Fixing things

This commit is contained in:
Heidesommer 2026-05-28 09:09:00 -04:00
parent e2a877d018
commit cf10d05052
45 changed files with 8242 additions and 2221 deletions

View file

@ -139,23 +139,23 @@ convert_to_local_culture_decision = {
}
add_stress = major_stress_gain
}
# Struggle Catalysts
if = {
limit = {
any_character_struggle = {
involvement = involved
phase_has_catalyst = catalyst_convert_local_culture_faith
is_culture_involved_in_struggle = root.capital_province.culture
}
}
every_character_struggle = {
involvement = involved
activate_struggle_catalyst = {
catalyst = catalyst_convert_local_culture_faith
character = root
}
}
}
# # Struggle Catalysts
# if = {
# limit = {
# any_character_struggle = {
# involvement = involved
# phase_has_catalyst = catalyst_convert_local_culture_faith
# is_culture_involved_in_struggle = root.capital_province.culture
# }
# }
# every_character_struggle = {
# involvement = involved
# activate_struggle_catalyst = {
# catalyst = catalyst_convert_local_culture_faith
# character = root
# }
# }
# }
convert_family_culture_and_notify_vassals_effect = {
CONVERTER = root
@ -252,28 +252,28 @@ convert_to_local_culture_decision = {
}
}
modifier = { # Farewell, norse culture (unless the player is running a norse empire)
add = 200
OR = {
top_liege = this
AND = {
top_liege != this
NOT = {
any_liege_or_above = {
culture = culture:norse
}
}
}
}
culture = culture:norse
capital_province.culture = {
OR = {
this = culture:swedish
this = culture:norwegian
this = culture:danish
}
}
}
# modifier = { # Farewell, norse culture (unless the player is running a norse empire)
# add = 200
# OR = {
# top_liege = this
# AND = {
# top_liege != this
# NOT = {
# any_liege_or_above = {
# culture = culture:norse
# }
# }
# }
# }
# culture = culture:norse
# capital_province.culture = {
# OR = {
# this = culture:swedish
# this = culture:norwegian
# this = culture:danish
# }
# }
# }
# modifier = { # Iberian Struggle modifiers
# any_character_struggle = {
@ -341,29 +341,29 @@ convert_to_local_culture_decision = {
}
}
# Some cultures should not assimilate to certain others
modifier = {
factor = 0
has_culture = culture:andalusian
capital_province = {
culture = { has_cultural_pillar = heritage_iberian }
}
NOT = {
capital_province = {
culture = {
is_hybrid_culture = yes
any_parent_culture_or_above = {
this = root.culture
}
}
}
}
}
modifier = {
factor = 0
culture = { has_cultural_pillar = heritage_iberian }
capital_province.culture = culture:andalusian
}
# # Some cultures should not assimilate to certain others
# modifier = {
# factor = 0
# has_culture = culture:andalusian
# capital_province = {
# culture = { has_cultural_pillar = heritage_iberian }
# }
# NOT = {
# capital_province = {
# culture = {
# is_hybrid_culture = yes
# any_parent_culture_or_above = {
# this = root.culture
# }
# }
# }
# }
# }
# modifier = {
# factor = 0
# culture = { has_cultural_pillar = heritage_iberian }
# capital_province.culture = culture:andalusian
# }
# # Don't overwrite historically scripted developments
# modifier = {
@ -374,33 +374,33 @@ convert_to_local_culture_decision = {
# }
# capital_province.culture = culture:anglo_saxon
# }
modifier = {
factor = 0
has_culture = culture:turkish
capital_province = {
culture = {
OR = {
has_cultural_pillar = heritage_byzantine
has_cultural_pillar = heritage_caucasian
}
}
}
NOT = {
capital_province = {
culture = {
is_hybrid_culture = yes
any_parent_culture_or_above = {
this = root.culture
}
}
}
}
}
modifier = {
factor = 0
has_culture = culture:turkish
primary_title.tier >= tier_empire
}
# modifier = {
# factor = 0
# has_culture = culture:turkish
# capital_province = {
# culture = {
# OR = {
# has_cultural_pillar = heritage_byzantine
# has_cultural_pillar = heritage_caucasian
# }
# }
# }
# NOT = {
# capital_province = {
# culture = {
# is_hybrid_culture = yes
# any_parent_culture_or_above = {
# this = root.culture
# }
# }
# }
# }
# }
# modifier = {
# factor = 0
# has_culture = culture:turkish
# primary_title.tier >= tier_empire
# }
# modifier = {
# factor = 0
# OR = {
@ -444,12 +444,12 @@ convert_to_local_culture_decision = {
# }
# }
# Scots needs a bit of help to dominate as it did historically
modifier = {
factor = 0
has_culture = culture:scottish
capital_province.culture = culture:gaelic
}
# # Scots needs a bit of help to dominate as it did historically
# modifier = {
# factor = 0
# has_culture = culture:scottish
# capital_province.culture = culture:gaelic
# }
# # Pictish should usually disappear
# modifier = {

View file

@ -361,9 +361,9 @@ summon_fair_courtiers_decision = {
# completely_controls = title:d_tana
# completely_controls = title:d_don_valley
# OR = {
# completely_controls = title:d_itil
# completely_controls = title:d_red_levedia
# completely_controls = title:d_levedia
# completely_controls = title:d_astrakhan
# completely_controls = title:d_zaporizhzhia
# completely_controls = title:d_kharkiv
# }
# }
# }

