administrative_revocation
AND = {
government_allows = administrative
$VASSAL$ = {
government_allows = administrative
}
}
has_revoke_title_reason = $VASSAL$
faith = {
OR = {
AND = {
has_doctrine_parameter = pluralism_righteous_revocation_tyranny_reduced
faith_hostility_level = {
target = $VASSAL$.faith
value = faith_evil_level
}
}
AND = {
has_doctrine_parameter = pluralism_fundamentalist_revocation_tyranny_minimal
faith_hostility_level = {
target = $VASSAL$.faith
value >= faith_hostile_level
}
}
}
}
}
}
vassal_retraction_standard_valid_showing_failures_only_trigger = {
NOT = {
scope:actor = { is_at_war_with = scope:recipient }
}
scope:recipient = {
NOT = { has_strong_hook = scope:actor }
}
}
diarch_retraction_is_de_jure_liege_trigger = {
custom_description = {
text = "diarch_is_de_jure_liege_of_retractable_vassal"
object = scope:recipient
scope:actor = {
any_held_title = {
any_direct_de_jure_vassal_title = { holder.liege = scope:recipient }
}
}
}
}
is_de_jure_vassal_of_liege_trigger = {
liege = {
save_temporary_scope_as = my_liege
}
primary_title = {
OR = {
de_jure_liege = {
holder ?= scope:my_liege
}
trigger_if = {
limit = {
tier = tier_duchy
}
de_jure_liege = {
de_jure_liege = {
holder ?= scope:my_liege
}
}
}
}
}
}
send_poem_positive_poem_lock_trigger = {
OR = {
is_ai = no
NOT = { has_relation_rival = scope:recipient }
NOT = { has_relation_nemesis = scope:recipient }
}
}
send_poem_negative_poem_lock_trigger = {
OR = {
is_ai = no
has_relation_rival = scope:recipient
has_relation_nemesis = scope:recipient
}
}
can_any_traveling_family_members_travel_trigger = {
NOR = {
this = scope:recipient
is_in_pool_at = scope:actor.capital_province
}
is_ruler = no
trigger_if = {
limit = {
exists = scope:recipient.host
is_child_of = scope:recipient.host
is_adult = no
}
dynasty != scope:recipient.host.dynasty
}
}
imprison_neutral_is_valid_showing_failures_only_triggers_trigger = {
scope:actor.liege = {
trigger_if = {
limit = { has_realm_law_flag = imprisonment_toggle_enable }
# TIT-43801
#has_realm_law_flag = imprisonment_toggle_on
NOT = { has_realm_law = tribal_authority_0 }
}
}
scope:actor = { is_imprisoned = no }
custom_description = {
text = cannot_imprison_almohad_leader
subject = scope:recipient
NOT = {
scope:recipient = { has_character_modifier = almohad_leader_modifier }
}
}
}
grant_title_rivalry_trigger = {
is_ai = yes
is_playable_character = yes
top_liege = scope:actor
faith = scope:actor.faith
reverse_opinion = {
target = top_liege
value > -50
}
opinion = {
target = top_liege
value > -50
}
trigger_if = {
limit = {
is_female = yes
faith_dominant_gender_female_or_equal = no
}
scope:recipient = { is_female = yes }
}
trigger_if = {
limit = {
is_male = yes
faith_dominant_gender_male_or_equal = no
}
scope:recipient = { is_male = yes }
}
has_dread_level_towards = {
target = scope:actor
level < 1
}
is_eunuch_trigger = no
NOR = {
this = scope:actor
this = scope:recipient
has_trait = content
has_trait = humble
has_trait = blind
has_trait = devoted
is_close_family_of = scope:recipient
has_any_good_relationship_with_character_trigger = { CHARACTER = scope:actor }
has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:actor }
}
}
should_prioritise_hostile_action_against_due_to_personal_relations_trigger = {
$ACTOR$ = {
OR = {
has_any_bad_relationship_with_character_trigger = { CHARACTER = $RECIPIENT$ }
opinion = {
target = $RECIPIENT$
value <= very_high_negative_opinion
}
}
}
}
should_avoid_hostile_action_against_due_to_personal_relations_trigger = {
$ACTOR$ = {
OR = {
has_any_good_relationship_with_character_trigger = { CHARACTER = $RECIPIENT$ }
is_allied_to = $RECIPIENT$
opinion = {
target = $RECIPIENT$
value >= very_high_positive_opinion
}
# Plus filter out heirs & other family, unless we hate 'em.
AND = {
OR = {
is_close_or_extended_family_of = $RECIPIENT$
any_spouse = { this = $RECIPIENT$ }
is_heir_of = $RECIPIENT$
}
NOR = {
has_any_bad_relationship_with_character_trigger = { CHARACTER = $RECIPIENT$ }
exposed_cheating_on_spouse_trigger = { SPOUSE = $RECIPIENT$ }
AND = {
is_ai = yes
opinion = {
target = $RECIPIENT$
value <= low_negative_opinion
}
}
}
}
}
}
}
should_avoid_hostile_action_against_due_to_liege_relations_trigger = {
$ACTOR$ = {
liege ?= {
OR = {
has_any_good_relationship_with_character_trigger = { CHARACTER = $RECIPIENT$ }
is_allied_to = $RECIPIENT$
opinion = {
target = $RECIPIENT$
value >= very_high_positive_opinion
}
}
}
}
}
is_asking_for_gold_in_ransom_trigger = {
OR = {
scope:extortionate_gold ?= yes
scope:extortionate_current_gold ?= yes
scope:gold ?= yes
scope:current_gold ?= yes
}
}

View file

@ -84,31 +84,31 @@ character_is_valid_for_harrying_of_the_north_trigger = {
}
}
character_is_valid_anglo_saxon_for_harrying_of_the_north_trigger = {
culture = {
OR = {
this = culture:anglo_saxon
any_parent_culture_or_above = { this = culture:anglo_saxon }
}
NOR = {
this = culture:norman
any_parent_culture_or_above = { this = culture:norman }
}
}
}
#character_is_valid_anglo_saxon_for_harrying_of_the_north_trigger = {
# culture = {
# OR = {
# this = culture:anglo_saxon
# any_parent_culture_or_above = { this = culture:anglo_saxon }
# }
# NOR = {
# this = culture:norman
# any_parent_culture_or_above = { this = culture:norman }
# }
# }
#}
character_is_valid_norman_for_harrying_of_the_north_trigger = {
culture = {
OR = {
this = culture:norman
any_parent_culture_or_above = { this = culture:norman }
}
NOR = {
this = culture:anglo_saxon
any_parent_culture_or_above = { this = culture:anglo_saxon }
}
}
}
#character_is_valid_norman_for_harrying_of_the_north_trigger = {
# culture = {
# OR = {
# this = culture:norman
# any_parent_culture_or_above = { this = culture:norman }
# }
# NOR = {
# this = culture:anglo_saxon
# any_parent_culture_or_above = { this = culture:anglo_saxon }
# }
# }
#}
disable_interaction_for_hereward_trigger = {
trigger_if = {

View file

@ -133,19 +133,19 @@ can_keep_partition_succession_law_trigger = {
OR = {
can_have_partition_succession_law_trigger = yes
# Mongol Empires
has_title = title:e_mongol_empire
has_title = title:e_ilkhanate
has_title = title:e_golden_horde
has_title = title:e_chagatai
has_title = title:e_red_horde
has_title = title:e_white_horde
has_title = title:e_aarlud_khanate
has_title = title:e_togskol_khanate
has_title = title:e_baruun_khanate
has_title = title:e_great_yuan
has_title = title:e_blue_horde
has_title = title:e_omnod_dalai_khanate
# # Mongol Empires
# has_title = title:e_mongol_empire
# has_title = title:e_ilkhanate
# has_title = title:e_golden_horde
# has_title = title:e_chagatai
# has_title = title:e_red_horde
# has_title = title:e_white_horde
# has_title = title:e_aarlud_khanate
# has_title = title:e_togskol_khanate
# has_title = title:e_baruun_khanate
# has_title = title:e_great_yuan
# has_title = title:e_blue_horde
# has_title = title:e_omnod_dalai_khanate
}
}
NOT = { government_has_flag = government_is_clan }
@ -174,19 +174,19 @@ can_keep_high_partition_succession_law_trigger = {
OR = {
can_have_high_partition_succession_law_trigger = yes
# Mongol Empires
has_title = title:e_mongol_empire
has_title = title:e_ilkhanate
has_title = title:e_golden_horde
has_title = title:e_chagatai
has_title = title:e_red_horde
has_title = title:e_white_horde
has_title = title:e_aarlud_khanate
has_title = title:e_togskol_khanate
has_title = title:e_baruun_khanate
has_title = title:e_great_yuan
has_title = title:e_blue_horde
has_title = title:e_omnod_dalai_khanate
# # Mongol Empires
# has_title = title:e_mongol_empire
# has_title = title:e_ilkhanate
# has_title = title:e_golden_horde
# has_title = title:e_chagatai
# has_title = title:e_red_horde
# has_title = title:e_white_horde
# has_title = title:e_aarlud_khanate
# has_title = title:e_togskol_khanate
# has_title = title:e_baruun_khanate
# has_title = title:e_great_yuan
# has_title = title:e_blue_horde
# has_title = title:e_omnod_dalai_khanate
}
}
NOT = { government_has_flag = government_is_clan}
@ -474,6 +474,7 @@ can_keep_acclamation_succession_law_trigger = {
limit = {
has_realm_law = acclamation_succession_law
}
always = no
OR = {
can_have_acclamation_succession_law_trigger = yes
has_title = title:e_byzantium

View file

@ -0,0 +1,245 @@
###Accuse the Krstjani of Heresy
accuse_krstjani_of_heresy_decision_suitable_krstjani_realm_owner_trigger = {
faith = faith:bosnian_church
realm_size >= 8
primary_title.tier >= tier_duchy
}
###Launch the Hungarian Migration
launch_hungarian_migration_ducal_processing_trigger = {
#We're currently processing dukes.
highest_held_title_tier = tier_duchy
#Doesn't hold a valid duchy-tier title in Pannonia.
NOT = {
any_held_title = {
title_tier = duchy
title_capital_county.title_province = { geographical_region = custom_hungary }
}
}
}
launch_hungarian_migration_count_processing_trigger = {
#Doesn't hold a valid county-tier title in Pannonia.
NOT = {
any_held_title = {
title_tier = county
title_province = { geographical_region = custom_hungary }
}
}
}
launch_hungarian_migration_sub_vassal_liege_pairing_trigger = {
tier = tier_county
#Liege should be a suitable duke within Pannonia.
holder = scope:receiving_vassal.liege
#Double-check that the duke can afford to give a title away.
scope:receiving_vassal.liege = {
any_held_title = {
count >= 2
title_tier = county
title_province = { geographical_region = custom_hungary }
}
}
}
launch_hungarian_migration_direct_vassal_requirements_trigger = {
tier = tier_county
holder = $INVADER$
}
launch_hungarian_migration_county_is_within_custom_hungary_trigger = {
tier = tier_county
title_province = { geographical_region = custom_hungary }
}
launch_hungarian_migration_misplaced_count_suitable_liege_trigger = {
launch_hungarian_migration_county_is_within_custom_hungary_trigger = yes
duchy = {
holder ?= {
NOT = { this = $INVADER$ }
liege = $INVADER$
}
}
}
###################################################
## Danelaw Triggers
#
### Colonial Sides
#### The decision requires one lowland British party & one colonial Norse party.
#negotiate_the_danelaw_british_side_trigger = {
# OR = {
# culture = { has_cultural_pillar = heritage_west_germanic }
# culture = { has_cultural_pillar = heritage_brythonic }
# }
# NOT = { religion = religion:germanic_religion }
#}
#negotiate_the_danelaw_norse_side_trigger = {
# OR = {
# culture = { has_cultural_pillar = heritage_north_germanic }
# culture = culture:norman
# religion = religion:germanic_religion
# }
#}
#
### Standard Filters
#### Does this character meet the basic eligibility requirements?
#negotiate_the_danelaw_basic_filter_trigger = {
# # Standard filter checks.
# is_playable_character = yes
# exists = dynasty
# OR = {
# government_has_flag = government_is_tribal
# government_has_flag = government_is_feudal
# government_has_flag = government_is_clan
# }
# # Must be one of the two valid sides.
# OR = {
# negotiate_the_danelaw_british_side_trigger = yes
# negotiate_the_danelaw_norse_side_trigger = yes
# }
#}
#negotiate_the_danelaw_additional_filter_trigger = {
# # Independent only, please.
# top_liege = this
# # Kings & Emperors are too high a rank to make concessions.
# highest_held_title_tier <= tier_duchy
# # Plus, a capital inside title:k_england. Not strictly necessary, but removes *so* many edge-cases.
# capital_county.kingdom = title:k_england
#}
#negotiate_the_danelaw_standard_filter_trigger = {
# negotiate_the_danelaw_basic_filter_trigger = yes
# negotiate_the_danelaw_additional_filter_trigger = yes
#}
#
### Valid Opponent
#### Assuming that we have a character who can take the decision (which has stricter requirements), do they have an opponent to negotiate with?
#negotiate_the_danelaw_valid_danelaw_opponent_trigger = {
# # Standard filter checks.
# negotiate_the_danelaw_standard_filter_trigger = yes
# # Ensure they match the opposing side.
# trigger_if = {
# limit = {
# root = { negotiate_the_danelaw_british_side_trigger = yes }
# }
# negotiate_the_danelaw_norse_side_trigger = yes
# }
# trigger_if = {
# limit = {
# root = { negotiate_the_danelaw_norse_side_trigger = yes }
# }
# negotiate_the_danelaw_british_side_trigger = yes
# }
# # Holds a certain amount of de jure counties within k_england.
# save_temporary_scope_as = valid_opponent
# title:k_england = {
# any_in_de_jure_hierarchy = {
# count >= 10
# tier = tier_county
# holder = {
# OR = {
# this = scope:valid_opponent
# any_liege_or_above = { this = scope:valid_opponent }
# }
# }
# }
# }
#}
#
##################################################
# Favour the Countryside Basques Triggers
favour_the_countryside_basques_counts_as_basque_trigger = {
culture = {
OR = {
this = culture:basque
any_parent_culture = { this = culture:basque }
}
}
}
## We keep these isolated so that we can maintain easy parity between the decision rationales & the event desc rationales.
favour_the_countryside_basques_rationale_negative_piety_level_trigger = {
piety_level < low_piety_level
}
favour_the_countryside_basques_rationale_sinful_traits_trigger = {
num_sinful_traits >= 2
}
favour_the_countryside_basques_rationale_virtuous_basque_pagan_traits_trigger = {
num_virtuous_traits = {
value >= favour_the_countryside_basques_decision_basque_pagan_virtues_tally_value
target = faith:basque_pagan
}
}
favour_the_countryside_basques_rationale_excommunicated_trigger = {
has_trait = excommunicated
}
favour_the_countryside_basques_rationale_naked_cynicism_trigger = {
trigger_if = {
limit = { is_ai = no }
has_trait = cynical
}
}
favour_the_countryside_basques_rationale_hof_rivalry_trigger = {
AND = {
exists = faith.religious_head
has_relation_rival = faith.religious_head
}
}
##################################################
# Rebuke Roman Revanchism Triggers
rebuke_roman_revanchism_counties_controlled_trigger = {
holder = {
OR = {
this = root
top_liege = root
}
}
}
rebuke_roman_revanchism_counties_controlled_by_ere_trigger = {
exists = title:e_byzantium.holder
holder = {
OR = {
this = title:e_byzantium.holder
top_liege = title:e_byzantium.holder
}
}
}
rebuke_roman_revanchism_sicily_controls_unlisted_empire_trigger = {
highest_held_title_tier >= tier_empire
primary_title = {
NOR = {
this = title:e_italy
this = title:e_maghreb
}
}
}
restore_roman_empire_decision_religion_culture_trigger = {
custom_tooltip = {
text = restore_roman_empire_decision_religion_culture_tt
OR = {
religion = {
OR = {
is_in_family = rf_abrahamic
this = religion:hellenism_religion
}
}
culture = {
OR = {
has_cultural_pillar = heritage_latin
has_cultural_pillar = heritage_byzantine
}
}
}
}
}

