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

@ -13813,7 +13813,7 @@ d_wielkopolska = {
}
}
d_augsburg = {
d_bavarian_swabia = {
pattern = "pattern_solid.dds"
color1 = "red"
color2 = "white"
@ -13825,7 +13825,7 @@ d_augsburg = {
}
}
d_nordgau = {
d_east_franconia = {
pattern = "pattern_solid.dds"
color1 = "blue"
color2 = "yellow"
@ -15168,7 +15168,7 @@ d_epirus = {
}
}
d_achaia = {
d_peloponnese = {
pattern = "pattern_solid.dds"
color1 = "yellow"
color2 = "black"
@ -23848,7 +23848,7 @@ c_viennois = {
}
}
d_augsburg = {
d_bavarian_swabia = {
pattern = "pattern_solid.dds"
color1 = "red"
color2 = "white"

View file

@ -978,6 +978,18 @@ task_conversion = {
scope:councillor_liege.religion = { is_in_family = rf_abrahamic }
scope:county.religion = { is_in_family = rf_abrahamic }
}
AND = {
scope:councillor_liege.religion = { is_in_family = rf_esoteric }
scope:county.religion = { is_in_family = rf_esoteric }
}
AND = {
scope:councillor_liege.religion = { is_in_family = rf_antediluvianist }
scope:county.religion = { is_in_family = rf_antediluvianist }
}
AND = {
scope:councillor_liege.religion = { is_in_family = rf_sinitic }
scope:county.religion = { is_in_family = rf_sinitic }
}
}
}
OR = {

View file

@ -839,7 +839,7 @@ nomadic_house_name = {
# any_sub_realm_county = {
# culture = culture:russian
# OR = {
# duchy = title:d_kiev
# duchy = title:d_kyiv
# duchy = title:d_halych
# duchy = title:d_cherven_cities
# duchy = title:d_volhynia
@ -848,9 +848,9 @@ nomadic_house_name = {
# duchy = title:d_minsk
# duchy = title:d_grodno
# duchy = title:d_chernigov
# duchy = title:d_pereyaslavl
# duchy = title:d_yedisan
# duchy = title:d_levedia
# duchy = title:d_poltava
# duchy = title:d_dnipro
# duchy = title:d_kharkiv
# duchy = title:d_voronezh
# duchy = title:d_khopyor
# duchy = title:d_don_valley

View file

@ -119,7 +119,7 @@ nomadic_house_name_hybrid = {
# scope:other_culture = culture:anglo_saxon
# }
# }
# NOT = { religion = religion:germanic_religion } # Norse followers should become Anglo-Norse
# NOT = { religion = religion:folkgerman_religion } # Norse followers should become Anglo-Norse
# }
# hybrid = yes
#}

View file

@ -44,20 +44,21 @@ innovation_varangian_adventurers = {
potential = {
has_fp1_dlc_trigger = yes
OR = {
has_innovation = innovation_varangian_adventurers
has_cultural_pillar = heritage_north_germanic
# # Frankish
# this = culture:norman
always = no
# OR = {
# has_innovation = innovation_varangian_adventurers
# has_cultural_pillar = heritage_north_germanic
#
## # Frankish
## this = culture:norman
## any_parent_culture_or_above = {
## this = culture:norse #Norman
## }
# this = culture:estonian
# any_parent_culture_or_above = {
# this = culture:norse #Norman
# this = culture:estonian #Estonian
# }
# }
this = culture:estonian
any_parent_culture_or_above = {
this = culture:estonian #Estonian
}
}
NOT = { has_cultural_era_or_later = culture_era_early_medieval }
}

View file

@ -171,6 +171,7 @@ name_list_NEOW_serbian = {
Vojislav Vladan Vuka_s_crn_in Vasilije Vuk
Zlatan Zoran
}
}
female_names = {
3 = {
_Z_crn_ivka