View file

@ -413,100 +413,100 @@
# }
#}
#
### Mend the Great Schism ###
mend_the_great_schism_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
}
desc = mend_the_great_schism_decision_desc
selection_tooltip = mend_the_great_schism_decision_tooltip
decision_group_type = major
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 0
empire = 120
hegemony = 120
}
is_shown = {
is_ruler = yes
is_playable_character = yes
faith.religion = faith:roman_catholic.religion #Christian Only
NOT = { #Can only do it once.
is_target_in_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_mended_great_schism
}
}
highest_held_title_tier > 4 #Only Emperors
}
is_valid = {
piety_level >= max_piety_level
completely_controls = title:c_byzantion
completely_controls = title:c_antiocheia
completely_controls = title:c_jerusalem
completely_controls = title:c_alexandria
completely_controls = title:c_roma
custom_description = {
text = "mend_schism_byzantion_bishop"
title:c_byzantion.holder.faith = root.faith #Either own County directly, or have a vassal of same religion.
}
custom_description = {
text = "mend_schism_antiocheia_bishop"
title:c_antiocheia.holder.faith = root.faith #Either own County directly, or have a vassal of same religion.
}
custom_description = {
text = "mend_schism_jerusalem_bishop"
title:c_jerusalem.holder.faith = root.faith #Either own County directly, or have a vassal of same religion.
}
custom_description = {
text = "mend_schism_alexandria_bishop"
title:c_alexandria.holder.faith = root.faith #Either own County directly, or have a vassal of same religion.
}
custom_description = {
text = "mend_schism_roma_bishop"
title:c_roma.holder.faith = root.faith #Either own County directly, or have a vassal of same religion.
}
custom_description = {
text = "mend_schism_no_rite"
root.faith = { NOT = { has_doctrine_parameter = maintains_head_of_faith_on_creation } }
}
}
is_valid_showing_failures_only = {
is_landed = yes
is_capable_adult = yes
is_imprisoned = no
top_liege = this
}
effect = {
gain_holy_legend_seed_tooltip_effect = yes
custom_tooltip = mend_the_great_schism_decision_effect_tooltip
show_as_tooltip = {
mend_great_schism_scripted_effect = yes
}
trigger_event = roman_restoration.0100
hidden_effect = {
add_to_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_mended_great_schism
}
}
}
ai_potential = {
always = yes
}
ai_will_do = {
base = 100
}
}
#### Mend the Great Schism ###
#mend_the_great_schism_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
# }
# desc = mend_the_great_schism_decision_desc
# selection_tooltip = mend_the_great_schism_decision_tooltip
# decision_group_type = major
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 0
# kingdom = 0
# empire = 120
# hegemony = 120
# }
#
# is_shown = {
# is_ruler = yes
# is_playable_character = yes
# faith.religion = faith:roman_catholic.religion #Christian Only
# NOT = { #Can only do it once.
# is_target_in_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_mended_great_schism
# }
# }
# highest_held_title_tier > 4 #Only Emperors
# }
#
# is_valid = {
# piety_level >= max_piety_level
# completely_controls = title:c_byzantion
# completely_controls = title:c_antiocheia
# completely_controls = title:c_jerusalem
# completely_controls = title:c_alexandria
# completely_controls = title:c_roma
# custom_description = {
# text = "mend_schism_byzantion_bishop"
# title:c_byzantion.holder.faith = root.faith #Either own County directly, or have a vassal of same religion.
# }
# custom_description = {
# text = "mend_schism_antiocheia_bishop"
# title:c_antiocheia.holder.faith = root.faith #Either own County directly, or have a vassal of same religion.
# }
# custom_description = {
# text = "mend_schism_jerusalem_bishop"
# title:c_jerusalem.holder.faith = root.faith #Either own County directly, or have a vassal of same religion.
# }
# custom_description = {
# text = "mend_schism_alexandria_bishop"
# title:c_alexandria.holder.faith = root.faith #Either own County directly, or have a vassal of same religion.
# }
# custom_description = {
# text = "mend_schism_roma_bishop"
# title:c_roma.holder.faith = root.faith #Either own County directly, or have a vassal of same religion.
# }
# custom_description = {
# text = "mend_schism_no_rite"
# root.faith = { NOT = { has_doctrine_parameter = maintains_head_of_faith_on_creation } }
# }
# }
#
# is_valid_showing_failures_only = {
# is_landed = yes
# is_capable_adult = yes
# is_imprisoned = no
# top_liege = this
# }
#
# effect = {
# gain_holy_legend_seed_tooltip_effect = yes
# custom_tooltip = mend_the_great_schism_decision_effect_tooltip
# show_as_tooltip = {
# mend_great_schism_scripted_effect = yes
# }
# trigger_event = roman_restoration.0100
# hidden_effect = {
# add_to_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_mended_great_schism
# }
# }
# }
#
# ai_potential = {
# always = yes
# }
#
# ai_will_do = {
# base = 100
# }
#}
#
#### Reclaim Constantinople ###
#set_capital_constantinople_decision = {
@ -789,277 +789,277 @@ mend_the_great_schism_decision = {
# }
#}
#
### Restore the Papacy ###
restore_papacy_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
}
desc = restore_papacy_decision_desc
selection_tooltip = restore_papacy_decision_tooltip
decision_group_type = major
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 12
empire = 12
hegemony = 12
}
is_shown = {
is_ruler = yes
is_playable_character = yes
religion = religion:catholic_religion
NOT = { faith = { exists = religious_head } }
highest_held_title_tier > 3 #Only Kings and Emperors
}
is_valid = {
completely_controls = title:c_roma
completely_controls = title:d_latium
completely_controls = title:d_spoleto
completely_controls = title:d_ancona
completely_controls = title:d_romagna
piety_level >= high_piety_level
}
is_valid_showing_failures_only = {
is_landed = yes
is_capable_adult = yes
is_imprisoned = no
top_liege = this
}
effect = {
custom_tooltip = restore_papacy_decision_effect_tooltip
show_as_tooltip = {
restore_papacy_scripted_effect = yes
}
trigger_event = {
id = roman_restoration.0124
}
}
ai_potential = {
religion = religion:catholic_religion
highest_held_title_tier > 3 #Only Kings and Emperors
NOT = { faith = { exists = religious_head } }
}
ai_will_do = { #Always do it when possible.
base = 100
ai_value_modifier = {
ai_zeal = 1.0
}
modifier = {
factor = 0
has_trait = cynical
}
}
}
### Restore Pope in Rome ###
restore_pope_in_rome_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
}
desc = restore_pope_in_rome_decision_desc
selection_tooltip = restore_pope_in_rome_decision_tooltip
decision_group_type = major
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 12
empire = 12
hegemony = 12
}
is_shown = {
is_ruler = yes
is_playable_character = yes
religion = religion:catholic_religion
NOR = {
has_title = title:k_papal_state
is_roman_emperor_excluding_byzantium_trigger = yes
}
NOT = { title:c_roma.holder = { has_title = title:k_papal_state } }
NOT = { capital_county = { this = title:c_roma } }
title:k_papal_state.holder ?= {
NOT = {
has_opinion_modifier = { #Not accepting it if you conquered it yourself.
target = root
modifier = declared_war
}
}
NOT = {
has_opinion_modifier = { #Not accepting it if you conquered it yourself.
target = root
modifier = revoked_title
}
}
}
NOT = { has_character_flag = flag_already_given_rome_once }
}
is_valid_showing_failures_only = {
is_landed = yes
is_capable_adult = yes
is_imprisoned = no
top_liege = this
highest_held_title_tier > 3 #Only Kings and Emperors
custom_tooltip = {
text = hof_exists_tt
faith = { exists = religious_head }
}
custom_tooltip = {
text = rome_held_by_you_or_vassal_tt
OR = {
title:c_roma.holder = {
any_liege_or_above = { this = root }
}
title:c_roma.holder = { this = root }
}
}
}
effect = {
add_piety = 1000
add_character_flag = flag_already_given_rome_once
create_title_and_vassal_change = {
type = returned
save_scope_as = change
add_claim_on_loss = no
}
title:c_roma = {
change_title_holder = {
holder = title:k_papal_state.holder
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
title:k_papal_state.holder = {
set_realm_capital = title:c_roma
add_opinion = {
target = prev
modifier = restored_papacy_opinion
}
}
}
ai_potential = {
religion = religion:catholic_religion