View file

@ -0,0 +1,192 @@
##########################################################################################################################
#
# These triggers all check for character flags which can be applied by the effects in '00_personality_trait_effects.txt'
# Used to determine if those effects successfully ran, and if they are still valid.
personality_has_any_trait_flag_trigger = {
OR = {
scope:has_opposing_trait = flag:arrogant
scope:has_opposing_trait = flag:humble
scope:has_opposing_trait = flag:lustful
scope:has_opposing_trait = flag:chaste
scope:has_opposing_trait = flag:gregarious
scope:has_opposing_trait = flag:shy
scope:has_opposing_trait = flag:generous
scope:has_opposing_trait = flag:greedy
scope:has_opposing_trait = flag:ambitious
scope:has_opposing_trait = flag:content
scope:has_opposing_trait = flag:impatient
scope:has_opposing_trait = flag:patient
scope:has_opposing_trait = flag:temperate
scope:has_opposing_trait = flag:gluttonous
scope:has_opposing_trait = flag:diligent
scope:has_opposing_trait = flag:lazy
scope:has_opposing_trait = flag:wrathful
scope:has_opposing_trait = flag:calm
scope:has_opposing_trait = flag:deceitful
scope:has_opposing_trait = flag:honest
scope:has_opposing_trait = flag:craven
scope:has_opposing_trait = flag:brave
scope:has_opposing_trait = flag:arbitrary
scope:has_opposing_trait = flag:just
scope:has_opposing_trait = flag:cynical
scope:has_opposing_trait = flag:zealous
scope:has_opposing_trait = flag:paranoid
scope:has_opposing_trait = flag:trusting
scope:has_opposing_trait = flag:compassionate
scope:has_opposing_trait = flag:callous
scope:has_opposing_trait = flag:sadistic
scope:has_opposing_trait = flag:forgiving
scope:has_opposing_trait = flag:vengeful
scope:has_opposing_trait = flag:stubborn
scope:has_opposing_trait = flag:fickle
}
}
#Checks if we can safely run the
personality_can_trait_shift = {
OR = {
AND = {
scope:has_opposing_trait = flag:arrogant
has_trait = arrogant
}
AND = {
scope:has_opposing_trait = flag:humble
has_trait = humble
}
AND = {
scope:has_opposing_trait = flag:lustful
has_trait = lustful
}
AND = {
scope:has_opposing_trait = flag:chaste
has_trait = chaste
}
AND = {
scope:has_opposing_trait = flag:gregarious
has_trait = gregarious
}
AND = {
scope:has_opposing_trait = flag:shy
has_trait = shy
}
AND = {
scope:has_opposing_trait = flag:generous
has_trait = generous
}
AND = {
scope:has_opposing_trait = flag:greedy
has_trait = greedy
}
AND = {
scope:has_opposing_trait = flag:ambitious
has_trait = ambitious
}
AND = {
scope:has_opposing_trait = flag:content
has_trait = content
}
AND = {
scope:has_opposing_trait = flag:impatient
has_trait = impatient
}
AND = {
scope:has_opposing_trait = flag:patient
has_trait = patient
}
AND = {
scope:has_opposing_trait = flag:temperate
has_trait = temperate
}
AND = {
scope:has_opposing_trait = flag:gluttonous
has_trait = gluttonous
}
AND = {
scope:has_opposing_trait = flag:diligent
has_trait = diligent
}
AND = {
scope:has_opposing_trait = flag:lazy
has_trait = lazy
}
AND = {
scope:has_opposing_trait = flag:wrathful
has_trait = wrathful
}
AND = {
scope:has_opposing_trait = flag:calm
has_trait = calm
}
AND = {
scope:has_opposing_trait = flag:deceitful
has_trait = deceitful
}
AND = {
scope:has_opposing_trait = flag:honest
has_trait = honest
}
AND = {
scope:has_opposing_trait = flag:craven
has_trait = craven
}
AND = {
scope:has_opposing_trait = flag:brave
has_trait = brave
}
AND = {
scope:has_opposing_trait = flag:arbitrary
has_trait = arbitrary
}
AND = {
scope:has_opposing_trait = flag:just
has_trait = just
}
AND = {
scope:has_opposing_trait = flag:cynical
has_trait = cynical
}
AND = {
scope:has_opposing_trait = flag:zealous
has_trait = zealous
}
AND = {
scope:has_opposing_trait = flag:paranoid
has_trait = paranoid
}
AND = {
scope:has_opposing_trait = flag:trusting
has_trait = trusting
}
AND = {
scope:has_opposing_trait = flag:compassionate
has_trait = compassionate
}
AND = {
scope:has_opposing_trait = flag:callous
has_trait = callous
}
AND = {
scope:has_opposing_trait = flag:sadistic
has_trait = sadistic
}
AND = {
scope:has_opposing_trait = flag:forgiving
has_trait = forgiving
}
AND = {
scope:has_opposing_trait = flag:vengeful
has_trait = vengeful
}
AND = {
scope:has_opposing_trait = flag:stubborn
has_trait = stubborn
}
AND = {
scope:has_opposing_trait = flag:fickle
has_trait = fickle
}
}
}

View file

@ -60,10 +60,10 @@ historical_succession_access_single_heir_succession_law_trigger = {
historical_succession_access_single_heir_succession_law_youngest_trigger = {
NOT = { government_allows = administrative }
OR = {
#has_title = title:e_byzantium
#Add any subsequent exceptions here.
}
# OR = {
# #has_title = title:e_byzantium
# #Add any subsequent exceptions here.
# }
}
historical_succession_access_single_heir_dynasty_house_trigger = {

View file

@ -0,0 +1,87 @@

#########################
# Triggers for Province Terrain
#########################
is_wooded_trigger = {
OR = {
terrain = forest
terrain = jungle
terrain = taiga
}
}
is_mountainous_trigger = {
OR = {
terrain = mountains
terrain = desert_mountains
}
}
is_mountainous_or_hilly_trigger = {
OR = {
terrain = mountains
terrain = desert_mountains
terrain = hills
}
}
is_drylands_trigger = {
OR = {
terrain = drylands
terrain = steppe
}
}
is_desert_trigger = {
OR = {
terrain = desert
terrain = desert_mountains
terrain = oasis
}
}
is_drylands_or_desert_trigger = {
OR = {
terrain = drylands
terrain = steppe
terrain = desert
terrain = desert_mountains
terrain = oasis
}
}
is_wetland_trigger = {
OR = {
terrain = wetlands
terrain = floodplains
terrain = oasis
}
}
is_flatlands_trigger = {
OR = {
terrain = steppe
terrain = plains
terrain = farmlands
}
}
is_likely_to_contain_trees_trigger = {
OR = {
is_wooded_trigger = yes
is_wetland_trigger = yes
is_flatlands_trigger = yes
terrain = hills
}
}
holds_county_with_water_trigger = {
any_held_county = {
any_county_province = {
NOR = {
terrain = desert
terrain = desert_mountains
}
}
}
}

View file

@ -15,88 +15,88 @@ has_mythical_founder_trigger = {
}
current_date > 1000.1.1
}
OR = { # Alexander
this = title:k_thessalonika
this = title:k_hellas
this = title:k_egypt
AND = {
OR = {
this = title:k_persia
this = title:e_persia
}
NOR = {
root.faith.religion = religion:islam_religion
root.faith.religion = religion:zoroastrianism_religion
}
}
this = title:k_anatolia
}
this = title:k_poland # Lech
this = title:k_bohemia # Czech
OR = { # Rus
this = title:k_white_rus
this = title:k_ruthenia
this = title:e_russia
}
OR = { # Arthur
this = title:k_england
this = title:e_britannia
}
AND = {
OR = { # Belisarius
this = title:k_italy
this = title:k_romagna
this = title:k_sardinia
this = title:k_naples
this = title:e_italy
}
root.faith = faith:orthodox
}
OR = { # Romulus
this = title:k_italy
this = title:k_romagna
this = title:k_sardinia
this = title:e_italy
this = title:h_roman_empire
this = title:h_eastern_roman_empire
}
OR = { # Ardashir
this = title:k_persia
this = title:e_persia
}
AND = { # Pharaohs
this = title:k_egypt
NOT = { root.faith.religion = religion:islam_religion }
}
AND = { # Visigothic Kings
OR = {
this = title:k_castille
this = title:k_aragon
this = title:k_navarra
this = title:k_andalusia
this = title:k_portugal
this = title:e_spain
}
NOT = { root.faith.religion = religion:islam_religion }
}
AND = { # Abd al-Rahman
OR = {
this = title:k_castille
this = title:k_aragon
this = title:k_navarra
this = title:k_andalusia
this = title:k_portugal
this = title:e_spain
}
root.faith.religion = religion:islam_religion
}
AND = { # Zenobia
OR = {
this = title:k_syria
this = title:k_mesopotamia
}
NOT = { root.faith.religion = religion:islam_religion }
}
# OR = { # Alexander
# this = title:k_thessalonika
# this = title:k_hellas
# this = title:k_egypt
# AND = {
# OR = {
# this = title:k_persia
# this = title:e_persia
# }
# NOR = {
# root.faith.religion = religion:islam_religion
# root.faith.religion = religion:zoroastrianism_religion
# }
# }
# this = title:k_anatolia
# }
# this = title:k_poland # Lech
# this = title:k_bohemia # Czech
# OR = { # Rus
# this = title:k_white_rus
# this = title:k_ruthenia
# this = title:e_russia
# }
# OR = { # Arthur
# this = title:k_england
# this = title:e_britannia
# }
# AND = {
# OR = { # Belisarius
# this = title:k_italy
# this = title:k_romagna
# this = title:k_sardinia
# this = title:k_naples
# this = title:e_italy
# }
# root.faith = faith:orthodox
# }
# OR = { # Romulus
# this = title:k_italy
# this = title:k_romagna
# this = title:k_sardinia
# this = title:e_italy
# this = title:h_roman_empire
# this = title:h_eastern_roman_empire
# }
# OR = { # Ardashir
# this = title:k_persia
# this = title:e_persia
# }
# AND = { # Pharaohs
# this = title:k_egypt
# NOT = { root.faith.religion = religion:islam_religion }
# }
# AND = { # Visigothic Kings
# OR = {
# this = title:k_castille
# this = title:k_aragon
# this = title:k_navarra
# this = title:k_andalusia
# this = title:k_portugal
# this = title:e_spain
# }
# NOT = { root.faith.religion = religion:islam_religion }
# }
# AND = { # Abd al-Rahman
# OR = {
# this = title:k_castille
# this = title:k_aragon
# this = title:k_navarra
# this = title:k_andalusia
# this = title:k_portugal
# this = title:e_spain
# }
# root.faith.religion = religion:islam_religion
# }
# AND = { # Zenobia
# OR = {
# this = title:k_syria
# this = title:k_mesopotamia
# }
# NOT = { root.faith.religion = religion:islam_religion }
# }
}
}

View file

@ -517,10 +517,10 @@ using_de_jure_cb_trigger = {
using_cb = individual_county_de_jure_cb
using_cb = individual_duchy_de_jure_cb
using_cb = imperial_reconquest_cb
using_cb = dismantle_holy_pretender_cb
using_cb = dismantle_byz_pretender_cb
using_cb = norman_conquest_cb
using_cb = norwegian_invasion_cb
# using_cb = dismantle_holy_pretender_cb
# using_cb = dismantle_byz_pretender_cb
# using_cb = norman_conquest_cb
# using_cb = norwegian_invasion_cb
}
}