View file

@ -0,0 +1,677 @@
#######################
# CULTURAL TRADITIONS #
#######################
######################
# EP3 Traditions #
######################
tradition_ep3_indomitable_azatani = {
category = regional
layers = {
0 = martial
1 = mena
4 = indomitable_azatani.dds
}
is_shown = {
OR = {
this = culture:armenian
any_parent_culture_or_above = {
this = culture:armenian
}
}
# DLC check.
has_ep3_dlc_trigger = yes
NOT = {
has_cultural_tradition = tradition_horse_breeder
}
}
can_pick = {
culture_not_pacifistic_trigger = yes
trigger_if = {
limit = {
OR = {
NOT = { exists = scope:replacing }
NOT = { scope:replacing = culture_tradition:tradition_horse_breeder }
}
}
NOT = { has_cultural_tradition = tradition_horse_breeder } #To prevent stacking after hybridization
}
}
parameters = {
unlock_maa_ayrudzi = yes
house_hostility_more_common = yes
vassals_more_likely_to_refuse_demands = yes
}
character_modifier = {
light_cavalry_maintenance_mult = -0.15
heavy_cavalry_maintenance_mult = -0.15
archer_cavalry_maintenance_mult = -0.15
light_cavalry_damage_mult = 0.2
heavy_cavalry_damage_mult = 0.2
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_stoic = { is_in_list = traits }
culture_pillar:ethos_communal = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_stoic_or_communal_desc
}
}
if = {
limit = {
scope:character = {
NOR = { # Culture Head need to have a 8 sized regiment of either Light/Heavy/Archer Cavalry
number_maa_soldiers_of_base_type = {
type = light_cavalry
value >= 800
}
number_maa_soldiers_of_base_type = {
type = heavy_cavalry
value >= 400
}
number_maa_soldiers_of_base_type = {
type = archer_cavalry
value >= 800
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = culture_head_cavalry_desc
}
}
if = {
limit = {
culture_tradition_reduction_trigger = { TRADITION = tradition_ep3_indomitable_azatani }
}
multiply = {
value = 0.5
desc = inspired_by_culture_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 200
if = {
limit = { # Reduce chance slightly if the culture has access to other "cavalry" types
OR = {
has_innovation = innovation_war_camels
has_innovation = innovation_elephantry
}
}
multiply = 0.4
}
else_if = {
limit = {
scope:character ?= {
ai_has_warlike_personality = yes
}
}
multiply = 4
}
}
}
tradition_ep3_audacious_cadets = {
category = regional
layers = {
0 = martial
1 = western
4 = audacious_cadets.dds
}
is_shown = {
OR = {
this = culture:norman
any_parent_culture_or_above = {
this = culture:norman
}
}
# DLC check.
has_ep3_dlc_trigger = yes
NOT = {
has_cultural_tradition = tradition_swords_for_hire
}
}
can_pick = {
culture_not_pacifistic_trigger = yes
trigger_if = {
limit = {
OR = {
NOT = { exists = scope:replacing }
NOT = { scope:replacing = culture_tradition:tradition_swords_for_hire }
}
}
NOT = { has_cultural_tradition = tradition_swords_for_hire } #To prevent stacking after hybridization
}
}
parameters = {
unlock_maa_conrois = yes
unlock_voluntary_laampdom = yes
much_more_likely_to_be_laamps = yes
ambitious_trait_more_common = yes
wanderers_gain_extra_combat_skills = yes
mercenary_courtiers_gain_extra_skills = yes
more_likely_to_leave_court = yes
}
character_modifier = {
heavy_cavalry_damage_mult = 0.2
heavy_cavalry_pursuit_mult = 0.2
heavy_cavalry_max_size_add = 2
siege_phase_time = -0.1
ai_honor = -20
ai_war_chance = 0.5
ai_war_cooldown = -0.25
same_culture_mercenary_hire_cost_mult = -0.15
character_travel_speed_mult = 0.1
character_travel_safety_mult = 0.1
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOT = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_desc
}
}
if = {
limit = {
scope:character = {
NOR = { # Culture Head need to have a 8 sized regiment of either Light/Heavy/Archer Cavalry
number_maa_soldiers_of_base_type = {
type = heavy_cavalry
value >= 400
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = culture_head_heavy_cavalry_desc
}
}
if = {
limit = {
culture_tradition_reduction_trigger = { TRADITION = tradition_ep3_audacious_cadets }
}
multiply = {
value = 0.5
desc = inspired_by_culture_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 200
if = {
limit = {
NOT = {
culture_has_heavy_cavalry_maa = yes
}
}
multiply = 0.25
}
else_if = {
limit = {
scope:character ?= {
ai_has_warlike_personality = yes
}
}
multiply = 4
}
}
}
tradition_ep3_imperial_tagmata = {
category = regional
layers = {
0 = martial
1 = mediterranean
4 = imperial_tagmata.dds
}
is_shown = {
has_cultural_pillar = heritage_greek
# DLC check.
has_ep3_dlc_trigger = yes
NOT = {
has_cultural_tradition = tradition_roman_legacy
}
}
can_pick = {
}
parameters = {
unlock_maa_cataphract = yes
unlock_maa_akritai = yes
unlock_maa_ballistrai = yes
unlock_maa_skoutatoi = yes
frontier_themes_borrow_neighbor_troops = yes
}
character_modifier = {
heavy_cavalry_max_size_add = 2
counter_efficiency = 0.1
knight_effectiveness_mult = -0.25
men_at_arms_title_limit = 1
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOR = {
culture_pillar:ethos_bureaucratic = { is_in_list = traits }
culture_pillar:ethos_bellicose = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_or_bureaucratic_desc
}
}
if = {
limit = {
NOT = {
scope:character = {
any_held_title = {
tier = tier_county
count >= 8
any_county_province = {
has_building_or_higher = stables_01
}
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = domain_counties_with_stables_desc
}
}
if = {
limit = {
culture_tradition_reduction_trigger = { TRADITION = tradition_ep3_imperial_tagmata }
}
multiply = {
value = 0.5
desc = inspired_by_culture_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 400
if = {
limit = { # Admin should be more into this
scope:character = {
government_allows = administrative
}
}
multiply = 2
}
else_if = {
limit = {
scope:character ?= {
ai_has_warlike_personality = yes
}
}
multiply = 4
}
}
}
tradition_ep3_roman_ceremonies = {
category = regional
layers = {
0 = diplo
1 = mediterranean
4 = roman_ceremonies.dds
}
is_shown = {
has_cultural_pillar = heritage_greek
# DLC check.
has_ep3_dlc_trigger = yes
NOT = {
has_cultural_tradition = tradition_byzantine_succession
}
}
can_pick = {
}
parameters = {
holds_triumphs = yes
hosts_chariot_races = yes
children_can_be_born_in_the_purple = yes
# We use the co-emperors parameter for most things...
unlock_co_emperors = yes
# ... which means the junior emperor parameter is _mostly_ just here for the loc.
unlock_junior_emperors = yes
#byzantine_faction_preffered_claimants = yes
}
county_modifier = {
county_opinion_add = -10
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOR = {
culture_pillar:ethos_bureaucratic = { is_in_list = traits }
culture_pillar:ethos_courtly = { is_in_list = traits }
culture_pillar:ethos_egalitarian = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bureaucratic_courtly_or_egalitarian_desc
}
}
if = {
limit = {
NOT = {
any_culture_county = {
count >= 50
any_county_province = {
geographical_region = custom_eastern_roman_empire
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = culture_in_roman_empire_desc
}
}
if = {
limit = {
culture_tradition_reduction_trigger = { TRADITION = tradition_ep3_roman_ceremonies }
}
multiply = {
value = 0.5
desc = inspired_by_culture_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 200
if = {
limit = { # Admin should be more into this
scope:character = {
government_allows = administrative
}
}
multiply = 2
}
}
}
tradition_ep3_palace_politics = {
category = regional
layers = {
0 = intrigue
1 = mediterranean
4 = palace_politics.dds
}
is_shown = {
has_cultural_pillar = heritage_greek
# DLC check.
has_ep3_dlc_trigger = yes
NOT = {
has_cultural_tradition = tradition_byzantine_succession
}
}
can_pick = {
custom_tooltip = {
text = cannot_have_tradition_court_eunuchs
NOT = { culture_tradition:tradition_court_eunuchs = { is_in_list = traits } }
}
custom_tooltip = {
text = cannot_have_tradition_merciful_blindings
NOT = { culture_tradition:tradition_merciful_blindings = { is_in_list = traits } }
}
}
parameters = {
unlock_maa_varangian_guards = yes
unlock_akolouthos = yes
reduced_bodyguard_aptitude = yes
can_blind_prisoners = yes
can_castrate_prisoners = yes
eunuch_trait_bonuses = yes
can_appoint_chief_eunuch = yes
family_castration = yes
ambitious_trait_more_common = yes
physical_disfigurement_blocks_inheritance = yes # Blocks claimant factions, claim wars, and reduce score in elective and acclamation. Also includes infertility for tooltip reasons.
cultrad_unlocks_t2_countermeasures = yes
palace_politics_trait_bonuses = yes
palace_politics_trait_maluses = yes
}
character_modifier = {
monthly_court_grandeur_change_mult = 0.2
political_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value
personal_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOR = {
culture_pillar:ethos_bureaucratic = { is_in_list = traits }
culture_pillar:ethos_courtly = { is_in_list = traits }
culture_pillar:ethos_spiritual = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bureaucratic_courtly_or_spiritual_desc
}
}
if = {
limit = {
has_dlc_feature = royal_court
OR = {
scope:character = { has_royal_court = no }
NOT = {
scope:character = {
court_grandeur_current_level >= very_high_court_grandeur_level
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = culture_head_court_grandeur_desc
}
}
if = {
limit = {
culture_tradition_reduction_trigger = { TRADITION = tradition_ep3_palace_politics }
}
multiply = {
value = 0.5
desc = inspired_by_culture_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 200
if = {
limit = { # Admin should be more into this
scope:character = {
government_allows = administrative
}
}
multiply = 2
}
}
}
tradition_ep3_cultivated_sophistication = {
category = societal
layers = {
0 = learning
1 = mediterranean
4 = cultivated_sophistication.dds
}
is_shown = {
# DLC check.
has_ep3_dlc_trigger = yes
}
can_pick = {
custom_tooltip = {
text = must_have_administrative_government_tt
scope:character = { government_allows = administrative }
}
}
parameters = {
less_likely_to_culture_convert = yes
other_cultures_more_likely_to_hybridize = yes
estate_building_upgrade_development_gain = yes
allows_noble_family_adoption = yes
}
character_modifier = {
monthly_influence_mult = 0.1
diplomatic_range_mult = 0.2
cultural_head_fascination_mult = -0.10
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOR = {
culture_pillar:ethos_bureaucratic = { is_in_list = traits }
culture_pillar:ethos_courtly = { is_in_list = traits }
culture_pillar:ethos_spiritual = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bureaucratic_courtly_or_spiritual_desc
}
}
if = {
limit = {
NOT = {
scope:character = {
capital_county ?= {
tier = tier_county
development_level >= 30
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = capital_province_development_level_desc
}
}
if = {
limit = {
culture_tradition_reduction_trigger = { TRADITION = tradition_ep3_cultivated_sophistication }
}
multiply = {
value = 0.5
desc = inspired_by_culture_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 200
if = {
limit = { # Admin should be more into this
has_cultural_pillar = heritage_greek
}
multiply = 2
}
}
}