highest_held_title_tier > 3 #Only Kings and Emperors
}
ai_will_do = { #Do it always, for coherence.
base = 100
modifier = {
factor = 0
title:c_roma.holder = {
OR = {
is_ai = no
any_liege_or_above = { is_ai = no } # AI will never take Rome province away from a player.
}
}
}
modifier = {
factor = 0
has_trait = cynical
}
modifier = {
factor = 0
has_title = title:e_italy
}
}
}
### Dismantle the Papacy ###
dismantle_papacy_decision = { #For Muslims and Pagans.
picture = {
reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
}
desc = dismantle_papacy_decision_desc
selection_tooltip = dismantle_papacy_decision_tooltip
decision_group_type = major
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 60
empire = 60
hegemony = 60
}
is_shown = {
is_ruler = yes
is_playable_character = yes
faith:roman_catholic = {
has_doctrine = doctrine_spiritual_head
}
faith:roman_catholic = {
faith_hostility_level = {
target = root.faith
value >= faith_hostile_level
}
}
highest_held_title_tier > 3 #Only Kings and Emperors
capital_province = { #Indians could not possibly care...
OR = {
geographical_region = world_europe
geographical_region = world_middle_east
geographical_region = world_africa_north
}
}
}
is_valid = {
trigger_if = {
limit = {
exists = title:k_papal_state.holder
}
title:k_papal_state.holder = { is_landed = no } #If he fled elsewhere, it cannot be done, the Pope must be landless.
title:k_papal_state.holder = { is_at_war = no } #Shouldn't be possible during a Crusade
}
completely_controls_region = world_europe_south_italy
}
is_valid_showing_failures_only = {
is_landed = yes
is_capable_adult = yes
is_imprisoned = no
top_liege = this
}
effect = {
custom_tooltip = dismantle_papacy_decision_effect_tooltip
gain_holy_legend_seed_tooltip_effect = yes
hidden_effect = {
legend_seed_great_deed_faith_effect = {
ANTAGONIST = title:k_papal_state.holder
OLD_FAITH = title:k_papal_state.holder.faith
}
}
show_as_tooltip = {
destroy_papacy_scripted_effect = yes
}
trigger_event = {
id = roman_restoration.0130
}
}
ai_potential = {
always = yes
}
ai_will_do = { #Do it always.
base = 100
}
}
#### Restore the Papacy ###
#restore_papacy_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
# }
# desc = restore_papacy_decision_desc
# selection_tooltip = restore_papacy_decision_tooltip
# decision_group_type = major
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 0
# kingdom = 12
# empire = 12
# hegemony = 12
# }
#
# is_shown = {
# is_ruler = yes
# is_playable_character = yes
# religion = religion:catholic_religion
# NOT = { faith = { exists = religious_head } }
# highest_held_title_tier > 3 #Only Kings and Emperors
# }
#
# is_valid = {
# completely_controls = title:c_roma
# completely_controls = title:d_latium
# completely_controls = title:d_spoleto
# completely_controls = title:d_ancona
# completely_controls = title:d_romagna
# piety_level >= high_piety_level
# }
#
# is_valid_showing_failures_only = {
# is_landed = yes
# is_capable_adult = yes
# is_imprisoned = no
# top_liege = this
# }
#
# effect = {
# custom_tooltip = restore_papacy_decision_effect_tooltip
# show_as_tooltip = {
# restore_papacy_scripted_effect = yes
# }
# trigger_event = {
# id = roman_restoration.0124
# }
# }
#
# ai_potential = {
# religion = religion:catholic_religion
# highest_held_title_tier > 3 #Only Kings and Emperors
# NOT = { faith = { exists = religious_head } }
# }
#
# ai_will_do = { #Always do it when possible.
# base = 100
# ai_value_modifier = {
# ai_zeal = 1.0
# }
# modifier = {
# factor = 0
# has_trait = cynical
# }
# }
#}
#
#### Restore Pope in Rome ###
#restore_pope_in_rome_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
# }
# desc = restore_pope_in_rome_decision_desc
# selection_tooltip = restore_pope_in_rome_decision_tooltip
# decision_group_type = major
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 0
# kingdom = 12
# empire = 12
# hegemony = 12
# }
#
# is_shown = {
# is_ruler = yes
# is_playable_character = yes
# religion = religion:catholic_religion
# NOR = {
# has_title = title:k_papal_state
# is_roman_emperor_excluding_byzantium_trigger = yes
# }
# NOT = { title:c_roma.holder = { has_title = title:k_papal_state } }
# NOT = { capital_county = { this = title:c_roma } }
# title:k_papal_state.holder ?= {
# NOT = {
# has_opinion_modifier = { #Not accepting it if you conquered it yourself.
# target = root
# modifier = declared_war
# }
# }
# NOT = {
# has_opinion_modifier = { #Not accepting it if you conquered it yourself.
# target = root
# modifier = revoked_title
# }
# }
# }
# NOT = { has_character_flag = flag_already_given_rome_once }
# }
#
# is_valid_showing_failures_only = {
# is_landed = yes
# is_capable_adult = yes
# is_imprisoned = no
# top_liege = this
# highest_held_title_tier > 3 #Only Kings and Emperors
# custom_tooltip = {
# text = hof_exists_tt
# faith = { exists = religious_head }
# }
# custom_tooltip = {
# text = rome_held_by_you_or_vassal_tt
# OR = {
# title:c_roma.holder = {
# any_liege_or_above = { this = root }
# }
# title:c_roma.holder = { this = root }
# }
# }
# }
#
# effect = {
# add_piety = 1000
# add_character_flag = flag_already_given_rome_once
# create_title_and_vassal_change = {
# type = returned
# save_scope_as = change
# add_claim_on_loss = no
# }
# title:c_roma = {
# change_title_holder = {
# holder = title:k_papal_state.holder
# change = scope:change
# }
# }
# resolve_title_and_vassal_change = scope:change
#
# title:k_papal_state.holder = {
# set_realm_capital = title:c_roma
# add_opinion = {
# target = prev
# modifier = restored_papacy_opinion
# }
# }
# }
#
# ai_potential = {
# religion = religion:catholic_religion
# highest_held_title_tier > 3 #Only Kings and Emperors
# }
#
# ai_will_do = { #Do it always, for coherence.
# base = 100
# modifier = {
# factor = 0
# title:c_roma.holder = {
# OR = {
# is_ai = no
# any_liege_or_above = { is_ai = no } # AI will never take Rome province away from a player.
# }
# }
# }
# modifier = {
# factor = 0
# has_trait = cynical
# }
# modifier = {
# factor = 0
# has_title = title:e_italy
# }
# }
#}
#
#### Dismantle the Papacy ###
#dismantle_papacy_decision = { #For Muslims and Pagans.
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
# }
# desc = dismantle_papacy_decision_desc
# selection_tooltip = dismantle_papacy_decision_tooltip
# decision_group_type = major
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 0
# kingdom = 60
# empire = 60
# hegemony = 60
# }
#
# is_shown = {
# is_ruler = yes
# is_playable_character = yes
# faith:roman_catholic = {
# has_doctrine = doctrine_spiritual_head
# }
# faith:roman_catholic = {
# faith_hostility_level = {
# target = root.faith
# value >= faith_hostile_level
# }
# }
# highest_held_title_tier > 3 #Only Kings and Emperors
# capital_province = { #Indians could not possibly care...
# OR = {
# geographical_region = world_europe
# geographical_region = world_middle_east
# geographical_region = world_africa_north
# }
# }
# }
#
# is_valid = {
# trigger_if = {
# limit = {
# exists = title:k_papal_state.holder
# }
# title:k_papal_state.holder = { is_landed = no } #If he fled elsewhere, it cannot be done, the Pope must be landless.
# title:k_papal_state.holder = { is_at_war = no } #Shouldn't be possible during a Crusade
# }
# completely_controls_region = world_europe_south_italy
# }
#
# is_valid_showing_failures_only = {
# is_landed = yes
# is_capable_adult = yes
# is_imprisoned = no
# top_liege = this
# }
#
# effect = {
# custom_tooltip = dismantle_papacy_decision_effect_tooltip
# gain_holy_legend_seed_tooltip_effect = yes
# hidden_effect = {
# legend_seed_great_deed_faith_effect = {
# ANTAGONIST = title:k_papal_state.holder
# OLD_FAITH = title:k_papal_state.holder.faith
# }
# }
# show_as_tooltip = {
# destroy_papacy_scripted_effect = yes
# }
# trigger_event = {
# id = roman_restoration.0130
# }
# }
#
# ai_potential = {
# always = yes
# }
#
# ai_will_do = { #Do it always.
# base = 100
# }
#}
#
##Uniting Italy
#### Unify Italy ###
@ -1276,7 +1276,7 @@ dismantle_papacy_decision = { #For Muslims and Pagans.
# completely_controls = title:d_cephalonia
# completely_controls = title:d_epirus
# completely_controls = title:d_athens
# completely_controls = title:d_achaia
# completely_controls = title:d_peloponnese
# }
#
# is_valid_showing_failures_only = {