View file

@ -0,0 +1,509 @@

##################################################
# Winter Triggers
county_has_winter_trigger = {
title_province = {
has_winter_trigger = yes
}
}
character_capital_has_winter_trigger = {
capital_county = { county_has_winter_trigger = yes }
}
culture_uses_frequent_winter_transportation_trigger = {
culture = {
OR = {
has_cultural_pillar = heritage_balto_finnic
has_cultural_pillar = heritage_north_germanic
# We exclude Normans as being pretty distant from this part of their heritage.
has_cultural_parameter = winter_trait_bonuses
}
}
}
location_has_harsh_winter_trigger = {
location = { has_province_modifier = winter_harsh_modifier }
}
location_has_normal_or_worse_winter_trigger = {
location = {
OR = {
has_province_modifier = winter_normal_modifier
has_province_modifier = winter_harsh_modifier
}
}
}
location_has_winter_trigger = {
location = {
has_winter_trigger = yes
}
}
has_winter_trigger = {
OR = {
has_province_modifier = winter_mild_modifier
has_province_modifier = winter_normal_modifier
has_province_modifier = winter_harsh_modifier
AND = {
exists = county
county = { save_temporary_scope_as = winter_county }
county.holder = { has_zud_season_in_county_trigger = { COUNTY = scope:winter_county } }
}
}
}
has_winter_combat_trigger = {
OR = {
has_province_modifier = winter_mild_modifier
has_province_modifier = winter_normal_modifier
has_province_modifier = winter_harsh_modifier
}
}
##################################################
# Seasonal Triggers
middle_of_year_season_trigger = {
current_month >= 4
current_month <= 9
}
end_of_year_season_trigger = {
OR = {
current_month >= 10
current_month <= 3
}
}
temperate_seasons_trigger = {
$LOCATION$ = {
OR = {
geographical_region = world_europe
geographical_region = world_asia_minor
geographical_region = world_middle_east
geographical_region = world_india_rajastan
geographical_region = world_india_bengal
geographical_region = world_africa_north
geographical_region = world_steppe
geographical_region = world_tibet
geographical_region = world_asia_china
geographical_region = world_asia_japan
geographical_region = world_asia_korea
}
}
}
tropical_seasons_trigger = {
$LOCATION$ = {
tropical_seasons_region_trigger = yes
}
}
tropical_seasons_region_trigger = {
OR = {
geographical_region = world_africa_west
geographical_region = world_africa_east
geographical_region = world_india_deccan
geographical_region = world_burma
geographical_region = world_asia_china
geographical_region = world_asia_southeast
}
}
is_nice_season_to_be_outside_trigger = {
OR = {
# Temperate zones like to be out in summer.
AND = {
temperate_seasons_trigger = { LOCATION = $LOCATION$ }
middle_of_year_season_trigger = yes
}
# Tropical zones like to be out in winter.
AND = {
tropical_seasons_trigger = { LOCATION = $LOCATION$ }
end_of_year_season_trigger = yes
}
}
}
is_nice_season_to_be_inside_trigger = {
OR = {
# Temperate zones like to be inside in winter.
AND = {
temperate_seasons_trigger = { LOCATION = $LOCATION$ }
end_of_year_season_trigger = yes
}
# Tropical zones like to be inside in summer.
AND = {
tropical_seasons_trigger = { LOCATION = $LOCATION$ }
middle_of_year_season_trigger = yes
}
}
}
#Season scripted trigger tied into custom loc, can be used for backgrounds and VFX
#Format like current_season_winter = yes
current_season_trigger = {
current_season_$SEASON$ = yes
}
current_season_winter = {
#southern region with rainy/dry seasons
trigger_if = {
limit = {
location = {
geographical_region = seasonal_region_deccan
}
}
OR = {
current_month >= 11
current_month < 3
}
}
trigger_else_if = {
limit = {
location = {
geographical_region = seasonal_region_rajasthan
}
}
OR = {
current_month >= 12
current_month < 4
}
}
trigger_else_if = {
limit = {
location = {
geographical_region = seasonal_region_bengal
}
}
OR = {
current_month >= 11
current_month < 2
}
}
trigger_else = {
#Generic Northern Hemisphere
OR = {
current_month >= 12
current_month < 3
}
#Not present/has different name in these regions
location = {
NOR = {
geographical_region = seasonal_region_east_africa
geographical_region = seasonal_region_west_africa
geographical_region = seasonal_region_maritime_southeast_asia
geographical_region = seasonal_region_peninsular_southeast_asia
}
}
}
}
current_season_autumn = {
#southern region with rainy/dry seasons
trigger_if = {
limit = {
location = {
geographical_region = seasonal_region_rajasthan
}
}
current_month >= 10
current_month < 12
}
trigger_else_if = {
limit = {
location = {
geographical_region = seasonal_region_bengal
}
}
current_month >= 8
current_month < 11
}
trigger_else_if = {
limit = {
location = {
geographical_region = seasonal_region_east_africa
}
}
current_month >= 9
current_month < 11
}
trigger_else = {
#Generic Northern Hemisphere
current_month >= 9
current_month < 12
#Not present/has different name in these regions
location = {
NOR = {
geographical_region = seasonal_region_west_africa
geographical_region = seasonal_region_deccan
geographical_region = seasonal_region_peninsular_southeast_asia
geographicaL_region = seasonal_region_maritime_southeast_asia
}
}
}
}
current_season_summer = {
#southern region with rainy/dry seasons
trigger_if = {
limit = {
location = {
geographical_region = seasonal_region_deccan
}
}
current_month >= 3
current_month < 6
}
trigger_else_if = {
limit = {
location = {
geographical_region = seasonal_region_rajasthan
}
}
current_month >= 4
current_month < 7
}
trigger_else_if = {
limit = {
location = {
geographical_region = seasonal_region_bengal
}
}
current_month >= 4
current_month < 6
}
trigger_else = {
#Generic Northern Hemisphere
current_month >= 6
current_month < 9
#Not present/has different name in these regions
location = {
NOR = {
geographical_region = seasonal_region_west_africa
geographical_region = seasonal_region_east_africa
geographical_region = seasonal_region_peninsular_southeast_asia
geographical_region = seasonal_region_maritime_southeast_asia
}
}
}
}
current_season_spring = {
#southern region with rainy/dry seasons
trigger_if = {
limit = {
location = {
geographical_region = seasonal_region_bengal
}
}
current_month >= 2
current_month < 4
}
trigger_else_if = {
limit = {
location = {
geographical_region = seasonal_region_east_africa
}
}
current_month >= 3
current_month < 6
}
trigger_else = {
#Generic Northern Hemisphere
current_month >= 3
current_month < 6
#Not present/has different name in these regions
location = {
NOR = {
geographical_region = seasonal_region_west_africa
geographical_region = seasonal_region_rajasthan
geographical_region = seasonal_region_deccan
geographical_region = seasonal_region_peninsular_southeast_asia
geographical_region = seasonal_region_maritime_southeast_asia
}
}
}
}
current_season_dry_season = {
#southern region with rainy/dry seasons
location = {
OR = {
geographical_region = seasonal_region_west_africa
geographical_region = seasonal_region_east_africa
geographical_region = seasonal_region_peninsular_southeast_asia
geographical_region = seasonal_region_maritime_southeast_asia
geographical_region = seasonal_region_bengal
geographical_region = seasonal_region_deccan
}
}
trigger_if = {
limit = {
location = { geographical_region = seasonal_region_west_africa }
}
OR = {
current_month >= 11
current_month < 5
}
}
trigger_else_if = {
limit = {
location = {
geographical_region = seasonal_region_east_africa
}
}
OR = {
current_month >= 12
current_month < 3
}
}
trigger_else_if = {
limit = {
location = {
geographical_region = seasonal_region_maritime_southeast_asia
}#April to September
}
current_month >= 4
current_month < 10
}
trigger_else_if = {
limit = {
location = {
geographical_region = seasonal_region_peninsular_southeast_asia
}
}
OR = { #November to May
current_month >= 11
current_month < 6
}
}
trigger_else_if = {
limit = {
location = {
geographical_region = seasonal_region_bengal
}
}
OR = {
current_month >= 12
current_month < 3
}
}
trigger_else = {
location = {
geographical_region = seasonal_region_deccan
}
OR = {
current_month >= 12
current_month < 3
}
}
}
current_season_rainy_season = {
#Jasons triggers here
location = {
OR = {
geographical_region = seasonal_region_west_africa
geographical_region = seasonal_region_east_africa
geographical_region = seasonal_region_peninsular_southeast_asia
geographical_region = seasonal_region_maritime_southeast_asia
geographical_region = seasonal_region_bengal
geographical_region = seasonal_region_deccan
geographical_region = seasonal_region_rajasthan
}
}
#southern region with rainy/dry seasons
trigger_if = {
limit = {
location = {
geographical_region = seasonal_region_deccan
}
}
current_month >= 6
current_month < 11
}
trigger_else_if = {
limit = {
location = {
geographical_region = seasonal_region_rajasthan
}
}
current_month >= 7
current_month < 10
}
trigger_else_if = {
limit = {
location = {
geographical_region = seasonal_region_bengal
}
}
current_month >= 6
current_month < 8
}
trigger_else_if = {
limit = {
location = {
geographical_region = seasonal_region_peninsular_southeast_asia
}
} #June to October
current_month >= 6
current_month < 11
}
trigger_else_if = {
limit = {
location = {
geographical_region = seasonal_region_maritime_southeast_asia
}
} #October to March
OR = {
current_month >= 10
current_month < 4
}
}
trigger_else = {
location = {
geographical_region = seasonal_region_east_africa
}
current_month >= 6
current_month < 9
}
}
current_season_hot_season = {
OR = {
AND = {
location = {
OR = {
geographical_region = seasonal_region_east_africa
geographical_region = seasonal_region_west_africa
}
}
current_season_rainy_season = yes
}
current_season_summer = yes
}
}
current_season_cold_season = {
OR = {
current_season_winter = yes
current_season_dry_season = yes
}
}
current_season_wet = {
OR = {
current_season_spring = yes
current_season_rainy_season = yes
}
}
current_season_dry = {
OR = {
current_season_summer = yes
current_season_dry_season = yes
}
}

View file

@ -21,33 +21,19 @@ ep3_should_use_byzantine_graphics_trigger = {
}
is_roman_emperor_trigger = {
OR = {
has_title = title:e_byzantium
has_title = title:h_roman_empire
has_title = title:h_eastern_roman_empire
}
always = no
}
is_roman_emperor_excluding_byzantium_trigger = {
OR = {
has_title = title:h_roman_empire
has_title = title:h_eastern_roman_empire
}
always = no
}
is_roman_emperor_primary_title_trigger = {
OR = {
primary_title ?= title:e_byzantium
primary_title ?= title:h_roman_empire
primary_title ?= title:h_eastern_roman_empire
}
always = no
}
is_roman_emperor_primary_title_excluding_byzantium_trigger = {
OR = {
primary_title ?= title:h_roman_empire
primary_title ?= title:h_eastern_roman_empire
}
always = no
}
#valid_for_byz_emperor_content_trigger = {
@ -1169,16 +1155,16 @@ has_any_gallowsbait_xp_trigger = {
}
}
ep3_restored_rome_hard_mode_trigger = {
OR = {
this = title:h_roman_empire.holder
this = title:h_eastern_roman_empire.holder
}
any_owned_story = {
type = ep3_story_cycle_restoring_rome
has_variable = roman_empire_hard_mode
}
}
#ep3_restored_rome_hard_mode_trigger = {
# OR = {
# this = title:h_roman_empire.holder
# this = title:h_eastern_roman_empire.holder
# }
# any_owned_story = {
# type = ep3_story_cycle_restoring_rome
# has_variable = roman_empire_hard_mode
# }
#}
faith_is_interesting_heresy_to_state_faith_trigger = {
religion = root.top_liege.primary_title.state_faith.religion