View file

@ -2624,7 +2624,7 @@
# religion = religion:paganism_religion
# religion = religion:taoism_religion
# religion = religion:bon_religion
# religion = religion:germanic_religion
# religion = religion:folkgerman_religion
# religion = religion:tengrism_religion
# religion = religion:west_african_religion
# religion = religion:west_african_bori_religion
@ -2826,7 +2826,7 @@
# religion = religion:paganism_religion
# religion = religion:taoism_religion
# religion = religion:bon_religion
# religion = religion:germanic_religion
# religion = religion:folkgerman_religion
# religion = religion:tengrism_religion
# religion = religion:west_african_religion
# religion = religion:west_african_bori_religion
@ -3028,7 +3028,7 @@
# religion = religion:paganism_religion
# religion = religion:taoism_religion
# religion = religion:bon_religion
# religion = religion:germanic_religion
# religion = religion:folkgerman_religion
# religion = religion:tengrism_religion
# religion = religion:west_african_religion
# religion = religion:west_african_bori_religion
@ -3236,7 +3236,7 @@
# religion = religion:paganism_religion
# religion = religion:taoism_religion
# religion = religion:bon_religion
# religion = religion:germanic_religion
# religion = religion:folkgerman_religion
# religion = religion:tengrism_religion
# religion = religion:west_african_religion
# religion = religion:west_african_bori_religion
@ -3444,7 +3444,7 @@
# religion = religion:paganism_religion
# religion = religion:taoism_religion
# religion = religion:bon_religion
# religion = religion:germanic_religion
# religion = religion:folkgerman_religion
# religion = religion:tengrism_religion
# religion = religion:west_african_religion
# religion = religion:west_african_bori_religion
@ -3652,7 +3652,7 @@
# religion = religion:paganism_religion
# religion = religion:taoism_religion
# religion = religion:bon_religion
# religion = religion:germanic_religion
# religion = religion:folkgerman_religion
# religion = religion:tengrism_religion
# religion = religion:west_african_religion
# religion = religion:west_african_bori_religion