View file

@ -2443,126 +2443,127 @@ stress_loss_athletic_decision = { #by Linnéa Thimrén
}
}
### Write Muwashshah Poem ###
write_muwashshah_poem_decision = {
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 37
kingdom = 0
empire = 0
hegemony = 0
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_misc.dds"
}
sort_order = 10
decision_group_type = adventurer_minor
cooldown = { years = 3 }
is_shown = {
has_trait = violet_poet
}
is_valid_showing_failures_only = {
is_imprisoned = no
}
widget = {
gui = "decision_view_widget_option_list_generic"
controller = decision_option_list_controller
decision_to_second_step_button = "CHOOSE_POEM_DECISION_NEXT_STEP_BUTTON"
item = { # To sell
value = sell_poem_decision
is_shown = {
has_trait = violet_poet
}
is_valid = {
has_trait = violet_poet
}
current_description = sell_poem_decision
localization = sell_poem_decision
icon = "gfx/interface/icons/court_position_types/bookmaker_court_position.dds"
ai_chance = { #Keep the poet afloat
value = 10
if = {
limit = {
gold < 25
}
add = 50
}
}
}
item = { #To keep
value = keep_poem_decision
is_shown = {
has_trait = violet_poet
any_character_artifact = {
has_artifact_modifier = double_moon_modifier
}
}
is_valid = {
has_trait = violet_poet
any_character_artifact = {
has_artifact_modifier = double_moon_modifier
}
}
current_description = keep_poem_decision
localization = keep_poem_decision
icon = "gfx/interface/icons/court_position_types/court_poet_court_position.dds"
ai_chance = { value = 10 }
}
item = { #To distribute
value = distribute_poem_decision
is_shown = {
has_trait = violet_poet
}
is_valid = {
has_trait = violet_poet
}
current_description = distribute_poem_decision
localization = distribute_poem_decision
icon = "gfx/interface/icons/court_position_types/chief_qadi_court_position.dds"
ai_chance = { value = 10 }
}
}
effect = {
add_trait_xp = {
trait = violet_poet
value = 5
}
custom_tooltip = write_muwashshah_poem_decision_tooltip
hidden_effect = {
if = { # Sell Poem
limit = { scope:sell_poem_decision = yes }
trigger_event = {
id = ep3_story_cycle_violet_poet.0010
days = { 15 30 }
}
}
else_if = { # Keep Poem
limit = { scope:keep_poem_decision = yes }
trigger_event = {
id = ep3_story_cycle_violet_poet.0011
days = { 15 30 }
}
}
else = { # Distribute Poem
trigger_event = {
id = ep3_story_cycle_violet_poet.0012
days = { 15 30 }
}
}
}
}
ai_potential = {
is_playable_character = yes
gold < 50
}
}
#### Write Muwashshah Poem ###
#write_muwashshah_poem_decision = {
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 37
# kingdom = 0
# empire = 0
# hegemony = 0
# }
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_misc.dds"
# }
# sort_order = 10
# decision_group_type = adventurer_minor
#
# cooldown = { years = 3 }
#
# is_shown = {
# has_trait = violet_poet
# }
#
# is_valid_showing_failures_only = {
# is_imprisoned = no
# }
#
# widget = {
# gui = "decision_view_widget_option_list_generic"
# controller = decision_option_list_controller
# decision_to_second_step_button = "CHOOSE_POEM_DECISION_NEXT_STEP_BUTTON"
#
#
# item = { # To sell
# value = sell_poem_decision
# is_shown = {
# has_trait = violet_poet
# }
# is_valid = {
# has_trait = violet_poet
# }
# current_description = sell_poem_decision
# localization = sell_poem_decision
# icon = "gfx/interface/icons/court_position_types/bookmaker_court_position.dds"
# ai_chance = { #Keep the poet afloat
# value = 10
# if = {
# limit = {
# gold < 25
# }
# add = 50
# }
# }
# }
# item = { #To keep
# value = keep_poem_decision
# is_shown = {
# has_trait = violet_poet
# any_character_artifact = {
# has_artifact_modifier = double_moon_modifier
# }
# }
# is_valid = {
# has_trait = violet_poet
# any_character_artifact = {
# has_artifact_modifier = double_moon_modifier
# }
# }
# current_description = keep_poem_decision
# localization = keep_poem_decision
# icon = "gfx/interface/icons/court_position_types/court_poet_court_position.dds"
# ai_chance = { value = 10 }
# }
# item = { #To distribute
# value = distribute_poem_decision
# is_shown = {
# has_trait = violet_poet
# }
# is_valid = {
# has_trait = violet_poet
# }
# current_description = distribute_poem_decision
# localization = distribute_poem_decision
# icon = "gfx/interface/icons/court_position_types/chief_qadi_court_position.dds"
# ai_chance = { value = 10 }
# }
# }
#
# effect = {
# add_trait_xp = {
# trait = violet_poet
# value = 5
# }
# custom_tooltip = write_muwashshah_poem_decision_tooltip
# hidden_effect = {
#
# if = { # Sell Poem
# limit = { scope:sell_poem_decision = yes }
# trigger_event = {
# id = ep3_story_cycle_violet_poet.0010
# days = { 15 30 }
# }
# }
# else_if = { # Keep Poem
# limit = { scope:keep_poem_decision = yes }
# trigger_event = {
# id = ep3_story_cycle_violet_poet.0011
# days = { 15 30 }
# }
# }
# else = { # Distribute Poem
# trigger_event = {
# id = ep3_story_cycle_violet_poet.0012
# days = { 15 30 }
# }
# }
# }
# }
#
# ai_potential = {
# is_playable_character = yes
# gold < 50
# }
#}
#

View file

@ -672,11 +672,11 @@ choose_master_terrain_decision = {
# DE_JURE = title:k_bosporan_kingdom
# }
# adjust_de_jure_effect = {
# TITLE = title:d_yedisan
# TITLE = title:d_dnipro
# DE_JURE = title:k_bosporan_kingdom
# }
# adjust_de_jure_effect = {
# TITLE = title:d_levedia
# TITLE = title:d_kharkiv
# DE_JURE = title:k_bosporan_kingdom
# }
# adjust_de_jure_effect = {
@ -684,11 +684,11 @@ choose_master_terrain_decision = {
# DE_JURE = title:k_bosporan_kingdom
# }
# adjust_de_jure_effect = {
# TITLE = title:d_kizilyedisan
# TITLE = title:d_kherson
# DE_JURE = title:k_bosporan_kingdom
# }
# adjust_de_jure_effect = {
# TITLE = title:d_red_levedia
# TITLE = title:d_zaporizhzhia
# DE_JURE = title:k_bosporan_kingdom
# }
# adjust_de_jure_effect = {