View file

@ -0,0 +1,854 @@

tgp_is_japanese_kampaku_trigger = {
has_title = title:e_japan
NOR = {
has_title = title:k_chrysanthemum_throne
has_global_variable = tenno_restored
has_global_variable = shogunate_established
}
}
tgp_is_japanese_governor_trigger = {
custom_tooltip = {
text = tgp_is_japanese_governor_trigger
government_has_flag = government_is_japan_administrative
is_landed = yes
is_ruler = yes
highest_held_title_tier >= tier_county
is_independent_ruler = no
tgp_is_ceremonial_liege_trigger = no
}
}
can_have_kampaku_acclamation_succession_law_trigger = {
has_tgp_dlc_trigger = yes
government_allows = administrative
is_independent_ruler = yes
}
can_keep_kampaku_acclamation_succession_law_trigger = {
has_tgp_dlc_trigger = yes
trigger_if = {
limit = {
has_realm_law = japanese_regency_succession_law
}
OR = {
can_have_kampaku_acclamation_succession_law_trigger = yes
has_title = title:e_japan
}
}
}
any_descendants_are_governors = {
# A direct descendant is currently a Governor
any_child = { # Children
OR = {
tgp_is_japanese_governor_trigger = yes
any_child = { # Grandchildren
OR = {
tgp_is_japanese_governor_trigger = yes
any_child = { # Great-grandchildren
OR = {
tgp_is_japanese_governor_trigger = yes
any_child = { # Great-great-grandchildren
tgp_is_japanese_governor_trigger = yes
}
}
}
}
}
}
}
}
any_liege_or_above_is_descendant = {
any_liege_or_above = {
is_liege_or_above_of = root
OR = {
is_child_of = root
is_grandchild_of = root
is_great_grandchild_of = root
}
}
}
is_a_previous_title_holder_trigger = {
save_temporary_scope_as = previous_holder_compare
$TITLE$ ?= {
# Easy out
trigger_if = {
limit = { previous_holder ?= scope:previous_holder_compare }
always = yes
}
# Hard out
trigger_else = {
any_past_holder = { this = scope:previous_holder_compare }
}
}
}
# Filter out dynasties of Emperors further away from you
# e.g. your father's brother's son
target_shares_nearest_related_title_holder_trigger = {
trigger_if = {
limit = {
any_parent = {
even_if_dead = yes
is_a_previous_title_holder_trigger = { TITLE = $TITLE$ }
}
}
is_child_of = $COMPARE$
}
trigger_else_if = {
limit = {
any_parent = {
even_if_dead = yes
any_parent = {
even_if_dead = yes
is_a_previous_title_holder_trigger = { TITLE = $TITLE$ }
}
}
}
is_grandchild_of = $COMPARE$
}
trigger_else = { is_great_grandchild_of = $COMPARE$ }
}
is_culture_or_descended_from_trigger = {
culture = {
OR = {
this = $CULTURE$
any_parent_culture_or_above = { this = $CULTURE$ }
}
}
}
tgp_japan_offensive_wars_ban_trigger = {
trigger_if = {
limit = {
exists = scope:defender.top_liege
scope:attacker.top_liege ?= {
has_title = title:e_japan
scope:defender.top_liege != this
government_is_japanese_trigger = yes
realm_law_use_imperial_policy_trigger = yes
}
}
custom_tooltip = {
text = japan_offensive_wars_ban_tt
scope:attacker.top_liege = { has_realm_law = imperial_expansion_law }
}
}
}
tgp_is_ceremonial_liege_or_direct_heir_trigger = {
save_temporary_scope_as = char_temp
top_liege.primary_title.var:administrative_ui_special_title ?= {
OR = {
holder ?= {
OR = {
this = scope:char_temp
is_parent_of = scope:char_temp
}
}
place_in_line_of_succession = {
target = scope:char_temp
value <= 5
}
}
}
}
tgp_ceremonial_candidacy_restriction_trigger = {
trigger_if = {
limit = {
exists = scope:target
scope:actor ?= { tgp_realm_has_ceremonial_liege_trigger = yes }
scope:secondary_recipient ?= { tgp_is_in_ceremonial_house_trigger = yes }
}
trigger_if = { # Top title only valid for ceremonial liege
limit = {
exists = scope:target.var:administrative_ui_special_title
scope:target.holder = {
OR = {
has_realm_law = japanese_regency_succession_law
has_realm_law = meritocratic_regency_succession_law
}
}
}
trigger_if = {
limit = {
top_liege.primary_title.var:administrative_ui_special_title.holder = { tgp_has_ceremonial_liege_title_trigger = yes }
}
custom_tooltip = {
text = ceremonial_liege_only_heir_can_be_ruler_trigger
scope:secondary_recipient = { tgp_is_ceremonial_liege_or_direct_heir_trigger = yes }
}
}
trigger_else_if = {
limit = {
scope:actor = { is_independent_ruler = yes }
}
custom_tooltip = {
text = ceremonial_liege_only_heir_can_be_ruler_trigger
scope:secondary_recipient = scope:actor.player_heir
}
}
trigger_else = {
custom_tooltip = {
text = ceremonial_liege_house_can_not_be_ruler_trigger
scope:secondary_recipient = { tgp_is_ceremonial_liege_trigger = yes }
}
}
}
trigger_else = { # Governor titles only valid for non-ceremonial liege
custom_tooltip = {
text = ceremonial_liege_cannot_be_governor_trigger
scope:secondary_recipient = { tgp_is_ceremonial_liege_trigger = no }
}
}
}
}
tgp_japan_grant_titles_restriction_trigger = {
trigger_if = {
limit = {
$GRANTER$ ?= { tgp_realm_has_ceremonial_liege_trigger = yes }
exists = $GRANTEE$.house
}
custom_tooltip = {
text = ceremonial_liege_cannot_be_governor_trigger
$GRANTEE$ = { tgp_is_ceremonial_liege_trigger = no }
}
}
}
tgp_ceremonial_title_revoke_restriction_trigger = {
trigger_if = {
limit = {
exists = scope:recipient.house
scope:actor.top_liege.primary_title.var:administrative_ui_special_title.holder ?= scope:recipient
}
custom_tooltip = {
text = tgp_blocked_ceremonial_title_revocation_trigger
NOT = { scope:target ?= scope:actor.top_liege.primary_title.var:administrative_ui_special_title }
}
}
}
can_have_japanese_regency_succession_law_trigger = {
has_tgp_dlc_trigger = yes
is_independent_ruler = yes
government_has_flag = government_is_japan_administrative
OR = {
has_title = title:k_chrysanthemum_throne
any_vassal_or_below = { has_title = title:k_chrysanthemum_throne }
}
NOT = {
has_global_variable = tenno_restored
}
}
can_have_japanese_appointment_succession_law_trigger = {
has_tgp_dlc_trigger = yes
government_has_flag = government_is_japan_administrative
is_independent_ruler = no
NOT = { has_title = title:k_chrysanthemum_throne }
}
can_keep_japanese_appointment_succession_law_trigger = {
has_tgp_dlc_trigger = yes
trigger_if = {
limit = { has_realm_law = japanese_appointment_succession_law }
can_have_japanese_appointment_succession_law_trigger = yes
}
}
can_change_japanese_appointment_succession_law_trigger = {
has_tgp_dlc_trigger = yes
}
tgp_japan_single_heir_succession_override_trigger = {
save_temporary_scope_as = holder_temp
OR = {
title:k_chrysanthemum_throne.holder ?= scope:holder_temp
AND = {
has_global_variable = tenno_restored
title:e_japan.holder ?= scope:holder_temp
}
}
}
tgp_blocked_action_against_tenno_trigger = {
custom_description = {
text = tgp_blocked_ruler_against_ceremonial_action_trigger
NAND = {
$TARGET$ = { has_title = title:k_chrysanthemum_throne }
$TARGET$.top_liege = $ACTOR$.top_liege
}
}
}
tgp_blocked_ruler_against_ceremonial_action_trigger = {
custom_description = {
text = tgp_blocked_ruler_against_ceremonial_action_trigger
NAND = {
$TENNO$ = { has_title = title:k_chrysanthemum_throne }
$REGENT$ = $TENNO$.liege
}
}
}
#japan_house_name_county_trigger = {
# exists = $TITLE$
# save_temporary_scope_as = new_head_temp
# trigger_if = {
# limit = {
# OR = {
# $TITLE$.holder ?= scope:new_head_temp
# scope:new_head_temp.domicile.domicile_location.county ?= $TITLE$
# }
# }
# always = yes
# }
# trigger_else_if = {
# limit = { exists = scope:old_head }
# OR = {
# $TITLE$.holder ?= scope:old_head
# scope:old_head.domicile.domicile_location.county ?= $TITLE$
# }
# }
# trigger_else_if = {
# limit = { exists = scope:new_head_temp.house.house_head }
# OR = {
# $TITLE$.holder ?= scope:new_head_temp.house.house_head
# scope:new_head_temp.house.house_head.domicile.domicile_location.county ?= $TITLE$
# }
# }
# trigger_else_if = {
# limit = { exists = scope:old_head.house.house_head }
# OR = {
# $TITLE$.holder ?= scope:old_head.house.house_head
# scope:old_head.house.house_head.domicile.domicile_location.county ?= $TITLE$
# }
# }
# trigger_else = { always = yes }
# NOT = {
# is_target_in_variable_list = { name = japanese_house_names target = $FLAG$ }
# }
#}
#
japan_house_name_trigger = {
NOT = {
is_target_in_variable_list = { name = japanese_house_names target = $FLAG$ }
}
}
tgp_japan_internal_soryo_war_is_crime_trigger = {
scope:defender = {
government_has_flag = government_is_japan_administrative
top_liege = {
government_has_flag = government_is_japan_administrative
this = scope:attacker.top_liege
}
}
}
japan_imperial_expansion_cb_allowed_for_character_trigger = {
# DLC check
has_tgp_dlc_trigger = yes
# Must have a Japanese government form with policies
realm_law_use_imperial_policy_trigger = yes
# Must be part of Japan with functional imperial family
tgp_realm_has_ceremonial_liege_trigger = yes
}
government_is_japanese_trigger = {
OR = {
government_has_flag = government_is_japan_administrative
government_has_flag = government_is_japan_feudal
}
}
japan_imperial_expansion_cb_allowed_against_character_trigger = {
# Cannot also be part of Japan
NOT = { top_liege ?= scope:attacker.top_liege }
# Must own Japanese non-de-jure land
any_sub_realm_county = {
NOT = { empire = title:e_japan }
title_province = {
OR = {
geographical_region = world_asia_japan
geographical_region = world_asia_sakhalin_hokkaido
}
}
}
}
japan_imperial_reconquest_cb_allowed_for_character_trigger = {
# DLC check
has_tgp_dlc_trigger = yes
# Must have a Japanese government form with policies
realm_law_use_imperial_policy_trigger = yes
# Must be part of Japan with functional imperial family
tgp_realm_has_ceremonial_liege_trigger = yes
}
japan_imperial_reconquest_cb_allowed_against_character_trigger = {
# Cannot also be part of Japan
scope:defender.top_liege != scope:attacker.top_liege
# Must own Japanese de-jure land
any_sub_realm_county = { empire = title:e_japan }
}
realm_law_use_imperial_policy_trigger = {
top_liege = {
highest_held_title_tier >= tier_empire
government_is_japanese_trigger = yes
}
}
tgp_japan_defense_mobilization_valid_trigger = {
custom_tooltip = {
text = defense_mobilization_law_valid_trigger
OR = {
AND = {
is_at_war = yes
save_temporary_scope_as = liege_temp
any_character_war = {
is_civil_war = no
save_temporary_scope_as = war_temp
scope:liege_temp = {
is_leader_in_war = scope:war_temp
is_defender_in_war = scope:war_temp
}
OR = {
# CURRENT ATTACKERS COMBINED ARE A THREAT
war_attacker_total_strength_value > scope:liege_temp.max_strength_fifty_percent_value
# PRIMARY ATTACKER WITH ALLIES IS A THREAT
primary_attacker.max_strength_with_allies_value > scope:liege_temp.max_strength_fifty_percent_value
}
primary_attacker = {
OR = {
capital_county.empire != scope:liege_temp.capital_county.empire
NOT = { government_is_japanese_trigger = yes }
}
}
}
}
capital_county.empire = {
any_de_jure_county = { holder.top_liege != root.top_liege }
}
}
}
}
tgp_japan_valid_restore_monarchy_scion_trigger = {
is_landed = no
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:kampaku }
is_healthy = yes
}
tgp_japan_imperial_expansion_internal_peace_trigger = {
custom_tooltip = {
text = imperial_expansion_internal_peace_trigger
top_liege = {
NOT = {
any_vassal_or_below = {
any_primary_war_enemy = {
top_liege = prev.top_liege
}
}
}
}
}
}
tgp_install_regent_faction_target_valid_trigger = {
is_independent_ruler = yes
tgp_realm_has_ceremonial_liege_trigger = yes
}
tgp_install_regent_faction_can_create_trigger = {
has_tgp_dlc_trigger = yes
scope:target ?= { tgp_install_regent_faction_target_valid_trigger = yes }
custom_tooltip = {
text = replace_ceremonial_regent_faction_kampaku_trigger
NOR = {
has_global_variable = shogunate_established
has_global_variable = tenno_restored
}
}
is_adult = yes
custom_tooltip = {
text = is_faith_dominant_gender_tt
is_faith_dominant_gender = yes
}
japan_faction_cohesion_hard_trigger = yes
trigger_if = {
limit = {
scope:target ?= {
government_is_japanese_trigger = yes # am I a compatible government type?
}
}
government_is_japanese_trigger = yes
}
trigger_if = {
limit = {
scope:target ?= {
has_government = meritocratic_government # am I a compatible government type?
}
}
has_government = meritocratic_government
}
}
japan_faction_cohesion_trigger = {
trigger_if = {
limit = {
government_has_flag = government_has_house_blocs
is_confederation_member = yes
}
custom_tooltip = {
text = house_head_create_faction_cohesion_tt
OR = {
house.house_confederation ?= { cohesion >= 50 }
joined_faction ?= {
OR = {
faction_is_at_war = yes
any_faction_member = {
OR = {
this = root.house.house_confederation.leading_house.house_head
is_ai = no
}
}
}
}
}
}
}
}
japan_faction_cohesion_hard_trigger = {
trigger_if = {
limit = {
government_has_flag = government_has_house_blocs
is_confederation_member = yes
}
custom_tooltip = {
text = house_head_create_faction_cohesion_hard_tt
OR = {
house.house_confederation ?= { cohesion >= 75 }
joined_faction ?= {
OR = {
faction_is_at_war = yes
any_faction_member = {
OR = {
this = root.house.house_confederation.leading_house.house_head
is_ai = no
}
}
}
}
}
}
}
}
restore_ceremonial_liege_faction_can_create_trigger = {
tgp_realm_has_ceremonial_liege_trigger = yes
trigger_if = {
limit = { government_is_japanese_trigger = yes }
custom_tooltip = {
text = house_head_create_faction_cohesion_hard_tt
OR = {
house.house_confederation ?= { cohesion >= 75 }
joined_faction ?= {
faction_is_at_war = yes
}
}
}
custom_tooltip = {
text = bloc_leader_unlocks_restore_emperor_faction_tt
OR = {
house.house_confederation ?= { has_cohesion_level_parameter = bloc_leader_unlocks_restore_emperor_faction }
joined_faction ?= {
faction_is_at_war = yes
}
}
}
}
OR = {
custom_tooltip = {
text = is_house_head_of_noble_family_tt
is_house_head = yes
any_held_title = { is_noble_family_title = yes }
}
is_landed = yes
}
scope:target ?= {
is_independent_ruler = yes
tgp_realm_has_ceremonial_liege_trigger = yes
tgp_has_ceremonial_liege_title_trigger = no
}
}
ceremonial_claimant_faction_can_create_trigger = {
scope:target ?= {
is_independent_ruler = yes
tgp_realm_has_ceremonial_liege_trigger = yes
tgp_has_ceremonial_liege_title_trigger = no
}
japan_faction_cohesion_hard_trigger = yes
}
imperial_policy_faction_can_create_trigger = {
realm_law_use_imperial_policy_trigger = yes
scope:target = {
is_independent_ruler = yes
this = root.liege
}
japan_faction_cohesion_trigger = yes
}
tgp_ritsuryo_bloc_house_head_trigger = {
top_liege = root.top_liege
government_has_flag = government_is_japan_administrative
}
tgp_house_bloc_interaction_valid_trigger = {
is_ruler = yes
tgp_uses_house_blocs_trigger = yes
highest_held_title_tier >= tier_county
top_liege = { tgp_uses_house_blocs_trigger = yes }
}
tgp_house_bloc_interaction_valid_showing_failures_trigger = {
custom_tooltip = {
text = tgp_house_bloc_house_head_tt
is_house_head = yes
any_held_title = { is_noble_family_title = yes }
}
}
tgp_has_house_relation_level_trigger = {
exists = $HOUSE_1_MEMBER$.house
exists = $HOUSE_2_MEMBER$.house
$HOUSE_1_MEMBER$.house != $HOUSE_2_MEMBER$.house
$HOUSE_1_MEMBER$.house = {
any_house_relation = {
has_house_relation_level = $LEVEL$
any_relation_house = { this = $HOUSE_2_MEMBER$.house }
}
}
}
## Check who can join a House Bloc
#
# TODO_TGP_CD: Remove this? Functionality (if any) would do better on house confederation type).
#
# root: possibly viable character
#
tgp_should_join_house_bloc_trigger = {
# Not in a Bloc
NOT = { exists = confederation }
# Not vassal - TODO_CD_TGP
#NOT = { liege ?= house.house_head }
# Same liege
$BLOC$.leading_house.house_head.liege ?= liege
# General checks
tgp_house_bloc_interaction_valid_trigger = yes
is_landed = yes # TODO_CD_TGP UNLANDED CANNOT JOIN YET
# Government TODO_CD_TGP disabled for now
#trigger_if = {
# limit = {
# $BLOC$.leading_house.house_head ?= { government_has_flag = government_is_japan_administrative }
# }
# government_has_flag = government_is_japan_administrative
#}
#trigger_else = { government_has_flag = government_is_japan_feudal }
}
tgp_house_bloc_inviter_or_leader_trigger = {
$JOINER$ = { save_temporary_scope_as = joiner_temp }
trigger_if = {
limit = { exists = $INVITER$.confederation.leading_house.house_head }
$INVITER$.confederation.leading_house.house_head = { save_temporary_scope_as = inviter_temp }
}
trigger_else = { $INVITER$ = { save_temporary_scope_as = inviter_temp } }
}
tgp_japan_cadet_creates_dynasty_trigger = {
NOR = {
this = dynasty.dynast
this = house.house_head
}
dynasty.dynast ?= { government_allows = administrative }
}
tgp_soryo_or_bushido_trigger = {
custom_tooltip = {
text = soryo_or_bushido_trigger
OR = {
government_has_flag = government_is_japan_feudal
culture = { has_cultural_tradition = tradition_tgp_bushido }
}
}
}
has_house_aspiration_trigger = {
OR = {
has_house_aspiration_parameter = aspiration_level_1
has_house_aspiration_parameter = aspiration_level_2
has_house_aspiration_parameter = aspiration_level_3
}
}
should_learn_chinese_trigger = {
save_temporary_scope_as = child_learned_chinese
#Make sure they don't already know Chinese
NOT = {
knows_language = language_chinese
}
num_of_known_languages < language_soft_cap
exists = house
age >= 10
is_faith_dominant_gender = yes
probably_unintelligent_trigger = no
house.house_head ?= {
OR = {
government_is_japanese_trigger = yes
#This will account for korea and friends
government_allows = merit
}
OR = {
#Cultural acceptance will be our guiding light for teaching young, noblemen (dominate gender) adults Chinese. These values will be set in game_start.txt
culture = {
OR = {
cultural_acceptance = {
target = culture:han
value >= 65
}
any_parent_culture_or_above = { this = culture:han }
}
}
top_liege = {
highest_held_title_tier >= tier_kingdom
has_dlc_feature = royal_court
has_court_language_of_culture = culture:han
}
}
}
}
japan_government_japan_kingdom_restriction_trigger = {
trigger_if = {
limit = {
government_is_japanese_trigger = yes
OR = {
is_independent_ruler = no
AND = {
NOT = { highest_held_title_tier = tier_kingdom }
has_title = title:e_japan
}
}
}
custom_tooltip = {
text = japan_government_japan_kingdom_restriction_tt
has_global_variable = tenno_restored
}
}
}
japan_government_japan_duchy_restriction_trigger = {
trigger_if = {
limit = {
OR = {
government_has_flag = government_is_japan_administrative
AND = { # Soryo can create duchies if they're already a duke
government_has_flag = government_is_japan_feudal
primary_title.tier = tier_county
}
}
NAND = {
is_independent_ruler = yes
government_has_flag = government_is_japan_feudal
}
}
custom_tooltip = {
text = japan_government_japan_duchy_restriction_tt
has_global_variable = tenno_restored
}
}
}
can_upgrade_house_aspiration_trigger = {
is_house_head = yes
trigger_if = {
limit = {
exists = house.house_confederation.leading_house
house.house_confederation.leading_house != house
}
custom_tooltip = {
text = cannot_upgrade_mismatched_bloc_aspiration_tt
house.house_confederation.leading_house = { has_same_house_aspiration_as = root.house }
}
}
}
japan_castle_construction_trigger = {
trigger_if = {
limit = {
county.holder ?= {
government_has_flag = government_is_japan_administrative
realm_law_use_imperial_policy_trigger = yes
}
}
custom_tooltip = {
text = japan_castle_construction_trigger_tt
county.holder.top_liege ?= { has_realm_law_flag = disarmament_law }
}
}
}
tgp_bloc_war_transfer_trigger = {
$BLOC_LEADER$ = { save_temporary_scope_as = leader_temp }
save_temporary_scope_as = member_head_temp
NOR = {
# Not leading house
scope:leader_temp.house.house_confederation.leading_house ?= house
# Not sub vassal
trigger_if = {
limit = {
scope:leader_temp = { is_independent_ruler = no }
}
is_vassal_or_below_of = scope:leader_temp
}
# Not friend
has_relation_friend = scope:leader_temp
# Not ally
is_allied_to = scope:leader_temp
# Not hooked
scope:leader_temp = { has_hook = scope:member_head_temp }
# Not terrified
has_dread_level_towards = {
target = scope:leader_temp
level >= 2
}
# Not loyal
has_trait = loyal
}
}
has_japanese_house_aspiration_trigger = {
house ?= {
OR = {
has_house_aspiration_parameter = aspiration_ceremony
has_house_aspiration_parameter = aspiration_determination
has_house_aspiration_parameter = aspiration_humility
has_house_aspiration_parameter = aspiration_prosperity
has_house_aspiration_parameter = aspiration_service
has_house_aspiration_parameter = aspiration_strength
}
}
}