View file

@ -101,13 +101,13 @@
#
# text = {
# localization_key = gruesomefestivalname_blot
# trigger = { faith.religion = religion:germanic_religion }
# trigger = { faith.religion = religion:folkgerman_religion }
# }
#
# text = {
# localization_key = gruesomefestivalname_festival
# trigger = {
# NOT = { faith.religion = religion:germanic_religion }
# NOT = { faith.religion = religion:folkgerman_religion }
# }
# fallback = yes
# }

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
# }
}
}

View file

@ -22,18 +22,6 @@ e_greece = {
}
add = @correct_culture_primary_score
}
if = {
limit = {
NOT = { culture = culture:greek }
culture = {
OR = {
has_cultural_pillar = heritage_byzantine
has_cultural_pillar = heritage_caucasian
}
}
}
add = @better_than_the_alternatives_score
}
}
cultural_names = {
@ -209,18 +197,6 @@ e_greece = {
}
add = @correct_culture_primary_score
}
if = {
limit = {
NOT = { culture = culture:greek }
culture = {
OR = {
has_cultural_pillar = heritage_byzantine
has_cultural_pillar = heritage_caucasian
}
}
}
add = @better_than_the_alternatives_score
}
}
cultural_names = {
@ -320,18 +296,6 @@ e_greece = {
}
add = @correct_culture_primary_score
}
if = {
limit = {
NOT = { culture = culture:greek }
culture = {
OR = {
has_cultural_pillar = heritage_byzantine
has_cultural_pillar = heritage_caucasian
}
}
}
add = @better_than_the_alternatives_score
}
}
d_kosovo = { # Kosovo
color = { 229 66 34 }
@ -810,18 +774,6 @@ e_greece = {
}
add = @correct_culture_primary_score
}
if = {
limit = {
NOT = { culture = culture:greek }
culture = {
OR = {
has_cultural_pillar = heritage_byzantine
has_cultural_pillar = heritage_caucasian
}
}
}
add = @better_than_the_alternatives_score
}
}

View file

@ -931,7 +931,7 @@
# dynasty = dynasty:499
# OR = { # You must still be in an era where Nordic gods are still seen as kinda cool
# culture = culture:norse
# religion = religion:germanic_religion
# religion = religion:folkgerman_religion
# }
# }
# is_valid = {

View file

@ -403,10 +403,14 @@ NEOW_militia = {
has_trait = populist_leader
has_lifestyle = martial_lifestyle
has_martial_lifestyle_trait_trigger = yes
trigger_if = {
limit = { exists = cp:councillor_marshal }
cp:councillor_marshal = { martial = 13 }
}
faith = { has_doctrine_parameter = allows_communal_settlement }
}
}
trigger_if = {
limit = {
government_has_flag = government_is_landless_minority