View file

@ -104,177 +104,177 @@ hold_triumph_decision = {
}
}
### Restore [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip] ###
restore_backwater_counties_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/ep3_decision_estate.dds"
}
decision_group_type = major
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 120
kingdom = 120
empire = 0
hegemony = 0
}
sort_order = 70
desc = restore_backwater_counties_decision_desc
selection_tooltip = restore_backwater_counties_decision_tooltip
decision_group_type = roman
is_shown = {
has_ep3_dlc_trigger = yes
primary_title ?= {
OR = {
tier = tier_duchy
tier = tier_kingdom
}
}
any_sub_realm_county = {
has_county_modifier = backwater_county_modifier
}
}
is_valid = {
is_at_war = no
custom_tooltip = {
text = backwater_county_eligible_modifier_removal_tt
any_sub_realm_county = {
count >= 1
has_county_modifier = backwater_county_modifier
development_level >= 50
}
}
}
is_valid_showing_failures_only = {
is_alive = yes
is_available = yes
NOT = { exists = involved_activity }
is_imprisoned = no
}
cost = {
gold = {
value = 0
if = {
limit = {
has_treasury = no
}
add = medium_gold_value
multiply = {
value = 1
every_sub_realm_county = {
limit = {
title_province = {
geographical_region = greek_backwater_modifier_region
}
has_county_modifier = backwater_county_modifier
development_level >= 50
}
add = 1
}
}
}
}
treasury = {
value = 0
if = {
limit = {
has_treasury = yes
}
add = medium_gold_value
multiply = {
value = 1
every_sub_realm_county = {
limit = {
title_province = {
geographical_region = greek_backwater_modifier_region
}
has_county_modifier = backwater_county_modifier
development_level >= 50
}
add = 1
}
}
}
}
}
effect = {
custom_tooltip = greek_backwater_modifier_removal_tt
if = {
limit = {
NOT = {
any_sub_realm_county = {
title_province = {
geographical_region = greek_backwater_modifier_region
}
has_county_modifier = backwater_county_modifier
development_level >= 50
}
}
}
custom_tooltip = no_backwater_counties_meet_criteria_tt
}
else = {
every_sub_realm_county = {
limit = {
title_province = {
geographical_region = greek_backwater_modifier_region
}
has_county_modifier = backwater_county_modifier
development_level >= 50
}
add_to_list = frontwater_counties
}
}
primary_title = { save_scope_as = target_theme }
# Toast for the Governor confirming which counties got the modifier removed
send_interface_message = {
type = event_generic_good
title = ep3_theme_not_backwater.t
left_icon = root
right_icon = root.primary_title
every_in_list = {
list = frontwater_counties
remove_county_modifier = backwater_county_modifier
}
}
if = { # If we remove the modifier from the last county belonging to this governor, we fire a celebration event for some narrative flavor
limit = {
any_sub_realm_county = {
count = 0
title_province = {
geographical_region = greek_backwater_modifier_region
}
has_county_modifier = backwater_county_modifier
}
}
# Event for the Governor if all counties are restored
trigger_event = {
id = ep3_decisions_event.3000
days = 1
}
# Once all the counties have been brought up to speed, we notify the emperor
liege = {
send_interface_message = {
type = event_generic_good_text
title = ep3_theme_not_backwater.t
desc = ep3_theme_not_backwater.desc
left_icon = root
}
# Trigger the event for the emperor to see if all the counties have been cleared
trigger_event = ep3_decisions_event.3001
}
}
}
}
#### Restore [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip] ###
#restore_backwater_counties_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/ep3_decision_estate.dds"
# }
# decision_group_type = major
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 120
# kingdom = 120
# empire = 0
# hegemony = 0
# }
#
# sort_order = 70
#
# desc = restore_backwater_counties_decision_desc
# selection_tooltip = restore_backwater_counties_decision_tooltip
# decision_group_type = roman
#
# is_shown = {
# has_ep3_dlc_trigger = yes
# primary_title ?= {
# OR = {
# tier = tier_duchy
# tier = tier_kingdom
# }
# }
# any_sub_realm_county = {
# has_county_modifier = backwater_county_modifier
# }
# }
#
# is_valid = {
# is_at_war = no
# custom_tooltip = {
# text = backwater_county_eligible_modifier_removal_tt
# any_sub_realm_county = {
# count >= 1
# has_county_modifier = backwater_county_modifier
# development_level >= 50
# }
# }
# }
#
# is_valid_showing_failures_only = {
# is_alive = yes
# is_available = yes
# NOT = { exists = involved_activity }
# is_imprisoned = no
# }
#
# cost = {
# gold = {
# value = 0
# if = {
# limit = {
# has_treasury = no
# }
# add = medium_gold_value
# multiply = {
# value = 1
# every_sub_realm_county = {
# limit = {
# title_province = {
# geographical_region = greek_backwater_modifier_region
# }
# has_county_modifier = backwater_county_modifier
# development_level >= 50
# }
# add = 1
# }
# }
# }
# }
# treasury = {
# value = 0
# if = {
# limit = {
# has_treasury = yes
# }
# add = medium_gold_value
# multiply = {
# value = 1
# every_sub_realm_county = {
# limit = {
# title_province = {
# geographical_region = greek_backwater_modifier_region
# }
# has_county_modifier = backwater_county_modifier
# development_level >= 50
# }
# add = 1
# }
# }
# }
# }
# }
#
# effect = {
# custom_tooltip = greek_backwater_modifier_removal_tt
# if = {
# limit = {
# NOT = {
# any_sub_realm_county = {
# title_province = {
# geographical_region = greek_backwater_modifier_region
# }
# has_county_modifier = backwater_county_modifier
# development_level >= 50
# }
# }
# }
# custom_tooltip = no_backwater_counties_meet_criteria_tt
# }
# else = {
# every_sub_realm_county = {
# limit = {
# title_province = {
# geographical_region = greek_backwater_modifier_region
# }
# has_county_modifier = backwater_county_modifier
# development_level >= 50
# }
# add_to_list = frontwater_counties
# }
# }
# primary_title = { save_scope_as = target_theme }
# # Toast for the Governor confirming which counties got the modifier removed
# send_interface_message = {
# type = event_generic_good
# title = ep3_theme_not_backwater.t
# left_icon = root
# right_icon = root.primary_title
# every_in_list = {
# list = frontwater_counties
# remove_county_modifier = backwater_county_modifier
# }
# }
#
# if = { # If we remove the modifier from the last county belonging to this governor, we fire a celebration event for some narrative flavor
# limit = {
# any_sub_realm_county = {
# count = 0
# title_province = {
# geographical_region = greek_backwater_modifier_region
# }
# has_county_modifier = backwater_county_modifier
# }
# }
# # Event for the Governor if all counties are restored
# trigger_event = {
# id = ep3_decisions_event.3000
# days = 1
# }
#
# # Once all the counties have been brought up to speed, we notify the emperor
# liege = {
# send_interface_message = {
# type = event_generic_good_text
# title = ep3_theme_not_backwater.t
# desc = ep3_theme_not_backwater.desc
# left_icon = root
# }
# # Trigger the event for the emperor to see if all the counties have been cleared
# trigger_event = ep3_decisions_event.3001
# }
# }
# }
#}
#
#### Prepare Greek Fire Dromons ###
#prepare_greek_fire_dromons_decision = {