View file

@ -8693,7 +8693,7 @@ devoted = {
triggered_desc = {
trigger = {
faith ?= {
faith:theravada.religion ?= religion
faith:osvicenist.religion ?= religion
}
culture ?= { has_cultural_pillar = language_japonic }
is_female = no
@ -8703,7 +8703,7 @@ devoted = {
triggered_desc = {
trigger = {
faith ?= {
faith:theravada.religion ?= religion
faith:osvicenist.religion ?= religion
}
culture ?= { has_cultural_pillar = language_japonic }
is_female = yes
@ -8713,7 +8713,7 @@ devoted = {
triggered_desc = {
trigger = {
exists = faith.religion
faith.religion = faith:theravada.religion
faith.religion = faith:osvicenist.religion
is_female = no
}
desc = trait_devoted_buddhism_male
@ -8721,7 +8721,7 @@ devoted = {
triggered_desc = {
trigger = {
exists = faith.religion
faith.religion = faith:theravada.religion
faith.religion = faith:osvicenist.religion
is_female = yes
}
desc = trait_devoted_buddhism_female
@ -8993,26 +8993,26 @@ faith_warrior = {
trigger = { faith = { religion_tag = islam_religion } }
desc = trait_mujahid
}
# triggered_desc = {
# # triggered_desc = {
# trigger = { faith = { religion_tag = bon_religion } }
# desc = trait_crusader_bon
# }
# # }
triggered_desc = {
trigger = { faith = { religion_tag = buddhism_religion } }
desc = trait_crusader_buddhism
}
triggered_desc = {
trigger = { faith = { religion_tag = dualism_religion } }
desc = trait_crusader_dualism
}
# triggered_desc = {
# trigger = { faith = { religion_tag = dualism_religion } }
# desc = trait_crusader_dualism
# }
triggered_desc = {
trigger = { faith = { religion_tag = folkgerman_religion } }
desc = trait_crusader_germanic
}
triggered_desc = {
trigger = { faith = { religion_tag = hellenism_religion } }
desc = trait_crusader_hellenism
}
# triggered_desc = {
# trigger = { faith = { religion_tag = hellenism_religion } }
# desc = trait_crusader_hellenism
# }
triggered_desc = {
trigger = { faith = { religion_tag = hinduism_religion } }
desc = trait_crusader_hinduism
@ -9041,34 +9041,34 @@ faith_warrior = {
trigger = { faith = { religion_tag = finnic_religion } }
desc = trait_crusader_finno_ugric
}
triggered_desc = {
trigger = { faith = { religion_tag = siberian_religion } }
desc = trait_crusader_siberian
}
triggered_desc = {
trigger = { faith = { religion_tag = tengrism_religion } }
desc = trait_crusader_tengrism
}
triggered_desc = {
trigger = { faith = { religion_tag = west_african_religion } }
desc = trait_crusader_west_african
}
triggered_desc = {
trigger = { faith = { religion_tag = west_african_bori_religion } }
desc = trait_crusader_west_african_bori
}
triggered_desc = {
trigger = { faith = { religion_tag = west_african_roog_religion } }
desc = trait_crusader_west_african_roog
}
## triggered_desc = {
## trigger = { faith = { religion_tag = siberian_religion } }
# desc = trait_crusader_siberian
# }
# triggered_desc = {
# trigger = { faith = { religion_tag = tengrism_religion } }
# desc = trait_crusader_tengrism
# }
# triggered_desc = {
# trigger = { faith = { religion_tag = west_african_religion } }
# desc = trait_crusader_west_african
# }
# triggered_desc = {
# trigger = { faith = { religion_tag = west_african_bori_religion } }
# desc = trait_crusader_west_african_bori
# }
# triggered_desc = {
# trigger = { faith = { religion_tag = west_african_roog_religion } }
# desc = trait_crusader_west_african_roog
# }
triggered_desc = {
trigger = { faith = { religion_tag = zoroastrianism_religion } }
desc = trait_crusader_zoroastrianism
}
triggered_desc = {
trigger = { faith = { religion_tag = zunism_religion } }
desc = trait_crusader_zunism
}
# triggered_desc = {
# trigger = { faith = { religion_tag = zunism_religion } }
# desc = trait_crusader_zunism
# }
desc = trait_faith_warrior
}
@ -15358,71 +15358,71 @@ lifestyle_traveler = {
}
############### FP3 TRAITS ##############
fp3_struggle_detractor = {
icon = "fp3_struggle_detractor.dds"
opposites = {
fp3_struggle_supporter
}
shown_in_ruler_designer = no
same_opinion = 10
opposite_opinion = -30
ai_war_cooldown = -0.5
ai_war_chance = 5
flag = can_foment_revolt_interaction
flag = can_request_incursion_interaction
flag = can_change_to_iranian_faith_decision
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_fp3_struggle_detractor_desc
}
triggered_desc = {
trigger = { faith.religious_head_title ?= title:d_sunni }
desc = trait_fp3_struggle_detractor_character_desc
}
desc = trait_fp3_struggle_detractor_non_orthodox_sunni_character_desc
}
}
}
fp3_struggle_supporter = {
icon = "fp3_struggle_supporter.dds"
opposites = {
fp3_struggle_detractor
}
shown_in_ruler_designer = no
flag = can_use_install_loyalist_cb
same_opinion = 10
opposite_opinion = -30
desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = trait_fp3_struggle_supporter_desc
}
triggered_desc = {
trigger = { has_title = title:d_sunni }
desc = trait_fp3_struggle_supporter_character_is_caliph_desc
}
desc = trait_fp3_struggle_supporter_character_desc
}
}
}
#
#fp3_struggle_detractor = {
# icon = "fp3_struggle_detractor.dds"
# opposites = {
# fp3_struggle_supporter
# }
#
# shown_in_ruler_designer = no
#
# same_opinion = 10
# opposite_opinion = -30
#
# ai_war_cooldown = -0.5
# ai_war_chance = 5
#
# flag = can_foment_revolt_interaction
# flag = can_request_incursion_interaction
# flag = can_change_to_iranian_faith_decision
#
# desc = {
# first_valid = {
# triggered_desc = {
# trigger = {
# NOT = { exists = this }
# }
# desc = trait_fp3_struggle_detractor_desc
# }
# triggered_desc = {
# trigger = { faith.religious_head_title ?= title:d_sunni }
# desc = trait_fp3_struggle_detractor_character_desc
# }
# desc = trait_fp3_struggle_detractor_non_orthodox_sunni_character_desc
# }
# }
#}
#
#fp3_struggle_supporter = {
# icon = "fp3_struggle_supporter.dds"
# opposites = {
# fp3_struggle_detractor
# }
#
# shown_in_ruler_designer = no
#
# flag = can_use_install_loyalist_cb
#
# same_opinion = 10
# opposite_opinion = -30
#
# desc = {
# first_valid = {
# triggered_desc = {
# trigger = {
# NOT = { exists = this }
# }
# desc = trait_fp3_struggle_supporter_desc
# }
# triggered_desc = {
# trigger = { has_title = title:d_sunni }
# desc = trait_fp3_struggle_supporter_character_is_caliph_desc
# }
# desc = trait_fp3_struggle_supporter_character_desc
# }
# }
#}
############### EP3 TRAITS ##############
@ -15832,7 +15832,6 @@ despoiler_of_byzantium = {
siege_phase_time = -0.25
men_at_arms_maintenance_per_dread_mult = -0.0025
knight_effectiveness_per_dread = 0.002
greek_opinion = -50
county_opinion_add = -10
clergy_opinion = -15
@ -16036,148 +16035,148 @@ knight_errant = {
}
}
}
the_wake = {
category = lifestyle
icon = "the_wake.dds"
shown_in_ruler_designer = no
opinion_of_different_culture = -10
wetlands_travel_danger = -100
character_travel_speed = 15
# AI Values
ai_vengefulness = 100
name = {
first_valid = {
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = the_wake
value = 100
}
}
desc = the_wake_5
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = the_wake
value >= 75
}
}
desc = the_wake_4
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = the_wake
value >= 50
}
}
desc = the_wake_3
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = the_wake
value >= 25
}
}
desc = the_wake_2
}
desc = the_wake_1
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = the_wake
value = 100
}
}
desc = the_wake_5_desc
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = the_wake
value >= 75
}
}
desc = the_wake_4_desc
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = the_wake
value >= 50
}
}
desc = the_wake_3_desc
}
triggered_desc = {
trigger = {
exists = this
has_trait_xp = {
trait = the_wake
value >= 25
}
}
desc = the_wake_2_desc
}
desc = the_wake_1_desc
}
}
track = {
25 = {
martial = 1
wetlands_attrition_mult = -0.1
wetlands_advantage = 2
wetlands_supply_limit_mult = 0.1
norman_opinion = -5
}
50 = {
martial = 1
wetlands_attrition_mult = -0.2
wetlands_advantage = 3
wetlands_supply_limit_mult = 0.2
norman_opinion = -5
}
75 = {
martial = 1
prowess = 1
wetlands_attrition_mult = -0.2
wetlands_advantage = 1
max_combat_roll = 2
wetlands_supply_limit_mult = 0.2
norman_opinion = -10
dread_baseline_add = 5
}
100 = {
martial = 2
prowess = 2
wetlands_supply_limit_mult = 0.1
norman_opinion = -15
uncontrolled_province_advantage = 5
raid_speed = 0.5
dread_baseline_add = 15
}
}
}
#
#the_wake = {
# category = lifestyle
# icon = "the_wake.dds"
#
# shown_in_ruler_designer = no
#
# opinion_of_different_culture = -10
# wetlands_travel_danger = -100
# character_travel_speed = 15
#
# # AI Values
# ai_vengefulness = 100
#
# name = {
# first_valid = {
# triggered_desc = {
# trigger = {
# exists = this
# has_trait_xp = {
# trait = the_wake
# value = 100
# }
# }
# desc = the_wake_5
# }
# triggered_desc = {
# trigger = {
# exists = this
# has_trait_xp = {
# trait = the_wake
# value >= 75
# }
# }
# desc = the_wake_4
# }
# triggered_desc = {
# trigger = {
# exists = this
# has_trait_xp = {
# trait = the_wake
# value >= 50
# }
# }
# desc = the_wake_3
# }
# triggered_desc = {
# trigger = {
# exists = this
# has_trait_xp = {
# trait = the_wake
# value >= 25
# }
# }
# desc = the_wake_2
# }
# desc = the_wake_1
# }
# }
#
# desc = {
# first_valid = {
# triggered_desc = {
# trigger = {
# exists = this
# has_trait_xp = {
# trait = the_wake
# value = 100
# }
# }
# desc = the_wake_5_desc
# }
# triggered_desc = {
# trigger = {
# exists = this
# has_trait_xp = {
# trait = the_wake
# value >= 75
# }
# }
# desc = the_wake_4_desc
# }
# triggered_desc = {
# trigger = {
# exists = this
# has_trait_xp = {
# trait = the_wake
# value >= 50
# }
# }
# desc = the_wake_3_desc
# }
# triggered_desc = {
# trigger = {
# exists = this
# has_trait_xp = {
# trait = the_wake
# value >= 25
# }
# }
# desc = the_wake_2_desc
# }
# desc = the_wake_1_desc
# }
# }
#
# track = {
# 25 = {
# martial = 1
# wetlands_attrition_mult = -0.1
# wetlands_advantage = 2
# wetlands_supply_limit_mult = 0.1
# norman_opinion = -5
# }
# 50 = {
# martial = 1
# wetlands_attrition_mult = -0.2
# wetlands_advantage = 3
# wetlands_supply_limit_mult = 0.2
# norman_opinion = -5
# }
# 75 = {
# martial = 1
# prowess = 1
# wetlands_attrition_mult = -0.2
# wetlands_advantage = 1
# max_combat_roll = 2
# wetlands_supply_limit_mult = 0.2
# norman_opinion = -10
# dread_baseline_add = 5
# }
# 100 = {
# martial = 2
# prowess = 2
# wetlands_supply_limit_mult = 0.1
# norman_opinion = -15
# uncontrolled_province_advantage = 5
# raid_speed = 0.5
# dread_baseline_add = 15
# }
# }
#}
immortal = {
icon = "immortal.dds"

View file

@ -8472,25 +8472,25 @@ coronation_events.6121 = {
OR = {
government_has_flag = government_is_nomadic
has_trait = nomadic_philosophy
primary_title = title:e_mongol_empire
# primary_title = title:e_mongol_empire
}
}
desc = coronation_events.6121.desc_kurultai
}
triggered_desc = {
trigger = {
OR = {
is_roman_emperor_primary_title_trigger = yes
culture = {
has_cultural_tradition = tradition_ep3_roman_ceremonies
}
culture = {
has_cultural_tradition = tradition_roman_legacy
}
}
}
desc = coronation_events.6121.desc_byzantine
}
# triggered_desc = {
# trigger = {
# OR = {
# is_roman_emperor_primary_title_trigger = yes
# culture = {
# has_cultural_tradition = tradition_ep3_roman_ceremonies
# }
# culture = {
# has_cultural_tradition = tradition_roman_legacy
# }
# }
# }
# desc = coronation_events.6121.desc_byzantine
# }
desc = coronation_events.6121.desc_generic_intro
}
#Are the nobles compliant?