View file

@ -0,0 +1,743 @@
# Root = Combat
# Executed on combat start, when all starting armies have already been added to relevant sides
on_combat_start = {
}
# Root = Combat side
# scope:army = army joining side
# Executed after an army joins combat, after the combat has already started
on_combat_unit_join_side = {
}
# Root = Winning combat side
# scope:wipe - Was this a wipe?
on_combat_end_winner = {
events = {
combat_event.0001 # Victorious commander gains progress towards earning "The Undefeated" nickname (obtained after winning 100 victories without a loss).
combat_event.1001 # Winner imprisons commanders/knights on the losing side.
combat_event.2001 # # Commander may become known as a Gajapati if you have the prerequisites
fp1_shieldmaiden.0031 # Track shieldmaiden levelling.
historical_artifacts.0100 # #Save a memorable battle as potential topic for artifacts
combat_event.2101 # Battle Won: glory goes up.
# combat_event.2200 # Hereward beat a Norman
combat_event.3000 # Battle PoI Creation
}
random_events = {
1000 = 0
20 = artifact.6000 # Chance to loot an enemy banner after winning a battle
1 = harm.0012 # A conk on the noggin' renders you a-foggin'.
20 = legend_spread_events.8140 # Make this part of your legend?
}
effect = {
#If you are el Cid you get a special events
if = {
limit = {
side_primary_participant = { has_variable = ongoing_cid_story_cycle }
enemy_side.side_commander.primary_title = title:k_valencia
}
enemy_side.side_commander ?= { save_scope_as = loser }
side_primary_participant = {
set_variable = {
name = cid_title_to_give
value = prev.enemy_side.side_commander.primary_title
}
trigger_event = cid.2000 #Tizona
}
}
else_if = {
limit = {
side_primary_participant = { has_variable = ongoing_cid_story_cycle }
OR = {
enemy_side.side_commander.primary_title = title:c_barcelona
enemy_side.side_commander.primary_title = title:d_barcelona
}
}
enemy_side.side_commander ?= { save_scope_as = loser }
side_primary_participant = {
set_variable = {
name = cid_title_to_give
value = prev.enemy_side.side_commander.primary_title
}
trigger_event = cid.2001 #Colada
}
}
else_if = {
limit = {
side_primary_participant = { has_variable = ongoing_cid_story_cycle }
}
random = {
chance = 10
enemy_side.side_commander ?= { save_scope_as = loser }
side_primary_participant = {
set_variable = {
name = cid_title_to_give
value = prev.enemy_side.side_commander.primary_title
}
trigger_event = cid.2000
}
}
}
if = {
limit = {
exists = side_commander
exists = enemy_side.side_commander
}
random = {
chance = {
value = 10
if = {
limit = {
exists = scope:wipe
}
add = 90
}
if = {
limit = {
exists = enemy_side.side_commander.primary_title
exists = side_commander.primary_title
enemy_side.side_commander.primary_title.tier >= side_commander.primary_title.tier
}
add = 90
}
}
combat.location = {
save_scope_as = battle_province
}
side_commander = {
create_character_memory = {
type = battle_won_memory
participants = {
loser = root.enemy_side.side_commander
ruler = root.enemy_side.side_primary_participant
}
}
scope:new_memory = {
save_scope_as = battle_memory
}
scope:battle_memory = {
set_variable = {
name = battle_location
value = scope:battle_province
}
}
}
}
}
# setup for artifact.4010
if = {
limit = {
side_commander ?= {
any_character_artifact = {
is_equipped = yes
artifact_slot_type = primary_armament
NOT = { has_variable = artifact_battles_won_var }
}
}
}
side_commander = {
random_character_artifact = {
limit = {
is_equipped = yes
artifact_slot_type = primary_armament
NOT = { has_variable = artifact_battles_won_var }
}
set_variable = {
name = artifact_battles_won_var
value = 1
}
}
}
}
else_if = {
limit = {
side_commander ?= {
any_character_artifact = {
is_equipped = yes
artifact_slot_type = primary_armament
has_variable = artifact_battles_won_var
}
}
}
side_commander = {
random_character_artifact = {
limit = {
is_equipped = yes
artifact_slot_type = primary_armament
has_variable = artifact_battles_won_var
}
change_variable = {
name = artifact_battles_won_var
add = 1
}
}
}
}
if = {
limit = {
any_side_knight = {
any_character_artifact = {
is_equipped = yes
artifact_slot_type = primary_armament
NOT = { has_variable = artifact_battles_won_var }
}
}
}
every_side_knight = {
random_character_artifact = {
limit = {
is_equipped = yes
artifact_slot_type = primary_armament
NOT = { has_variable = artifact_battles_won_var }
}
set_variable = {
name = artifact_battles_won_var
value = 1
}
}
}
}
else_if = {
limit = {
any_side_knight = {
any_character_artifact = {
is_equipped = yes
artifact_slot_type = primary_armament
has_variable = artifact_battles_won_var
}
}
}
every_side_knight = {
random_character_artifact = {
limit = {
is_equipped = yes
artifact_slot_type = primary_armament
has_variable = artifact_battles_won_var
}
change_variable = {
name = artifact_battles_won_var
add = 1
}
}
}
}
#setup for artifact.4020
if = {
limit = {
side_commander ?= {
any_character_artifact = {
is_equipped = yes
artifact_slot_type = armor
NOT = { has_variable = artifact_battles_won_var }
}
}
}
side_commander = {
random_character_artifact = {
limit = {
is_equipped = yes
artifact_slot_type = armor
NOT = { has_variable = artifact_battles_won_var }
}
set_variable = {
name = artifact_battles_won_var
value = 1
}
}
}
}
else_if = {
limit = {
side_commander ?= {
any_character_artifact = {
is_equipped = yes
artifact_slot_type = armor
has_variable = artifact_battles_won_var
}
}
}
side_commander = {
random_character_artifact = {
limit = {
is_equipped = yes
artifact_slot_type = armor
has_variable = artifact_battles_won_var
}
change_variable = {
name = artifact_battles_won_var
add = 1
}
}
}
}
if = {
limit = {
any_side_knight = {
any_character_artifact = {
is_equipped = yes
artifact_slot_type = armor
NOT = { has_variable = artifact_battles_won_var }
}
}
}
every_side_knight = {
random_character_artifact = {
limit = {
is_equipped = yes
artifact_slot_type = armor
NOT = { has_variable = artifact_battles_won_var }
}
set_variable = {
name = artifact_battles_won_var
value = 1
}
}
}
}
else_if = {
limit = {
any_side_knight = {
any_character_artifact = {
is_equipped = yes
artifact_slot_type = armor
has_variable = artifact_battles_won_var
}
}
}
every_side_knight = {
random_character_artifact = {
limit = {
is_equipped = yes
artifact_slot_type = armor
has_variable = artifact_battles_won_var
}
change_variable = {
name = artifact_battles_won_var
add = 1
}
}
}
}
# Acclaimed reveller victory party!!!!! LADS LADS LADS!
if = {
limit = {
OR = {
any_side_knight = {
is_acclaimed = yes
accolade = {
has_accolade_parameter = acclaimed_knight_prestige_from_victory
}
}
any_side_commander = {
is_acclaimed = yes
accolade = {
has_accolade_parameter = acclaimed_knight_prestige_from_victory
}
}
}
}
every_side_knight = {
limit = {
is_acclaimed = yes
accolade = {
has_accolade_parameter = acclaimed_knight_prestige_from_victory
}
}
knight_army.army_owner = {
add_prestige = acclaimed_knight_prestige_from_victory_value
}
}
every_side_commander = {
limit = {
is_acclaimed = yes
accolade = {
has_accolade_parameter = acclaimed_knight_prestige_from_victory
}
}
commanding_army.army_owner = {
add_prestige = acclaimed_knight_prestige_from_victory_value
}
}
}
else_if = {
limit = {
OR = {
any_side_knight = {
is_acclaimed = yes
accolade = {
has_accolade_parameter = acclaimed_knight_prestige_from_victory_high