View file

@ -1,489 +1,490 @@

#############################################
# Do some basic missionary work #
# by James Beaumont #
#############################################
hasan_evangelize_the_faith = {
picture = {
reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_secret_faith.dds"
}
sort_order = 500
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 36
kingdom = 0
empire = 0
hegemony = 0
}
desc = hasan_evangelize_the_faith_desc
selection_tooltip = hasan_evangelize_the_faith_tooltip
decision_group_type = story_cycle_hasan
cooldown = { months = 1 }
is_shown = {
#DLC check.
has_ep3_dlc_trigger = yes
is_landed = no
any_owned_story = {
type = story_hasan
}
}
is_valid = {
domicile.domicile_location.county ?= {
OR = {
hasan_evangelize_province_trigger = yes
custom_tooltip = {
text = or_a_neigbouring_county_tt
save_temporary_scope_as = county_check
any_neighboring_county = {
hasan_evangelize_province_trigger = yes
holder.top_liege = scope:county_check.holder.top_liege
}
}
}
}
}
is_valid_showing_failures_only = {
is_alive = yes
is_available_adult = yes
has_contagious_deadly_disease_trigger = no
}
cost = { piety = 250 }
effect = {
domicile.domicile_location.county ?= {
if = {
limit = { hasan_evangelize_province_trigger = yes }
save_scope_as = location
}
else = {
save_temporary_scope_as = county_check
random_neighboring_county = {
limit = {
hasan_evangelize_province_trigger = yes
holder.top_liege = scope:county_check.holder.top_liege
}
save_scope_as = location
}
}
}
trigger_event = hasan_sabbah.1010
custom_tooltip = chance_to_advance_to_the_assassins_tt
}
ai_potential = { this = character:41702 }
ai_will_do = {
base = 200
}
}
#############################################
# Do some RADICAL missionary work 🕶🤙 #
# by James Beaumont #
#############################################
hasan_agitate_the_populace = {
picture = {
reference = "gfx/interface/illustrations/decisions/fp3/antagonistic.dds"
}
sort_order = 500
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 36
kingdom = 0
empire = 0
hegemony = 0
}
desc = hasan_agitate_the_populace_desc
selection_tooltip = hasan_agitate_the_populace_tooltip
decision_group_type = story_cycle_hasan
cooldown = { months = 1 }
is_shown = {
#DLC check.
has_ep3_dlc_trigger = yes
is_landed = no
any_owned_story = {
type = story_hasan
}
}
is_valid = {
hasan_camp_in_foes_realm_trigger = yes
OR = {
domicile.domicile_location.county = {
faith != root.faith
NOT = { has_county_modifier = ep3_agitated_populace }
NOT = { has_county_modifier = tougher_to_convert }
}
custom_tooltip = {
text = or_a_neigbouring_county_tt
domicile.domicile_location.county = {
save_temporary_scope_as = county_check
any_neighboring_county = {
faith != root.faith
NOT = { has_county_modifier = ep3_agitated_populace }
NOT = { has_county_modifier = tougher_to_convert }
holder.top_liege = scope:county_check.holder.top_liege
}
}
}
}
}
is_valid_showing_failures_only = {
is_alive = yes
is_available_adult = yes
has_contagious_deadly_disease_trigger = no
}
cost = { prestige = 250 }
effect = {
if = {
limit = {
domicile.domicile_location.county = {
faith != root.faith
NOT = { has_county_modifier = ep3_agitated_populace }
NOT = { has_county_modifier = tougher_to_convert }
}
}
domicile.domicile_location.county = { save_scope_as = location }
}
else = {
domicile.domicile_location.county = {
save_temporary_scope_as = county_check
random_neighboring_county = {
limit = {
faith != root.faith
NOT = { has_county_modifier = ep3_agitated_populace }
NOT = { has_county_modifier = tougher_to_convert }
holder.top_liege = scope:county_check.holder.top_liege
}
save_scope_as = location
}
}
}
trigger_event = hasan_sabbah.1040
}
ai_potential = { this = character:41702 }
ai_will_do = {
base = 200
}
}
#############################################
# Become death, destroyer of Seljuks #
# by James Beaumont #
#############################################
hasan_ignite_the_flames = {
picture = {
reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_strength.dds"
}
sort_order = 500
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 36
kingdom = 0
empire = 0
hegemony = 0
}
desc = hasan_ignite_the_flames_desc
selection_tooltip = hasan_ignite_the_flames_tooltip
decision_group_type = story_cycle_hasan
cooldown = { months = 1 }
is_shown = {
#DLC check.
has_ep3_dlc_trigger = yes
any_owned_story = {
type = story_hasan
}
}
is_valid = {
hasan_camp_in_foes_realm_trigger = yes
is_at_war = no
custom_tooltip = {
text = at_least_5_counties_are_nizari
domicile.domicile_location.county.holder.top_liege = {
any_sub_realm_county = {
count >= 5
faith = root.faith
}
}
}
}
is_valid_showing_failures_only = {
is_alive = yes
is_available_adult = yes
has_contagious_deadly_disease_trigger = no
}
cost = {
prestige = 250
}
effect = {
random_owned_story = {
type = story_hasan
var:ultimate_foe = { save_scope_as = ultimate_foe }
}
hasan_sabbah_ignite_decision_effect = yes
}
ai_potential = { this = character:41702 }
ai_will_do = {
base = 200
}
}
#############################################
# Found the Assassins #
# by James Beaumont #
#############################################
hasan_found_the_assassins = {
picture = {
reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_sunder.dds"
}
sort_order = 500
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 36
kingdom = 0
empire = 0
hegemony = 0
}
desc = hasan_found_the_assassins_desc
selection_tooltip = hasan_found_the_assassins_tooltip
decision_group_type = story_cycle_hasan
is_shown = {
#DLC check.
has_ep3_dlc_trigger = yes
any_owned_story = {
type = story_hasan
NOT = { exists = var:assassins }
}
is_landed = no
faith = faith:nizari
NOT = {
has_character_flag = founded_assassins_already
}
}
is_valid = {
hasan_camp_in_foes_realm_trigger = yes
domicile.domicile_location.barony = { is_leased_out = no }
domicile.domicile_location.county.faith = root.faith
custom_tooltip = {
text = is_mountainous_desc
domicile.domicile_location = { is_mountainous_trigger = yes }
}
domicile.domicile_location = {
is_county_capital = no
}
}
is_valid_showing_failures_only = {
is_alive = yes
is_available_adult = yes
has_contagious_deadly_disease_trigger = no
}
cost = { piety = 1500 }
effect = {
domicile.domicile_location = { save_scope_as = location }
if = {
limit = {
scope:location = {
has_holding = no
}
}
if = {
limit = {
scope:location.county.holder = {
government_has_flag = government_is_tribal
}
}
scope:location = {
set_holding_type = church_holding
}
}
else = {
scope:location = {
set_holding_type = castle_holding
}
}
}
create_character = {
template = holy_order_leader_character
location = scope:location
save_scope_as = leader
}
hidden_effect = {
create_title_and_vassal_change = {
type = leased_out
save_scope_as = change