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

View file

@ -946,138 +946,138 @@ fund_inspiration.0022 = {
scripted_trigger fund_inspiration_0031_title_based_option_trigger = {
OR = {
AND = {
exists = global_var:flag_restored_roman_empire
global_var:flag_restored_roman_empire = root
NOT = { exists = scope:book_topic_restoration }
}
AND = {
exists = global_var:flag_restored_dumnonia
global_var:flag_restored_dumnonia = root
NOT = { exists = scope:book_topic_restoration }
}
AND = {
exists = global_var:flag_reformed_carolingian_empire
global_var:flag_reformed_carolingian_empire = root
NOT = { exists = scope:book_topic_restoration }
}
AND = {
exists = global_var:restore_holy_roman_empire_decision
global_var:restore_holy_roman_empire_decision = root
NOT = { exists = scope:book_topic_restoration }
}
AND = {
exists = global_var:unite_the_spanish_thrones_decision
global_var:unite_the_spanish_thrones_decision = root
exists = global_var:unite_the_spanish_thrones_decision_title
NOT = { exists = scope:book_topic_unification }
}
AND = {
exists = global_var:unite_the_slavs_decision
global_var:unite_the_slavs_decision = root
NOT = { exists = scope:book_topic_unification }
}
AND = {
exists = global_var:unite_the_southern_slavs_decision
global_var:unite_the_southern_slavs_decision = root
exists = global_var:unite_the_southern_slavs_decision_title
NOT = { exists = scope:book_topic_unification }
}
AND = {
exists = global_var:unite_the_western_slavs_decision
global_var:unite_the_western_slavs_decision = root
NOT = { exists = scope:book_topic_unification }
}
AND = {
exists = global_var:flag_unified_burgundy_kingdom
global_var:flag_unified_burgundy_kingdom = root
NOT = { exists = scope:book_topic_unification }
}
AND = {
exists = global_var:flag_unified_italian_empire
global_var:flag_unified_italian_empire = root
NOT = { exists = scope:book_topic_unification }
}
AND = {
exists = global_var:form_portugal_decision
global_var:form_portugal_decision = root
NOT = { exists = scope:book_topic_creation }
}
AND = {
exists = global_var:flag_founded_kingdom_of_bosnia
global_var:flag_founded_kingdom_of_bosnia = root
NOT = { exists = scope:book_topic_creation }
}
AND = {
exists = global_var:flag_created_armenian_empire
global_var:flag_created_armenian_empire = root
NOT = { exists = scope:book_topic_creation }
}
AND = {
exists = global_var:flag_created_dai_viet_empire
global_var:flag_created_dai_viet_empire = root
NOT = { exists = scope:book_topic_creation }
}
AND = {
exists = global_var:flag_created_majapahit_empire
global_var:flag_created_majapahit_empire = root
NOT = { exists = scope:book_topic_creation }
}
AND = {
exists = global_var:flag_created_ryukyu_empire
global_var:flag_created_ryukyu_empire = root
NOT = { exists = scope:book_topic_creation }
}
AND = {
exists = global_var:flag_created_siam_kingdom
global_var:flag_created_siam_kingdom = root
NOT = { exists = scope:book_topic_creation }
}
AND = {
exists = global_var:flag_created_brunei_kingdom
global_var:flag_created_brunei_kingdom = root
NOT = { exists = scope:book_topic_creation }
}
AND = {
exists = global_var:flag_created_brunei_empire
global_var:flag_created_brunei_empire = root
NOT = { exists = scope:book_topic_creation }
}
AND = {
exists = global_var:flag_formed_rum_sultanate
global_var:flag_formed_rum_sultanate = root
NOT = { exists = scope:book_topic_creation }
}
AND = {
exists = global_var:create_israel_kingdom
global_var:create_israel_kingdom = root
NOT = { exists = scope:book_topic_creation }
}
AND = {
exists = global_var:flag_created_outremer_empire
global_var:flag_created_outremer_empire = root
NOT = { exists = scope:book_topic_creation }
}
AND = {
exists = global_var:flag_formed_switzerland_kingdom
global_var:flag_formed_switzerland_kingdom = root
NOT = { exists = scope:book_topic_creation }
}
AND = {
exists = global_var:flag_formed_austria_kingdom
global_var:flag_formed_austria_kingdom = root
NOT = { exists = scope:book_topic_creation }
}
AND = {
exists = global_var:flag_formed_kingdom_of_aragon
global_var:flag_formed_kingdom_of_aragon = root
NOT = { exists = scope:book_topic_creation }
}
AND = {
exists = global_var:form_toledo_decision
global_var:form_toledo_decision = root
NOT = { exists = scope:book_topic_creation }
}
# AND = {
# exists = global_var:flag_restored_roman_empire
# global_var:flag_restored_roman_empire = root
# NOT = { exists = scope:book_topic_restoration }
# }
# AND = {
# exists = global_var:flag_restored_dumnonia
# global_var:flag_restored_dumnonia = root
# NOT = { exists = scope:book_topic_restoration }
# }
# AND = {
# exists = global_var:flag_reformed_carolingian_empire
# global_var:flag_reformed_carolingian_empire = root
# NOT = { exists = scope:book_topic_restoration }
# }
# AND = {
# exists = global_var:restore_holy_roman_empire_decision
# global_var:restore_holy_roman_empire_decision = root
# NOT = { exists = scope:book_topic_restoration }
# }
# AND = {
# exists = global_var:unite_the_spanish_thrones_decision
# global_var:unite_the_spanish_thrones_decision = root
# exists = global_var:unite_the_spanish_thrones_decision_title
# NOT = { exists = scope:book_topic_unification }
# }
# AND = {
# exists = global_var:unite_the_slavs_decision
# global_var:unite_the_slavs_decision = root
# NOT = { exists = scope:book_topic_unification }
# }
# AND = {
# exists = global_var:unite_the_southern_slavs_decision
# global_var:unite_the_southern_slavs_decision = root
# exists = global_var:unite_the_southern_slavs_decision_title
# NOT = { exists = scope:book_topic_unification }
# }
# AND = {
# exists = global_var:unite_the_western_slavs_decision
# global_var:unite_the_western_slavs_decision = root
# NOT = { exists = scope:book_topic_unification }
# }
# AND = {
# exists = global_var:flag_unified_burgundy_kingdom
# global_var:flag_unified_burgundy_kingdom = root
# NOT = { exists = scope:book_topic_unification }
# }
# AND = {
# exists = global_var:flag_unified_italian_empire
# global_var:flag_unified_italian_empire = root
# NOT = { exists = scope:book_topic_unification }
# }
# AND = {
# exists = global_var:form_portugal_decision
# global_var:form_portugal_decision = root
# NOT = { exists = scope:book_topic_creation }
# }
# AND = {
# exists = global_var:flag_founded_kingdom_of_bosnia
# global_var:flag_founded_kingdom_of_bosnia = root
# NOT = { exists = scope:book_topic_creation }
# }
# AND = {
# exists = global_var:flag_created_armenian_empire
# global_var:flag_created_armenian_empire = root
# NOT = { exists = scope:book_topic_creation }
# }
# AND = {
# exists = global_var:flag_created_dai_viet_empire
# global_var:flag_created_dai_viet_empire = root
# NOT = { exists = scope:book_topic_creation }
# }
# AND = {
# exists = global_var:flag_created_majapahit_empire
# global_var:flag_created_majapahit_empire = root
# NOT = { exists = scope:book_topic_creation }
# }
# AND = {
# exists = global_var:flag_created_ryukyu_empire
# global_var:flag_created_ryukyu_empire = root
# NOT = { exists = scope:book_topic_creation }
# }
# AND = {
# exists = global_var:flag_created_siam_kingdom
# global_var:flag_created_siam_kingdom = root
# NOT = { exists = scope:book_topic_creation }
# }
# AND = {
# exists = global_var:flag_created_brunei_kingdom
# global_var:flag_created_brunei_kingdom = root
# NOT = { exists = scope:book_topic_creation }
# }
# AND = {
# exists = global_var:flag_created_brunei_empire
# global_var:flag_created_brunei_empire = root
# NOT = { exists = scope:book_topic_creation }
# }
# AND = {
# exists = global_var:flag_formed_rum_sultanate
# global_var:flag_formed_rum_sultanate = root
# NOT = { exists = scope:book_topic_creation }
# }
# AND = {
# exists = global_var:create_israel_kingdom
# global_var:create_israel_kingdom = root
# NOT = { exists = scope:book_topic_creation }
# }
# AND = {
# exists = global_var:flag_created_outremer_empire
# global_var:flag_created_outremer_empire = root
# NOT = { exists = scope:book_topic_creation }
# }
# AND = {
# exists = global_var:flag_formed_switzerland_kingdom
# global_var:flag_formed_switzerland_kingdom = root
# NOT = { exists = scope:book_topic_creation }
# }
# AND = {
# exists = global_var:flag_formed_austria_kingdom
# global_var:flag_formed_austria_kingdom = root
# NOT = { exists = scope:book_topic_creation }
# }
# AND = {
# exists = global_var:flag_formed_kingdom_of_aragon
# global_var:flag_formed_kingdom_of_aragon = root
# NOT = { exists = scope:book_topic_creation }
# }
# AND = {
# exists = global_var:form_toledo_decision
# global_var:form_toledo_decision = root
# NOT = { exists = scope:book_topic_creation }
# }
AND = {
exists = global_var:found_kingdom_decision
global_var:found_kingdom_decision = root
@ -1090,11 +1090,11 @@ scripted_trigger fund_inspiration_0031_title_based_option_trigger = {
exists = global_var:found_empire_decision_empire
NOT = { exists = scope:book_topic_creation }
}
AND = {
exists = global_var:flag_restored_old_vasconia
global_var:flag_restored_old_vasconia = root
NOT = { exists = scope:book_topic_restoration }
}
# AND = {
# exists = global_var:flag_restored_old_vasconia
# global_var:flag_restored_old_vasconia = root
# NOT = { exists = scope:book_topic_restoration }
# }
}
}
@ -1207,330 +1207,330 @@ scripted_effect fund_inspiration_0031_pick_options_to_show_effect = {
trigger = {
fund_inspiration_0031_title_based_option_trigger = yes
}
# if = {
# limit = {
# AND = {
# exists = global_var:flag_restored_roman_empire
# global_var:flag_restored_roman_empire = root
# }
# NOT = { exists = scope:book_topic_restoration }
# }
# save_scope_value_as = {
# name = book_topic_restoration
# value = yes
# }
# title:h_roman_empire = {
# save_scope_as = restored_title
# }
# }
# else_if = {
# limit = {
# AND = {
# exists = global_var:flag_restored_dumnonia
# global_var:flag_restored_dumnonia = root
# }
# NOT = { exists = scope:book_topic_restoration }
# }
# save_scope_value_as = {
# name = book_topic_restoration
# value = yes
# }
# title:k_cornwall = {
# save_scope_as = restored_title
# }
# }
# else_if = {
# limit = {
# AND = {
# exists = global_var:flag_reformed_carolingian_empire
# global_var:flag_reformed_carolingian_empire = root
# }
# NOT = { exists = scope:book_topic_restoration }
# }
# save_scope_value_as = {
# name = book_topic_restoration
# value = yes
# }
# title:e_france = {
# save_scope_as = restored_title
# }
# }
# else_if = {
# limit = {
# AND = {
# exists = global_var:restore_holy_roman_empire_decision
# global_var:restore_holy_roman_empire_decision = root
# }
# NOT = { exists = scope:book_topic_restoration }
# }
# save_scope_value_as = {
# name = book_topic_restoration
# value = yes
# }
# title:e_hre = {
# save_scope_as = restored_title
# }
# }
# else_if = {
# limit = {
# AND = {
# exists = global_var:unite_the_spanish_thrones_decision
# global_var:unite_the_spanish_thrones_decision = root
# exists = global_var:unite_the_spanish_thrones_decision_title
# }
# NOT = { exists = scope:book_topic_unification }
# }
# save_scope_value_as = {
# name = book_topic_unification
# value = yes
# }
# global_var:unite_the_spanish_thrones_decision_title = {
# save_scope_as = united_title
# }
# }
# else_if = {
# limit = {
# AND = {
# exists = global_var:unite_the_slavs_decision
# global_var:unite_the_slavs_decision = root
# }
# NOT = { exists = scope:book_topic_unification }
# }
# save_scope_value_as = {
# name = book_topic_unification
# value = yes
# }
# title:e_slavia = {
# save_scope_as = united_title
# }
# }
# else_if = {
# limit = {
# AND = {
# exists = global_var:unite_the_southern_slavs_decision
# global_var:unite_the_southern_slavs_decision = root
# exists = global_var:unite_the_southern_slavs_decision_title
# }
# NOT = { exists = scope:book_topic_unification }
# }
# save_scope_value_as = {
# name = book_topic_unification
# value = yes
# }
# global_var:unite_the_southern_slavs_decision_title = {
# save_scope_as = united_title
# }
# }
# else_if = {
# limit = {
# AND = {
# exists = global_var:unite_the_western_slavs_decision
# global_var:unite_the_western_slavs_decision = root
# exists = global_var:unite_the_western_slavs_decision_title
# }
# NOT = { exists = scope:book_topic_unification }
# }
# save_scope_value_as = {
# name = book_topic_unification
# value = yes
# }
# global_var:unite_the_western_slavs_decision_title = {
# save_scope_as = united_title
# }
# }
# else_if = {
# limit = {
# AND = {
# exists = global_var:flag_unified_burgundy_kingdom
# global_var:flag_unified_burgundy_kingdom = root
# }
# NOT = { exists = scope:book_topic_unification }
# }
# save_scope_value_as = {
# name = book_topic_unification
# value = yes
# }
# title:k_burgundy = {
# save_scope_as = united_title
# }
# }
# else_if = {
# limit = {
# AND = {
# exists = global_var:flag_unified_italian_empire
# global_var:flag_unified_italian_empire = root
# }
# NOT = { exists = scope:book_topic_unification }
# }
# save_scope_value_as = {
# name = book_topic_unification
# value = yes
# }
# title:e_italy = {
# save_scope_as = united_title
# }
# }
# else_if = {
# limit = {
# AND = {
# exists = global_var:form_portugal_decision
# global_var:form_portugal_decision = root
# }
# NOT = { exists = scope:book_topic_creation }
# }
# save_scope_value_as = {
# name = book_topic_creation
# value = yes
# }
# title:k_portugal = {
# save_scope_as = created_title
# }
# }
# else_if = {
# limit = {
# AND = {
# exists = global_var:flag_founded_kingdom_of_bosnia
# global_var:flag_founded_kingdom_of_bosnia = root
# }
# NOT = { exists = scope:book_topic_creation }
# }
# save_scope_value_as = {
# name = book_topic_creation
# value = yes
# }
# title:k_bosnia = {
# save_scope_as = created_title
# }
# }
# else_if = {
# limit = {
# AND = {
# exists = global_var:flag_created_armenian_empire
# global_var:flag_created_armenian_empire = root
# }
# NOT = { exists = scope:book_topic_creation }
# }
# save_scope_value_as = {
# name = book_topic_creation
# value = yes
# }
# title:e_armenia = {
# save_scope_as = created_title
# }
# }
# else_if = {
# limit = {
# AND = {
# exists = global_var:flag_created_dai_viet_empire
# global_var:flag_created_dai_viet_empire = root
# }
# NOT = { exists = scope:book_topic_creation }
# }
# save_scope_value_as = {
# name = book_topic_creation
# value = yes
# }
# title:e_viet = {
# save_scope_as = created_title
# }
# }
# else_if = {
# limit = {
# AND = {
# exists = global_var:flag_formed_rum_sultanate
# global_var:flag_formed_rum_sultanate = root
# }
# NOT = { exists = scope:book_topic_creation }
# }
# save_scope_value_as = {
# name = book_topic_creation
# value = yes
# }
# title:k_rum = {
# save_scope_as = created_title
# }
# }
# else_if = {
# limit = {
# AND = {
# exists = global_var:create_israel_kingdom
# global_var:create_israel_kingdom = root
# }
# NOT = { exists = scope:book_topic_creation }
# }
# save_scope_value_as = {
# name = book_topic_creation
# value = yes
# }
# title:k_israel = {
# save_scope_as = created_title
# }
# }
# else_if = {
# limit = {
# AND = {
# exists = global_var:flag_created_outremer_empire
# global_var:flag_created_outremer_empire = root
# }
# NOT = { exists = scope:book_topic_creation }
# }
# save_scope_value_as = {
# name = book_topic_creation
# value = yes
# }
# title:e_outremer = {
# save_scope_as = created_title
# }
# }
# else_if = {
# limit = {
# AND = {
# exists = global_var:flag_formed_switzerland_kingdom
# global_var:flag_formed_switzerland_kingdom = root
# }
# NOT = { exists = scope:book_topic_creation }
# }
# save_scope_value_as = {
# name = book_topic_creation
# value = yes
# }
# title:k_switzerland = {
# save_scope_as = created_title
# }
# }
# else_if = {
# limit = {
# AND = {
# exists = global_var:flag_formed_austria_kingdom
# global_var:flag_formed_austria_kingdom = root
# }
# NOT = { exists = scope:book_topic_creation }
# }
# save_scope_value_as = {
# name = book_topic_creation
# value = yes
# }
# title:k_austria = {
# save_scope_as = created_title
# }
# }
# else_if = {
# limit = {
# AND = {
# exists = global_var:flag_formed_kingdom_of_aragon
# global_var:flag_formed_kingdom_of_aragon = root
# }
# NOT = { exists = scope:book_topic_creation }
# }
# save_scope_value_as = {
# name = book_topic_creation
# value = yes
# }
# title:k_aragon = {
# save_scope_as = created_title
# }
# }
if = {
limit = {
AND = {
exists = global_var:flag_restored_roman_empire
global_var:flag_restored_roman_empire = root
}
NOT = { exists = scope:book_topic_restoration }
}
save_scope_value_as = {
name = book_topic_restoration
value = yes
}
title:h_roman_empire = {
save_scope_as = restored_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:flag_restored_dumnonia
global_var:flag_restored_dumnonia = root
}
NOT = { exists = scope:book_topic_restoration }
}
save_scope_value_as = {
name = book_topic_restoration
value = yes
}
title:k_cornwall = {
save_scope_as = restored_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:flag_reformed_carolingian_empire
global_var:flag_reformed_carolingian_empire = root
}
NOT = { exists = scope:book_topic_restoration }
}
save_scope_value_as = {
name = book_topic_restoration
value = yes
}
title:e_france = {
save_scope_as = restored_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:restore_holy_roman_empire_decision
global_var:restore_holy_roman_empire_decision = root
}
NOT = { exists = scope:book_topic_restoration }
}
save_scope_value_as = {
name = book_topic_restoration
value = yes
}
title:e_hre = {
save_scope_as = restored_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:unite_the_spanish_thrones_decision
global_var:unite_the_spanish_thrones_decision = root
exists = global_var:unite_the_spanish_thrones_decision_title
}
NOT = { exists = scope:book_topic_unification }
}
save_scope_value_as = {
name = book_topic_unification
value = yes
}
global_var:unite_the_spanish_thrones_decision_title = {
save_scope_as = united_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:unite_the_slavs_decision
global_var:unite_the_slavs_decision = root
}
NOT = { exists = scope:book_topic_unification }
}
save_scope_value_as = {
name = book_topic_unification
value = yes
}
title:e_slavia = {
save_scope_as = united_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:unite_the_southern_slavs_decision
global_var:unite_the_southern_slavs_decision = root
exists = global_var:unite_the_southern_slavs_decision_title
}
NOT = { exists = scope:book_topic_unification }
}
save_scope_value_as = {
name = book_topic_unification
value = yes
}
global_var:unite_the_southern_slavs_decision_title = {
save_scope_as = united_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:unite_the_western_slavs_decision
global_var:unite_the_western_slavs_decision = root
exists = global_var:unite_the_western_slavs_decision_title
}
NOT = { exists = scope:book_topic_unification }
}
save_scope_value_as = {
name = book_topic_unification
value = yes
}
global_var:unite_the_western_slavs_decision_title = {
save_scope_as = united_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:flag_unified_burgundy_kingdom
global_var:flag_unified_burgundy_kingdom = root
}
NOT = { exists = scope:book_topic_unification }
}
save_scope_value_as = {
name = book_topic_unification
value = yes
}
title:k_burgundy = {
save_scope_as = united_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:flag_unified_italian_empire
global_var:flag_unified_italian_empire = root
}
NOT = { exists = scope:book_topic_unification }
}
save_scope_value_as = {
name = book_topic_unification
value = yes
}
title:e_italy = {
save_scope_as = united_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:form_portugal_decision
global_var:form_portugal_decision = root
}
NOT = { exists = scope:book_topic_creation }
}
save_scope_value_as = {
name = book_topic_creation
value = yes
}
title:k_portugal = {
save_scope_as = created_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:flag_founded_kingdom_of_bosnia
global_var:flag_founded_kingdom_of_bosnia = root
}
NOT = { exists = scope:book_topic_creation }
}
save_scope_value_as = {
name = book_topic_creation
value = yes
}
title:k_bosnia = {
save_scope_as = created_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:flag_created_armenian_empire
global_var:flag_created_armenian_empire = root
}
NOT = { exists = scope:book_topic_creation }
}
save_scope_value_as = {
name = book_topic_creation
value = yes
}
title:e_armenia = {
save_scope_as = created_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:flag_created_dai_viet_empire
global_var:flag_created_dai_viet_empire = root
}
NOT = { exists = scope:book_topic_creation }
}
save_scope_value_as = {
name = book_topic_creation
value = yes
}
title:e_viet = {
save_scope_as = created_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:flag_formed_rum_sultanate
global_var:flag_formed_rum_sultanate = root
}
NOT = { exists = scope:book_topic_creation }
}
save_scope_value_as = {
name = book_topic_creation
value = yes
}
title:k_rum = {
save_scope_as = created_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:create_israel_kingdom
global_var:create_israel_kingdom = root
}
NOT = { exists = scope:book_topic_creation }
}
save_scope_value_as = {
name = book_topic_creation
value = yes
}
title:k_israel = {
save_scope_as = created_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:flag_created_outremer_empire
global_var:flag_created_outremer_empire = root
}
NOT = { exists = scope:book_topic_creation }
}
save_scope_value_as = {
name = book_topic_creation
value = yes
}
title:e_outremer = {
save_scope_as = created_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:flag_formed_switzerland_kingdom
global_var:flag_formed_switzerland_kingdom = root
}
NOT = { exists = scope:book_topic_creation }
}
save_scope_value_as = {
name = book_topic_creation
value = yes
}
title:k_switzerland = {
save_scope_as = created_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:flag_formed_austria_kingdom
global_var:flag_formed_austria_kingdom = root
}
NOT = { exists = scope:book_topic_creation }
}
save_scope_value_as = {
name = book_topic_creation
value = yes
}
title:k_austria = {
save_scope_as = created_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:flag_formed_kingdom_of_aragon
global_var:flag_formed_kingdom_of_aragon = root
}
NOT = { exists = scope:book_topic_creation }
}
save_scope_value_as = {
name = book_topic_creation
value = yes
}
title:k_aragon = {
save_scope_as = created_title
}
}
else_if = {
limit = {
AND = {
exists = global_var:found_kingdom_decision