}
}
any_side_commander = {
is_acclaimed = yes
accolade = {
has_accolade_parameter = acclaimed_knight_prestige_from_victory_high
}
}
}
}
every_side_knight = {
limit = {
is_acclaimed = yes
accolade = {
has_accolade_parameter = acclaimed_knight_prestige_from_victory_high
}
}
knight_army.army_owner = {
add_prestige = acclaimed_knight_prestige_from_victory_value_high
}
}
every_side_commander = {
limit = {
is_acclaimed = yes
accolade = {
has_accolade_parameter = acclaimed_knight_prestige_from_victory_high
}
}
commanding_army.army_owner = {
add_prestige = acclaimed_knight_prestige_from_victory_value_high
}
}
}
# combat gold reward from Camp Mortifican's Tools upgrade: own victories
side_primary_participant = { add_to_list = potential_spoil_claimers }
every_side_commander = {
limit = {
this != root.side_primary_participant
trigger_if = {
limit = { exists = root.combat.combat_war }
is_participant_in_war = root.combat.combat_war
}
}
add_to_list = potential_spoil_claimers
}
every_in_list = {
list = potential_spoil_claimers
limit = {
domicile ?= { has_domicile_parameter = camp_gold_from_victories_or_nearby_battles }
}
root.enemy_side.side_primary_participant = { save_scope_as = losing_side_owner }
send_interface_message = {
type = msg_landless_adventurer_battle_gold
title = camp_gold_from_victories_or_nearby_battles_message_title
desc = camp_gold_from_victories_or_nearby_battles_message_desc_victory
left_icon = root.side_commander
right_icon = root.enemy_side.side_commander
add_short_term_gold = {
value = {
value = 0
add = root.enemy_side.side_max_army_size
divide = 100
min = 5
}
}
}
}
# combat gold reward from Camp Mortifican's Tools upgrade: nearby battles
combat.location.county = {
every_county_province = {
every_province_domicile = {
limit = {
has_domicile_parameter = camp_gold_from_victories_or_nearby_battles
save_temporary_scope_as = domicile_temp
NOR = {
root = {
any_side_commander = { this = scope:domicile_temp.owner }
enemy_side = {
any_side_commander = { this = scope:domicile_temp.owner }
}
}
}
}
root.enemy_side.side_primary_participant = { save_scope_as = losing_side_owner }
owner = {
send_interface_message = {
type = msg_landless_adventurer_battle_gold
title = camp_gold_from_victories_or_nearby_battles_message_title
desc = camp_gold_from_victories_or_nearby_battles_message_desc_nearby
left_icon = root.side_commander
right_icon = root.enemy_side.side_commander
add_short_term_gold = {
value = {
value = 0
add = root.enemy_side.side_max_army_size
divide = 100
min = 5
}
}
}
}
}
}
}
#Nomads recover head of fallen warrior
mpo_mongol_recovered_head_content_effect = yes
# Commander trait leveling
every_side_commander = {
commander_trait_leveling_leveling_effect = { XP = 1 }
}
if = {
limit = {
any_side_participant = {
has_character_modifier = boasted_of_victories_modifier
}
}
every_side_participant = {
limit = {
has_character_modifier = boasted_of_victories_modifier
}
add_stress = miniscule_stress_loss
add_prestige = miniscule_prestige_gain
}
}
every_side_participant = {
if = {
limit = { has_variable = accolade_progress }
change_variable = {
name = accolade_progress
add = 1
}
}
else = {
set_variable = {
name = accolade_progress
value = 1
}
}
}
}
}
# Root = Losing combat side
# scope:wipe - Was this a wipe?
on_combat_end_loser = {
events = {
combat_event.0002 # Defeated commander loses shot at getting 'The Undefeated' nickname.
almohad.0003 # Check whether Ibn Tumert should die
fp1_shieldmaiden.0031 # Track shieldmaiden levelling.
combat_event.2111 # Battle Lost: glory goes down.
}
random_events = {
1000 = 0
1 = harm.0012 # A conk on the noggin' renders you a-foggin'.
}
effect = {
if = {
limit = {
exists = side_commander
exists = enemy_side.side_commander
}
combat.location = { save_scope_as = battle_province }
side_commander = {
create_character_memory = {
type = battle_lost_memory
participants = {
winner = root.enemy_side.side_commander
ruler = root.enemy_side.side_primary_participant
}
}
scope:new_memory = {
save_scope_as = battle_memory
}
scope:battle_memory = {
set_variable = {
name = battle_location
value = scope:battle_province
}
}
}
}
if = {
limit = {
combat = { warscore_value >= 15 }
}
combat.location = { save_scope_as = battle_province }
side_primary_participant = {
if = {
limit = { is_valid_for_legitimacy_change = yes }
send_interface_toast = {
type = msg_legitimacy_loss
title = legitimacy_loss_toast
left_icon = root.side_primary_participant
right_icon = root.enemy_side.side_primary_participant
custom_tooltip = legitimacy_loss_battle_tt
add_legitimacy = minor_legitimacy_loss
}
}
}
#BP4 marshal offers help event
if = {
limit = {
side_primary_participant = {
is_landed = yes
is_at_war = yes
any_character_war = {
NOT = {
using_cb = peasant_war
}
OR = {
AND = {
primary_defender = prev
defender_war_score <= -25
}
AND = {
primary_attacker = prev
attacker_war_score <= -25
}
}
}
NOT = { has_character_flag = had_ach_yearly_events_1003 }
any_councillor = {
has_council_position = councillor_marshal
basic_is_valid_for_yearly_events_trigger = yes
is_at_war = no
NOT = {
is_allied_to = root.enemy_side.side_primary_participant
}
}
}
}
if = {
limit = {
exists = side_commander
}
side_commander = {
save_scope_as = commander
}
}
enemy_side.side_primary_participant = {
save_scope_as = foe
}
side_primary_participant = {
random_character_war = {
limit = {
NOR = {
using_cb = peasant_war
using_cb = nomadic_war
}
OR = {
AND = {
primary_defender = prev
any_war_attacker = {
this = scope:foe
}
defender_war_score <= -25
}
AND = {
primary_attacker = prev
any_war_defender = {
this = scope:foe
}
attacker_war_score <= -25
}
}
}
save_scope_as = liege_war
}
random_councillor = {
limit = {
has_council_position = councillor_marshal
}
random = {
chance = 50
modifier = {
add = 50
is_ai = no
}
trigger_event = ach_yearly_events.1003
}
}
}
}
}
#Nomads recover head of fallen warrior
mpo_mongol_recovered_head_content_effect = yes
# Commander trait leveling
every_side_commander = {
commander_trait_leveling_leveling_effect = { XP = 0.5 }
}
if = {
limit = {
any_side_participant = {
has_character_modifier = boasted_of_victories_modifier
}
}
every_side_participant = {
limit = {
has_character_modifier = boasted_of_victories_modifier
}
add_stress = miniscule_stress_gain
add_prestige = miniscule_prestige_gain
}
}
side_primary_participant = {
random = { # chance of inspiring a knight to become eligible for disciplinarian accolade
chance = 2
modifier = {
factor = accolade_progress # scales with accolade progress
}
modifier = { # must have an eligible knight
NOT = {
root = {
any_side_knight = {
can_unlock_accolade_attribute_trigger = {
ATTRIBUTE = disciplinarian
}
}
}
}
factor = 0
}
save_scope_as = accolade_liege
set_variable = {
name = accolade_progress
value = 0
}
root = {
random_side_knight = {
limit = {
can_unlock_accolade_attribute_trigger = {
ATTRIBUTE = disciplinarian
}
}
weight = {
base = 1
modifier = {
add = 50
is_acclaimed = yes
}
}
save_scope_as = accolade_knight
}
}
send_interface_message = {
type = msg_accolade_eligibility
title = accolade_disciplinarian_unlock.t
left_icon = scope:accolade_knight
right_icon = scope:accolade_liege
custom_tooltip = accolade_disciplinarian_unlock.tt
scope:accolade_knight = {
set_variable = {
name = disciplinarian_attribute_unlock
value = yes
}
}
}
}
}
}
}