add_claim_on_loss = no
}
scope:location.barony = {
change_title_holder_include_vassals = {
holder = scope:location.barony.holder.top_liege
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
}
create_holy_order = {
leader = scope:leader
capital = scope:location.barony
save_scope_as = new_holy_order
}
scope:new_holy_order ?= {
title = { set_title_name = holy_order_hashshashin }
}
create_holy_order_effect = yes
random_owned_story = {
type = story_hasan
set_variable = {
name = assassins
value = scope:new_holy_order
}
}
add_character_flag = founded_assassins_already
scope:location = {
if = {
limit = {
has_special_building = no
}
add_special_building = assassin_castle_01
}
else_if = {
limit = {
has_building_or_higher = alamut_castle_01
}
hidden_effect = {
remove_building = alamut_castle_01
}
add_special_building = alamut_castle_02
}
}
add_intrigue_skill = 2
give_nickname = nick_old_man_of_the_mountain
}
ai_potential = { this = character:41702 }
ai_will_do = {
base = 200
}
}
#############################################
# Expand the Assassins #
# by James Beaumont #
#############################################
hasan_expand_the_assassins = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_legitimacy.dds"
}
sort_order = 500
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 36
kingdom = 0
empire = 0
hegemony = 0
}
desc = hasan_expand_the_assassins_desc
selection_tooltip = hasan_expand_the_assassins_tooltip
decision_group_type = story_cycle_hasan
is_shown = {
#DLC check.
has_ep3_dlc_trigger = yes
any_owned_story = {
type = story_hasan
has_variable = assassins
}
is_landed = no
faith = faith:nizari
}
is_valid = {
hasan_camp_in_foes_realm_trigger = yes
domicile.domicile_location.barony = { is_leased_out = no }
domicile.domicile_location.county.faith = root.faith
custom_tooltip = {
text = is_mountainous_desc
domicile.domicile_location = { is_mountainous_trigger = yes }
}
}
is_valid_showing_failures_only = {
is_alive = yes
is_available_adult = yes
has_contagious_deadly_disease_trigger = no
domicile.domicile_location = { is_county_capital = no }
}
cost = { piety = 250 }
effect = {
random_owned_story = {
type = story_hasan
var:assassins = { save_scope_as = assassins }
}
show_as_tooltip = {
domicile.domicile_location.barony = { lease_out_to = scope:assassins }
}
hidden_effect = {
if = {
limit = { domicile.domicile_location.barony.holder != root }
create_title_and_vassal_change = {
type = leased_out
save_scope_as = change
add_claim_on_loss = no
}
domicile.domicile_location.barony = {
change_title_holder_include_vassals = {
holder = holder.top_liege
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
domicile.domicile_location.barony = { lease_out_to = scope:assassins }
}
}
}
ai_potential = { this = character:41702 }
ai_will_do = {
base = 200
}
}
#
##############################################
## Do some basic missionary work #
## by James Beaumont #
##############################################
#
#hasan_evangelize_the_faith = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_secret_faith.dds"
# }
# sort_order = 500
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 36
# kingdom = 0
# empire = 0
# hegemony = 0
# }
#
# desc = hasan_evangelize_the_faith_desc
# selection_tooltip = hasan_evangelize_the_faith_tooltip
# decision_group_type = story_cycle_hasan
#
# cooldown = { months = 1 }
#
# is_shown = {
# #DLC check.
# has_ep3_dlc_trigger = yes
# is_landed = no
# any_owned_story = {
# type = story_hasan
# }
# }
#
# is_valid = {
# domicile.domicile_location.county ?= {
# OR = {
# hasan_evangelize_province_trigger = yes
# custom_tooltip = {
# text = or_a_neigbouring_county_tt
# save_temporary_scope_as = county_check
# any_neighboring_county = {
# hasan_evangelize_province_trigger = yes
# holder.top_liege = scope:county_check.holder.top_liege
# }
# }
# }
# }
# }
#
# is_valid_showing_failures_only = {
# is_alive = yes
# is_available_adult = yes
# has_contagious_deadly_disease_trigger = no
# }
#
# cost = { piety = 250 }
#
# effect = {
# domicile.domicile_location.county ?= {
# if = {
# limit = { hasan_evangelize_province_trigger = yes }
# save_scope_as = location
# }
# else = {
# save_temporary_scope_as = county_check
# random_neighboring_county = {
# limit = {
# hasan_evangelize_province_trigger = yes
# holder.top_liege = scope:county_check.holder.top_liege
# }
# save_scope_as = location
# }
# }
# }
# trigger_event = hasan_sabbah.1010
# custom_tooltip = chance_to_advance_to_the_assassins_tt
# }
#
# ai_potential = { this = character:41702 }
#
# ai_will_do = {
# base = 200
# }
#}
##############################################
## Do some RADICAL missionary work 🕶🤙 #
## by James Beaumont #
##############################################
#
#hasan_agitate_the_populace = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/fp3/antagonistic.dds"
# }
# sort_order = 500
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 36
# kingdom = 0
# empire = 0
# hegemony = 0
# }
#
# desc = hasan_agitate_the_populace_desc
# selection_tooltip = hasan_agitate_the_populace_tooltip
# decision_group_type = story_cycle_hasan
#
# cooldown = { months = 1 }
#
# is_shown = {
# #DLC check.
# has_ep3_dlc_trigger = yes
# is_landed = no
# any_owned_story = {
# type = story_hasan
# }
# }
#
# is_valid = {
# hasan_camp_in_foes_realm_trigger = yes
# OR = {
# domicile.domicile_location.county = {
# faith != root.faith
# NOT = { has_county_modifier = ep3_agitated_populace }
# NOT = { has_county_modifier = tougher_to_convert }
# }
# custom_tooltip = {
# text = or_a_neigbouring_county_tt
# domicile.domicile_location.county = {
# save_temporary_scope_as = county_check
# any_neighboring_county = {
# faith != root.faith
# NOT = { has_county_modifier = ep3_agitated_populace }
# NOT = { has_county_modifier = tougher_to_convert }
# holder.top_liege = scope:county_check.holder.top_liege
# }
# }
# }
# }
# }
#
# is_valid_showing_failures_only = {
# is_alive = yes
# is_available_adult = yes
# has_contagious_deadly_disease_trigger = no
# }
#
# cost = { prestige = 250 }
#
# effect = {
# if = {
# limit = {
# domicile.domicile_location.county = {
# faith != root.faith
# NOT = { has_county_modifier = ep3_agitated_populace }
# NOT = { has_county_modifier = tougher_to_convert }
# }
# }
# domicile.domicile_location.county = { save_scope_as = location }
# }
# else = {
# domicile.domicile_location.county = {
# save_temporary_scope_as = county_check
# random_neighboring_county = {
# limit = {
# faith != root.faith
# NOT = { has_county_modifier = ep3_agitated_populace }
# NOT = { has_county_modifier = tougher_to_convert }
# holder.top_liege = scope:county_check.holder.top_liege
# }
# save_scope_as = location
# }
# }
# }
# trigger_event = hasan_sabbah.1040
# }
#
# ai_potential = { this = character:41702 }
#
# ai_will_do = {
# base = 200
# }
#}