View file

@ -2664,360 +2664,360 @@ ep3_decisions_event.2090 = {
}
#########################################################
### Restore Backwater Greek Counties Decision Events
### by Chad Uhl
# Event for the Governor when they've completely removed the backwater modifiers
ep3_decisions_event.3000 = {
type = letter_event
opening = ep3_decisions_event.3001.opening
desc = ep3_decisions_event.3000.desc
sender = top_liege
immediate = {
show_as_tooltip = {
every_sub_realm_county = {
limit = {
title_province = {
geographical_region = greek_backwater_modifier_region
}
}
remove_county_modifier = backwater_county_modifier
}
}
}
option = {
name = ep3_decisions_event.3000.a
# Big influence gain
change_influence = massive_influence_gain
# Modifier to improve Stewardship, which in turn improves Governor Efficiency
add_character_modifier = {
modifier = restored_greek_theme_modifier
}
# Let the player know that they are getting boosted governor efficiency
custom_tooltip = restored_greek_theme_gov_efficiency_tt
# Improve relationship with the emperor
reverse_add_opinion = {
target = liege
modifier = impressed_opinion
opinion = 20
}
}
}
# Event for the emperor when all the counties of Greece have been rid of the backwater modifier
ep3_decisions_event.3001 = {
type = character_event
title = ep3_decisions_event.3001.t
desc = ep3_decisions_event.3001.desc
theme = emperor
override_background = { reference = council_chamber }
left_portrait = {
character = root
animation = personality_honorable
}
right_portrait = {
character = scope:interlocutor
triggered_animation = {
trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
animation = scepter # anim uses crucifix scepter
}
animation = war_over_tie
}
trigger = {
any_sub_realm_county = {
title_province = { geographical_region = greek_backwater_modifier_region }
}
any_sub_realm_county = {
count = 0
title_province = {
geographical_region = greek_backwater_modifier_region
}
has_county_modifier = backwater_county_modifier
}
}
# If the emperor isn't valid for this event yet, check next year
on_trigger_fail = {
if = { # If the emperor no longer holds any county in this region, then we remove all the modifiers and just call it quits
limit = {
any_sub_realm_county = {
count = 0
title_province = {
geographical_region = greek_backwater_modifier_region
}
}
}
every_county_in_region = {
region = greek_backwater_modifier_region
limit = {
has_county_modifier = backwater_county_modifier
}
remove_county_modifier = backwater_county_modifier
}
}
else = { # If the emperor still holds counties in Greece, we will check all this again in a year to see the status
trigger_event = {
id = ep3_decisions_event.3001
years = 1
}
}
}
immediate = {
# Find an interlocutor
if = {
limit = { exists = cp:councillor_steward }
cp:councillor_steward = { save_scope_as = interlocutor }
}
else_if = {
limit = { exists = cp:councillor_chancellor }
cp:councillor_chancellor = { save_scope_as = interlocutor }
}
else_if = {
limit = {
any_councillor = { }
}
random_councillor = {
save_scope_as = interlocutor
}
}
else = {
ordered_vassal = {
order_by = stewardship
save_scope_as = interlocutor
}
}
# Create the tooltip showing that all the modifiers have been removed
show_as_tooltip = {
custom_tooltip = {
text = every_county_in_greece_tt
every_county_in_region = {
region = greek_backwater_modifier_region
limit = {
holder = {
OR = {
this = root
any_liege_or_above = {
this = root
}
}
}
}
remove_county_modifier = backwater_county_modifier
}
}
}
}
option = { # Celebrate the Empire's wealth and abundance
name = ep3_decisions_event.3001.a
add_legitimacy = minor_legitimacy_gain
change_influence = major_influence_gain
}
}
#########################################################
### Prepare Greek Fire Dromons
### by Jason Cantalini
# Event for the holder of constantinople when they opt into the decision
ep3_decisions_event.3100 = {
type = character_event
title = ep3_decisions_event.3100.t
desc = ep3_decisions_event.3100.desc
theme = war
override_background = { reference = docks }
left_portrait = {
character = root
animation = debating
}
right_portrait = {
character = scope:aide
triggered_animation = {
trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
animation = scepter # anim uses crucifix scepter
}
animation = war_over_tie
}
immediate = {
# Find an interlocutor
if = {
limit = { exists = cp:councillor_marshal }
cp:councillor_steward = { save_scope_as = aide }
}
else_if = {
limit = { exists = cp:councillor_steward }
cp:councillor_chancellor = { save_scope_as = aide }
}
else_if = {
limit = {
any_councillor = { }
}
random_councillor = {
save_scope_as = aide
}
}
else_if = {
limit = {
vassal_count >= 1
}
ordered_vassal = {
order_by = martial
save_scope_as = aide
}
}
else_if = {
limit = {
any_courtier = {
is_alive = yes
}
}
ordered_courtier = {
order_by = martial
save_scope_as = aide
}
}
else = {
random_pool_character = {
province = root.capital_province
limit = {
is_adult = yes
}
save_scope_as = aide
}
}
}
option = { #Use the city's native capabilities to produce what's needed
name = ep3_decisions_event.3100.a
trigger = {
influence >= major_influence_value
}
show_as_unavailable = { influence < massive_influence_value }
save_scope_as = actor
add_character_flag = {
flag = took_greek_fire_decision_flag
years = 10
}
begin_scheme_with_agents_effect = {
SCHEME_TYPE = prepare_fire_dromons_scheme
TARGET_TYPE = target_title
TARGET_SCOPE = root.capital_county
# Success.
AGENT_1 = agent_alchemist
AGENT_2 = agent_draughtsman
# Speed.
AGENT_3 = agent_drillmaster
AGENT_4 = agent_supplier
AGENT_5 = agent_bureaucrat_title
}
custom_tooltip = defensive_fire_dromons_success_tooltip
custom_tooltip = defensive_fire_dromons_custom_desc
custom_tooltip = defensive_fire_dromons_buildings_desc
change_influence = major_influence_loss
stress_impact = {
compassionate = medium_stress_impact_gain
calm = miniscule_stress_impact_gain
content = miniscule_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_energy = 0.5
}
modifier = {
factor = 0
influence < massive_influence_value
}
modifier = {
factor = 0
}
}
}
option = { #Have the latins manufacture ships
name = ep3_decisions_event.3100.b
trigger = {
treasury >= major_gold_value_static_max
}
show_as_unavailable = { treasury < massive_gold_value_static_max }
save_scope_as = actor
add_character_flag = {
flag = took_greek_fire_decision_flag
years = 10
}
begin_scheme_with_agents_effect = {
SCHEME_TYPE = prepare_fire_dromons_scheme
TARGET_TYPE = target_title
TARGET_SCOPE = root.capital_county
# Success.
AGENT_1 = agent_alchemist
AGENT_2 = agent_draughtsman
# Speed.
AGENT_3 = agent_drillmaster
AGENT_4 = agent_supplier
AGENT_5 = agent_bureaucrat_title
}
custom_tooltip = defensive_fire_dromons_success_tooltip
custom_tooltip = defensive_fire_dromons_custom_desc
custom_tooltip = defensive_fire_dromons_buildings_desc
remove_treasury_or_gold = major_gold_value_static_max
stress_impact = {
compassionate = medium_stress_impact_gain
paranoid = minor_stress_impact_gain
calm = miniscule_stress_impact_gain
content = miniscule_stress_impact_gain
}
ai_chance = {
base = 100
ai_value_modifier = {
ai_greed = -0.5
}
modifier = {
factor = 0
treasury < massive_gold_value_static_max
}
modifier = {
factor = 0
OR = {
has_trait = compassionate
has_trait = paranoid
}
}
}
}
option = { #Actually... never mind
name = ep3_decisions_event.3100.c
remove_decision_cooldown = prepare_greek_fire_dromons_decision
stress_impact = {
sadistic = minor_stress_impact_gain
callous = miniscule_stress_impact_gain
ambitious = miniscule_stress_impact_gain
}
ai_chance = {
base = 0
modifier = {
add = 100
OR = {
has_trait = compassionate
has_trait = calm
has_trait = content
}
}
}
}
}
##########################################################
#### Restore Backwater Greek Counties Decision Events
#### by Chad Uhl
#
## Event for the Governor when they've completely removed the backwater modifiers
#ep3_decisions_event.3000 = {
# type = letter_event
# opening = ep3_decisions_event.3001.opening
# desc = ep3_decisions_event.3000.desc
# sender = top_liege
#
# immediate = {
# show_as_tooltip = {
# every_sub_realm_county = {
# limit = {
# title_province = {
# geographical_region = greek_backwater_modifier_region
# }
# }
# remove_county_modifier = backwater_county_modifier
# }
# }
# }
#
# option = {
# name = ep3_decisions_event.3000.a
# # Big influence gain
# change_influence = massive_influence_gain
# # Modifier to improve Stewardship, which in turn improves Governor Efficiency
# add_character_modifier = {
# modifier = restored_greek_theme_modifier
# }
# # Let the player know that they are getting boosted governor efficiency
# custom_tooltip = restored_greek_theme_gov_efficiency_tt
# # Improve relationship with the emperor
# reverse_add_opinion = {
# target = liege
# modifier = impressed_opinion
# opinion = 20
# }
# }
#}
#
## Event for the emperor when all the counties of Greece have been rid of the backwater modifier
#ep3_decisions_event.3001 = {
# type = character_event
# title = ep3_decisions_event.3001.t
# desc = ep3_decisions_event.3001.desc
# theme = emperor
# override_background = { reference = council_chamber }
#
# left_portrait = {
# character = root
# animation = personality_honorable
# }
# right_portrait = {
# character = scope:interlocutor
# triggered_animation = {
# trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
# animation = scepter # anim uses crucifix scepter
# }
# animation = war_over_tie
# }
#
# trigger = {
# any_sub_realm_county = {
# title_province = { geographical_region = greek_backwater_modifier_region }
# }
# any_sub_realm_county = {
# count = 0
# title_province = {
# geographical_region = greek_backwater_modifier_region
# }
# has_county_modifier = backwater_county_modifier
# }
# }
#
# # If the emperor isn't valid for this event yet, check next year
# on_trigger_fail = {
# if = { # If the emperor no longer holds any county in this region, then we remove all the modifiers and just call it quits
# limit = {
# any_sub_realm_county = {
# count = 0
# title_province = {
# geographical_region = greek_backwater_modifier_region
# }
# }
# }
# every_county_in_region = {
# region = greek_backwater_modifier_region
# limit = {
# has_county_modifier = backwater_county_modifier
# }
# remove_county_modifier = backwater_county_modifier
# }
# }
# else = { # If the emperor still holds counties in Greece, we will check all this again in a year to see the status
# trigger_event = {
# id = ep3_decisions_event.3001
# years = 1
# }
# }
# }
#
# immediate = {
# # Find an interlocutor
# if = {
# limit = { exists = cp:councillor_steward }
# cp:councillor_steward = { save_scope_as = interlocutor }
# }
# else_if = {
# limit = { exists = cp:councillor_chancellor }
# cp:councillor_chancellor = { save_scope_as = interlocutor }
# }
# else_if = {
# limit = {
# any_councillor = { }
# }
# random_councillor = {
# save_scope_as = interlocutor
# }
# }
# else = {
# ordered_vassal = {
# order_by = stewardship
# save_scope_as = interlocutor
# }
# }
#
# # Create the tooltip showing that all the modifiers have been removed
# show_as_tooltip = {
# custom_tooltip = {
# text = every_county_in_greece_tt
# every_county_in_region = {
# region = greek_backwater_modifier_region
# limit = {
# holder = {
# OR = {
# this = root
# any_liege_or_above = {
# this = root
# }
# }
# }
# }
# remove_county_modifier = backwater_county_modifier
# }
# }
# }
# }
#
# option = { # Celebrate the Empire's wealth and abundance
# name = ep3_decisions_event.3001.a
# add_legitimacy = minor_legitimacy_gain
# change_influence = major_influence_gain
# }
#}
#
#
##########################################################
#### Prepare Greek Fire Dromons
#### by Jason Cantalini
#
## Event for the holder of constantinople when they opt into the decision
#ep3_decisions_event.3100 = {
# type = character_event
# title = ep3_decisions_event.3100.t
# desc = ep3_decisions_event.3100.desc
# theme = war
# override_background = { reference = docks }
#
# left_portrait = {
# character = root
# animation = debating
# }
# right_portrait = {
# character = scope:aide
# triggered_animation = {
# trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
# animation = scepter # anim uses crucifix scepter
# }
# animation = war_over_tie
# }
#
# immediate = {
# # Find an interlocutor
# if = {
# limit = { exists = cp:councillor_marshal }
# cp:councillor_steward = { save_scope_as = aide }
# }
# else_if = {
# limit = { exists = cp:councillor_steward }
# cp:councillor_chancellor = { save_scope_as = aide }
# }
# else_if = {
# limit = {
# any_councillor = { }
# }
# random_councillor = {
# save_scope_as = aide
# }
# }
# else_if = {
# limit = {
# vassal_count >= 1
# }
# ordered_vassal = {
# order_by = martial
# save_scope_as = aide
# }
# }
# else_if = {
# limit = {
# any_courtier = {
# is_alive = yes
# }
# }
# ordered_courtier = {
# order_by = martial
# save_scope_as = aide
# }
# }
# else = {
# random_pool_character = {
# province = root.capital_province
# limit = {
# is_adult = yes
# }
# save_scope_as = aide
# }
# }
# }
#
# option = { #Use the city's native capabilities to produce what's needed
# name = ep3_decisions_event.3100.a
# trigger = {
# influence >= major_influence_value
# }
# show_as_unavailable = { influence < massive_influence_value }
# save_scope_as = actor
# add_character_flag = {
# flag = took_greek_fire_decision_flag
# years = 10
# }
# begin_scheme_with_agents_effect = {
# SCHEME_TYPE = prepare_fire_dromons_scheme
# TARGET_TYPE = target_title
# TARGET_SCOPE = root.capital_county
# # Success.
# AGENT_1 = agent_alchemist
# AGENT_2 = agent_draughtsman
# # Speed.
# AGENT_3 = agent_drillmaster
# AGENT_4 = agent_supplier
# AGENT_5 = agent_bureaucrat_title
# }
# custom_tooltip = defensive_fire_dromons_success_tooltip
# custom_tooltip = defensive_fire_dromons_custom_desc
# custom_tooltip = defensive_fire_dromons_buildings_desc
# change_influence = major_influence_loss
#
# stress_impact = {
# compassionate = medium_stress_impact_gain
# calm = miniscule_stress_impact_gain
# content = miniscule_stress_impact_gain
# }
# ai_chance = {
# base = 100
# ai_value_modifier = {
# ai_energy = 0.5
# }
# modifier = {
# factor = 0
# influence < massive_influence_value
# }
# modifier = {
# factor = 0
# }
# }
# }
# option = { #Have the latins manufacture ships
# name = ep3_decisions_event.3100.b
# trigger = {
# treasury >= major_gold_value_static_max
# }
# show_as_unavailable = { treasury < massive_gold_value_static_max }
# save_scope_as = actor
# add_character_flag = {
# flag = took_greek_fire_decision_flag
# years = 10
# }
# begin_scheme_with_agents_effect = {
# SCHEME_TYPE = prepare_fire_dromons_scheme
# TARGET_TYPE = target_title
# TARGET_SCOPE = root.capital_county
# # Success.
# AGENT_1 = agent_alchemist
# AGENT_2 = agent_draughtsman
# # Speed.
# AGENT_3 = agent_drillmaster
# AGENT_4 = agent_supplier
# AGENT_5 = agent_bureaucrat_title
# }
# custom_tooltip = defensive_fire_dromons_success_tooltip
# custom_tooltip = defensive_fire_dromons_custom_desc
# custom_tooltip = defensive_fire_dromons_buildings_desc
# remove_treasury_or_gold = major_gold_value_static_max
#
# stress_impact = {
# compassionate = medium_stress_impact_gain
# paranoid = minor_stress_impact_gain
# calm = miniscule_stress_impact_gain
# content = miniscule_stress_impact_gain
# }
# ai_chance = {
# base = 100
# ai_value_modifier = {
# ai_greed = -0.5
# }
# modifier = {
# factor = 0
# treasury < massive_gold_value_static_max
# }
# modifier = {
# factor = 0
# OR = {
# has_trait = compassionate
# has_trait = paranoid
# }
# }
# }
# }
# option = { #Actually... never mind
# name = ep3_decisions_event.3100.c
# remove_decision_cooldown = prepare_greek_fire_dromons_decision
# stress_impact = {
# sadistic = minor_stress_impact_gain
# callous = miniscule_stress_impact_gain
# ambitious = miniscule_stress_impact_gain
# }
# ai_chance = {
# base = 0
# modifier = {
# add = 100
# OR = {
# has_trait = compassionate
# has_trait = calm
# has_trait = content
# }
# }
# }
# }
#}
#
#########################################################
### Mass Arrests Decision Events