View file

@ -1627,28 +1627,28 @@ on_death = {
end_diarchy = yes
}
# EP3, Wallada transfers possessions to her heir
if = {
limit = {
root = character:andalusian_0003
exists = player_heir
}
# save Wallada's scope
save_scope_as = wallada
random_character_artifact = {
limit = {
has_artifact_modifier = double_moon_modifier
}
set_owner = scope:wallada.primary_heir
save_scope_as = double_moon_book
}
primary_heir = {
trigger_event = {
id = ep3_story_cycle_violet_poet.0004
days = 1
}
}
}
# # EP3, Wallada transfers possessions to her heir
# if = {
# limit = {
# root = character:andalusian_0003
# exists = player_heir
# }
# # save Wallada's scope
# save_scope_as = wallada
# random_character_artifact = {
# limit = {
# has_artifact_modifier = double_moon_modifier
# }
# set_owner = scope:wallada.primary_heir
# save_scope_as = double_moon_book
# }
# primary_heir = {
# trigger_event = {
# id = ep3_story_cycle_violet_poet.0004
# days = 1
# }
# }
# }
# Populate new contracts for laamp heirs.
player_heir ?= {

View file

@ -917,7 +917,7 @@ travel_events_on_action = {
300 = ep3_laamp_flavor.0060 # Dead Weight
200 = ep3_travel_events.8000 #To Belong Somewhere
200 = ep3_travel_events.8010 #Won't Be Missed
1000 = ep3_story_cycle_violet_poet.1000 #Nature's Bounty
# 1000 = ep3_story_cycle_violet_poet.1000 #Nature's Bounty
#MPO Travel Events
100 = mpo_events_tova.0003 #A Jest Too Far

View file

@ -2497,7 +2497,7 @@
}
#### k_bavaria
### d_bavaria
### d_upper_bavaria
## c_regensburg
# b_regensburg
2964 ={
@ -2615,7 +2615,7 @@
2968 ={
winter_severity_bias = 0.55
}
### d_nordgau
### d_east_franconia
## c_eichstadt
# b_eichtstad
2878 ={
@ -2746,7 +2746,7 @@
2972 ={
winter_severity_bias = 0.55
}
### d_augsburg
### d_bavarian_swabia
## c_augsburg
# b_augsburg
2778 ={
@ -4347,7 +4347,7 @@
3726 ={
winter_severity_bias = 0.0
}
### d_achaia
### d_peloponnese
## c_achaia
# b_patras
476 ={
@ -10722,7 +10722,7 @@
}
#### k_ruthenia
### d_kiev
### d_kyiv
## c_kiev
# b_kiev
547 ={
@ -10865,7 +10865,7 @@
5111 ={
winter_severity_bias = 0.60
}
### d_pereyaslavl
### d_poltava
## c_pereyaslavl
# b_pereyaslavl
555 ={
@ -11911,7 +11911,7 @@
##### e_caspian-pontic_steppe
#### k_pontic_steppe
### d_yedisan
### d_dnipro
## c_odessa
# b_odessa
5268 ={
@ -12002,7 +12002,7 @@
5275 ={
winter_severity_bias = 0.50
}
### d_levedia
### d_kharkiv
## c_khortytsia
# b_khortytsia
557 ={
@ -12178,7 +12178,7 @@
}
#### k_caucasus
### d_khazaria
### d_volgograd
## c_sarkel
# b_sarkel
607 ={
@ -12368,7 +12368,7 @@
}
#### k_caspian_steppe
### d_itil
### d_astrakhan
## c_itil
# b_itil
620 ={

