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

@ -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
# }
}
}