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@ -44,152 +44,152 @@ ep3_roman_restoration.0001 = {
}
}
}
# Should I LARP or nah?
ep3_roman_restoration.0100 = {
type = character_event
window = fullscreen_event
title = ep3_roman_restoration.0100.t
desc = ep3_roman_restoration.0100.desc
theme = emperor
override_background = { reference = ep3_fullscreen_restore_rome }
immediate = {
save_scope_as = scoped_emperor
}
option = { # LARP (Hard Mode)
name = ep3_roman_restoration.0100.a
custom_tooltip = ep3_roman_restoration.hard_mode
custom_tooltip = ep3_roman_restoration.end_hard_mode
custom_tooltip = ep3_roman_restoration.invasion_cb
every_held_title = {
limit = {
is_head_of_faith = yes
}
root = {
destroy_title = prev
}
}
set_character_faith = faith:hellenic_pagan
if = {
limit = {
faith:hellenic_pagan = { has_doctrine = doctrine_monotheist }
}
custom_description_no_bullet = { text = mandala_monotheist_warning_tt }
}
primary_title = { set_state_faith = faith:hellenic_pagan }
every_held_title = {
custom = custom.every_held_county
title_tier = county
set_county_faith = faith:hellenic_pagan
}
every_vassal = {
custom = custom.every_vassal
limit = {
NOT = {
any_held_title = {
is_head_of_faith = yes # you cannot convert the Ecumenical Patriarch, sorry
}
}
}
custom_tooltip = {
text = may_choose_to_convert_hellenic_desc
run_interaction = { # We use the same interaction as when creating a new faith to keep a consistent behaviour, since that is essentially what you're doing here
interaction = ask_for_conversion_interaction
actor = root
recipient = this
execute_threshold = accept
}
}
}
custom_tooltip = {
text = ep3_roman_restoration.household_gods_tenet
set_global_variable = household_gods_tenet_unlocked
}
custom_tooltip = {
text = uses_custom_caesar_flavourization_tt
set_variable = uses_custom_caesar_flavourization
}
if = {
limit = {
any_owned_story = { type = ep3_story_cycle_restoring_rome }
}
random_owned_story = {
type = ep3_story_cycle_restoring_rome
set_variable = roman_empire_hard_mode
}
}
}
option = { # Roleplay option (become Hellenic without Hard Mode)
name = ep3_roman_restoration.0100.c
custom_tooltip = ep3_roman_restoration.easy_mode
every_held_title = {
limit = {
is_head_of_faith = yes
}
root = {
destroy_title = prev
}
}
set_character_faith = faith:hellenic_pagan
if = {
limit = {
faith:hellenic_pagan = { has_doctrine = doctrine_monotheist }
}
custom_description_no_bullet = { text = mandala_monotheist_warning_tt }
}
primary_title = { set_state_faith = faith:hellenic_pagan }
every_held_title = {
custom = custom.every_held_county
title_tier = county
set_county_faith = faith:hellenic_pagan
}
every_vassal = {
custom = custom.every_vassal
limit = {
NOT = {
any_held_title = {
is_head_of_faith = yes # you cannot convert the Ecumenical Patriarch, sorry
}
}
}
custom_tooltip = {
text = may_choose_to_convert_hellenic_desc
run_interaction = { # We use the same interaction as when creating a new faith to keep a consistent behaviour, since that is essentially what you're doing here
interaction = ask_for_conversion_interaction
actor = root
recipient = this
execute_threshold = accept
}
}
}
custom_tooltip = {
text = ep3_roman_restoration.household_gods_tenet
set_global_variable = household_gods_tenet_unlocked
}
custom_tooltip = {
text = uses_custom_caesar_flavourization_tt
set_variable = uses_custom_caesar_flavourization
}
}
option = { # Easy Mode
name = ep3_roman_restoration.0100.b
custom_tooltip = ep3_roman_restoration.easy_mode
}
after = {
create_roman_empire_scripted_effect = yes
set_nickname_effect = { NICKNAME = nick_the_glorious }
# Send narrative fluff to other players (if any).
every_player = {
limit = { this != root }
trigger_event = ep3_roman_restoration.0101
}
}
}
#
## Should I LARP or nah?
#ep3_roman_restoration.0100 = {
# type = character_event
# window = fullscreen_event
# title = ep3_roman_restoration.0100.t
# desc = ep3_roman_restoration.0100.desc
# theme = emperor
# override_background = { reference = ep3_fullscreen_restore_rome }
#
# immediate = {
# save_scope_as = scoped_emperor
# }
#
# option = { # LARP (Hard Mode)
# name = ep3_roman_restoration.0100.a
# custom_tooltip = ep3_roman_restoration.hard_mode
# custom_tooltip = ep3_roman_restoration.end_hard_mode
# custom_tooltip = ep3_roman_restoration.invasion_cb
# every_held_title = {
# limit = {
# is_head_of_faith = yes
# }
# root = {
# destroy_title = prev
# }
# }
# set_character_faith = faith:hellenic_pagan
# if = {
# limit = {
# faith:hellenic_pagan = { has_doctrine = doctrine_monotheist }
# }
# custom_description_no_bullet = { text = mandala_monotheist_warning_tt }
# }
# primary_title = { set_state_faith = faith:hellenic_pagan }
# every_held_title = {
# custom = custom.every_held_county
# title_tier = county
# set_county_faith = faith:hellenic_pagan
# }
# every_vassal = {
# custom = custom.every_vassal
# limit = {
# NOT = {
# any_held_title = {
# is_head_of_faith = yes # you cannot convert the Ecumenical Patriarch, sorry
# }
# }
# }
# custom_tooltip = {
# text = may_choose_to_convert_hellenic_desc
# run_interaction = { # We use the same interaction as when creating a new faith to keep a consistent behaviour, since that is essentially what you're doing here
# interaction = ask_for_conversion_interaction
# actor = root
# recipient = this
# execute_threshold = accept
# }
# }
# }
# custom_tooltip = {
# text = ep3_roman_restoration.household_gods_tenet
# set_global_variable = household_gods_tenet_unlocked
# }
# custom_tooltip = {
# text = uses_custom_caesar_flavourization_tt
# set_variable = uses_custom_caesar_flavourization
# }
# if = {
# limit = {
# any_owned_story = { type = ep3_story_cycle_restoring_rome }
# }
# random_owned_story = {
# type = ep3_story_cycle_restoring_rome
# set_variable = roman_empire_hard_mode
# }
# }
# }
#
# option = { # Roleplay option (become Hellenic without Hard Mode)
# name = ep3_roman_restoration.0100.c
# custom_tooltip = ep3_roman_restoration.easy_mode
# every_held_title = {
# limit = {
# is_head_of_faith = yes
# }
# root = {
# destroy_title = prev
# }
# }
# set_character_faith = faith:hellenic_pagan
# if = {
# limit = {
# faith:hellenic_pagan = { has_doctrine = doctrine_monotheist }
# }
# custom_description_no_bullet = { text = mandala_monotheist_warning_tt }
# }
# primary_title = { set_state_faith = faith:hellenic_pagan }
# every_held_title = {
# custom = custom.every_held_county
# title_tier = county
# set_county_faith = faith:hellenic_pagan
# }
# every_vassal = {
# custom = custom.every_vassal
# limit = {
# NOT = {
# any_held_title = {
# is_head_of_faith = yes # you cannot convert the Ecumenical Patriarch, sorry
# }
# }
# }
# custom_tooltip = {
# text = may_choose_to_convert_hellenic_desc
# run_interaction = { # We use the same interaction as when creating a new faith to keep a consistent behaviour, since that is essentially what you're doing here
# interaction = ask_for_conversion_interaction
# actor = root
# recipient = this
# execute_threshold = accept
# }
# }
# }
# custom_tooltip = {
# text = ep3_roman_restoration.household_gods_tenet
# set_global_variable = household_gods_tenet_unlocked
# }
# custom_tooltip = {
# text = uses_custom_caesar_flavourization_tt
# set_variable = uses_custom_caesar_flavourization
# }
# }
#
# option = { # Easy Mode
# name = ep3_roman_restoration.0100.b
# custom_tooltip = ep3_roman_restoration.easy_mode
# }
#
# after = {
# create_roman_empire_scripted_effect = yes
# set_nickname_effect = { NICKNAME = nick_the_glorious }
# # Send narrative fluff to other players (if any).
# every_player = {
# limit = { this != root }
# trigger_event = ep3_roman_restoration.0101
# }
# }
#}
# Some chucklefuck restored Rome
ep3_roman_restoration.0101 = {

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@ -17,7 +17,7 @@ scripted_trigger significant_north_germanic_presence_trigger = {
holder = {
OR = {
culture = { has_cultural_pillar = heritage_north_germanic }
has_culture = culture:norman
# has_culture = culture:norman
has_character_modifier = embraced_local_traditions_modifier
dynasty ?= {
has_dynasty_modifier = settled_norse_dynasty_modifier
@ -43,7 +43,7 @@ scripted_trigger scattered_north_germanic_presence_trigger = {
holder = {
OR = {
culture = { has_cultural_pillar = heritage_north_germanic }
has_culture = culture:norman
# has_culture = culture:norman
has_character_modifier = embraced_local_traditions_modifier
dynasty ?= {
has_dynasty_modifier = settled_norse_dynasty_modifier
@ -57,7 +57,7 @@ scripted_trigger valid_adventurer_target_trigger = {
NOR = {
#Filter out North Germanics & Normans.
culture = { has_cultural_pillar = heritage_north_germanic }
has_culture = culture:norman
# has_culture = culture:norman
has_character_modifier = embraced_local_traditions_modifier
dynasty ?= {
has_dynasty_modifier = settled_norse_dynasty_modifier

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@ -16677,10 +16677,7 @@ fp1_yearly.1081 = {
#If Portugal exists, then obviously they were time-travelling Portuguese.
if = {
limit = {
is_target_in_global_variable_list = {
name = unavailable_unique_decisions
target = flag:form_portugal_decision
}
always = yes
}
culture:portuguese = { save_scope_as = antilia_culture }
}

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@ -385,12 +385,12 @@ scripted_trigger fp3_assertive_female_believer_trigger = {
scripted_trigger fp3_zoroastrian_holy_sites_province_trigger = {
OR = {
is_holy_site_of = faith:mazdayasna
is_holy_site_of = faith:zurvanism
is_holy_site_of = faith:gayomarthianism
is_holy_site_of = faith:khurmazta
is_holy_site_of = faith:khurramism
is_holy_site_of = faith:mazdakism
is_holy_site_of = faith:urartuism
# is_holy_site_of = faith:zurvanism
# is_holy_site_of = faith:gayomarthianism
# is_holy_site_of = faith:khurmazta
# is_holy_site_of = faith:khurramism
# is_holy_site_of = faith:mazdakism
# is_holy_site_of = faith:urartuism
}
}

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