##############################################
## Become death, destroyer of Seljuks #
## by James Beaumont #
##############################################
#hasan_ignite_the_flames = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_strength.dds"
# }
# sort_order = 500
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 36
# kingdom = 0
# empire = 0
# hegemony = 0
# }
#
# desc = hasan_ignite_the_flames_desc
# selection_tooltip = hasan_ignite_the_flames_tooltip
# decision_group_type = story_cycle_hasan
#
# cooldown = { months = 1 }
#
# is_shown = {
# #DLC check.
# has_ep3_dlc_trigger = yes
# any_owned_story = {
# type = story_hasan
# }
# }
#
# is_valid = {
# hasan_camp_in_foes_realm_trigger = yes
# is_at_war = no
# custom_tooltip = {
# text = at_least_5_counties_are_nizari
# domicile.domicile_location.county.holder.top_liege = {
# any_sub_realm_county = {
# count >= 5
# faith = root.faith
# }
# }
# }
# }
#
# is_valid_showing_failures_only = {
# is_alive = yes
# is_available_adult = yes
# has_contagious_deadly_disease_trigger = no
# }
#
# cost = {
# prestige = 250
# }
#
# effect = {
# random_owned_story = {
# type = story_hasan
# var:ultimate_foe = { save_scope_as = ultimate_foe }
# }
# hasan_sabbah_ignite_decision_effect = yes
# }
#
# ai_potential = { this = character:41702 }
#
# ai_will_do = {
# base = 200
# }
#}
#
##############################################
## Found the Assassins #
## by James Beaumont #
##############################################
#hasan_found_the_assassins = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_sunder.dds"
# }
# sort_order = 500
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 36
# kingdom = 0
# empire = 0
# hegemony = 0
# }
#
# desc = hasan_found_the_assassins_desc
# selection_tooltip = hasan_found_the_assassins_tooltip
# decision_group_type = story_cycle_hasan
#
# is_shown = {
# #DLC check.
# has_ep3_dlc_trigger = yes
# any_owned_story = {
# type = story_hasan
# NOT = { exists = var:assassins }
# }
# is_landed = no
# faith = faith:nizari
# NOT = {
# has_character_flag = founded_assassins_already
# }
# }
#
# is_valid = {
# hasan_camp_in_foes_realm_trigger = yes
# domicile.domicile_location.barony = { is_leased_out = no }
# domicile.domicile_location.county.faith = root.faith
# custom_tooltip = {
# text = is_mountainous_desc
# domicile.domicile_location = { is_mountainous_trigger = yes }
# }
# domicile.domicile_location = {
# is_county_capital = no
# }
# }
#
# is_valid_showing_failures_only = {
# is_alive = yes
# is_available_adult = yes
# has_contagious_deadly_disease_trigger = no
# }
#
# cost = { piety = 1500 }
#
# effect = {
# domicile.domicile_location = { save_scope_as = location }
# if = {
# limit = {
# scope:location = {
# has_holding = no
# }
# }
# if = {
# limit = {
# scope:location.county.holder = {
# government_has_flag = government_is_tribal
# }
# }
# scope:location = {
# set_holding_type = church_holding
# }
# }
# else = {
# scope:location = {
# set_holding_type = castle_holding
# }
# }
# }
# create_character = {
# template = holy_order_leader_character
# location = scope:location
# save_scope_as = leader
# }
# hidden_effect = {
# create_title_and_vassal_change = {
# type = leased_out
# save_scope_as = change
# add_claim_on_loss = no
# }
# scope:location.barony = {
# change_title_holder_include_vassals = {
# holder = scope:location.barony.holder.top_liege
# change = scope:change
# }
# }
# resolve_title_and_vassal_change = scope:change
# }
# create_holy_order = {
# leader = scope:leader
# capital = scope:location.barony
# save_scope_as = new_holy_order
# }
# scope:new_holy_order ?= {
# title = { set_title_name = holy_order_hashshashin }
# }
# create_holy_order_effect = yes
# random_owned_story = {
# type = story_hasan
# set_variable = {
# name = assassins
# value = scope:new_holy_order
# }
# }
# add_character_flag = founded_assassins_already
# scope:location = {
# if = {
# limit = {
# has_special_building = no
# }
# add_special_building = assassin_castle_01
# }
# else_if = {
# limit = {
# has_building_or_higher = alamut_castle_01
# }
# hidden_effect = {
# remove_building = alamut_castle_01
# }
# add_special_building = alamut_castle_02
# }
# }
# add_intrigue_skill = 2
# give_nickname = nick_old_man_of_the_mountain
# }
#
# ai_potential = { this = character:41702 }
#
# ai_will_do = {
# base = 200
# }
#}
#
##############################################
## Expand the Assassins #
## by James Beaumont #
##############################################
#hasan_expand_the_assassins = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_legitimacy.dds"
# }
# sort_order = 500
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 36
# kingdom = 0
# empire = 0
# hegemony = 0
# }
#
# desc = hasan_expand_the_assassins_desc
# selection_tooltip = hasan_expand_the_assassins_tooltip
# decision_group_type = story_cycle_hasan
#
# is_shown = {
# #DLC check.
# has_ep3_dlc_trigger = yes
# any_owned_story = {
# type = story_hasan
# has_variable = assassins
# }
# is_landed = no
# faith = faith:nizari
# }
#
# is_valid = {
# hasan_camp_in_foes_realm_trigger = yes
# domicile.domicile_location.barony = { is_leased_out = no }
# domicile.domicile_location.county.faith = root.faith
# custom_tooltip = {
# text = is_mountainous_desc
# domicile.domicile_location = { is_mountainous_trigger = yes }
# }
# }
#
# is_valid_showing_failures_only = {
# is_alive = yes
# is_available_adult = yes
# has_contagious_deadly_disease_trigger = no
# domicile.domicile_location = { is_county_capital = no }
# }
#
# cost = { piety = 250 }
#
# effect = {
# random_owned_story = {
# type = story_hasan
# var:assassins = { save_scope_as = assassins }
# }
# show_as_tooltip = {
# domicile.domicile_location.barony = { lease_out_to = scope:assassins }
# }
# hidden_effect = {
# if = {
# limit = { domicile.domicile_location.barony.holder != root }
# create_title_and_vassal_change = {
# type = leased_out
# save_scope_as = change
# add_claim_on_loss = no
# }
# domicile.domicile_location.barony = {
# change_title_holder_include_vassals = {
# holder = holder.top_liege
# change = scope:change
# }
# }
# resolve_title_and_vassal_change = scope:change
# domicile.domicile_location.barony = { lease_out_to = scope:assassins }
# }
# }
# }
#
# ai_potential = { this = character:41702 }
#
# ai_will_do = {
# base = 200
# }
#}
#
#
#

View file

@ -94,9 +94,9 @@ separatist_uprising_decision = {
prestige <= 300
gold <= 150
}
modifier = { # Asen and Peter always try to do this
add = 1000
primary_title = title:d_laamp_asen
}
# modifier = { # Asen and Peter always try to do this
# add = 1000
# primary_title = title:d_laamp_asen
# }
}
}