View file

@ -3761,10 +3761,10 @@ flagellation_decision_effect = {
# text = cossack_custom_de_jure
# title:k_cossack = { set_de_jure_liege_title = title:e_caspian-pontic_steppe }
# title:d_tana = { set_de_jure_liege_title = title:k_cossack }
# title:d_red_levedia = { set_de_jure_liege_title = title:k_cossack }
# title:d_levedia = { set_de_jure_liege_title = title:k_cossack }
# title:d_zaporizhzhia = { set_de_jure_liege_title = title:k_cossack }
# title:d_kharkiv = { set_de_jure_liege_title = title:k_cossack }
# title:d_don_valley = { set_de_jure_liege_title = title:k_cossack }
# title:d_itil = { set_de_jure_liege_title = title:k_cossack }
# title:d_astrakhan = { set_de_jure_liege_title = title:k_cossack }
# }
#
# ##Add Cossack Culture to all de jure duchies in the Cossack Kingdom

View file

@ -617,7 +617,7 @@ grab_mythical_founder_effect = {
# }
# 10 = { # Odin
# trigger = {
# root.faith = faith:norse_pagan
# root.faith = faith:folketro
# OR = {
# root.primary_title = title:k_norway
# root.primary_title = title:k_sweden
@ -1621,7 +1621,7 @@ get_appropriate_exotic_location = {
999 = { # Vinland, must be into vikings and adventures and all that
trigger = {
OR = {
religion = religion:germanic_religion
religion = religion:folkgerman_religion
culture = { has_cultural_pillar = heritage_north_germanic }
culture = { has_innovation = innovation_varangian_adventurers }
}
@ -1634,7 +1634,7 @@ get_appropriate_exotic_location = {
999 = { # Sunset invasion memes
trigger = {
OR = {
religion = religion:germanic_religion
religion = religion:folkgerman_religion
culture = { has_cultural_pillar = heritage_north_germanic }
culture = { has_innovation = innovation_varangian_adventurers }
}

View file

@ -72,13 +72,13 @@ launch_hungarian_migration_misplaced_count_suitable_liege_trigger = {
# culture = { has_cultural_pillar = heritage_west_germanic }
# culture = { has_cultural_pillar = heritage_brythonic }
# }
# NOT = { religion = religion:germanic_religion }
# NOT = { religion = religion:folkgerman_religion }
#}
#negotiate_the_danelaw_norse_side_trigger = {
# OR = {
# culture = { has_cultural_pillar = heritage_north_germanic }
# culture = culture:norman
# religion = religion:germanic_religion
# religion = religion:folkgerman_religion
# }
#}
#

View file

@ -0,0 +1,361 @@

##################################################
# General Triggers
eligible_for_fp1_dynasty_legacies_trigger = {
has_fp1_dlc_trigger = yes
OR = {
game_rule_unrestricted_dynasty_legacies_trigger = yes
# Technically, we could hardscript this to North Germanics/Normans/Estonians, but eh.
culture = { has_innovation = innovation_longboats }
# Converts should also get a chance to get in on the fun.
religion = religion:folkgerman_religion
}
}
fp1_can_raise_stele_trigger = {
OR = {
culture = { has_cultural_parameter = has_access_to_runestones }
has_character_modifier = embraced_local_traditions_modifier
}
culture = {
NOT = { has_cultural_era_or_later = culture_era_high_medieval }
}
}
fp1_can_raise_stele_title_scope_trigger = {
culture = {
has_cultural_pillar = heritage_north_germanic
NOT = { has_cultural_era_or_later = culture_era_high_medieval }
}
}
fp1_county_has_stele_trigger = {
OR = {
has_county_modifier = fp1_stele_ancestors_strong
has_county_modifier = fp1_stele_ancestors_weak
has_county_modifier = fp1_stele_conquest_strong
has_county_modifier = fp1_stele_conquest_weak
has_county_modifier = fp1_stele_promotion_strong
has_county_modifier = fp1_stele_promotion_weak
}
}
fp1_eligible_for_yearly_events_trigger = {
has_fp1_dlc_trigger = yes
OR = {
culture = { has_cultural_pillar = heritage_north_germanic }
religion = religion:folkgerman_religion
}
}
##################################################
# Cultural & Regional Triggers
fp1_is_norse = {
OR = {
culture = { has_cultural_pillar = heritage_north_germanic }
# culture = culture:norman
}
}
fp1_is_norse_tribal = {
fp1_is_norse = yes
government_has_flag = government_is_tribal
}
fp1_is_coastal_norse_tribal = {
# Standard checks.
fp1_is_norse_tribal = yes
# Do you have a relevant coastal county somewhere?
any_sub_realm_county = { is_coastal_county = yes }
}
fp1_is_in_scandinavia = {
capital_county.title_province = { geographical_region = world_europe_north }
}
fp1_is_in_scandinavian_colonies = {
capital_county.title_province = {
OR = {
geographical_region = world_europe_west_britannia
geographical_region = dlc_fp1_region_colonial_eastern_europe
}
}
}
fp1_is_in_scandinavia_or_colonies = {
OR = {
fp1_is_in_scandinavia = yes
fp1_is_in_scandinavian_colonies = yes
}
}
fp1_remove_stele_new_holder_trigger = {
# Is there a rogue stone around?
$TITLE$ = { exists = var:stele_commissioner }
# And would the new holder want to tear down the stele?
$NEW_HOLDER$ = {
OR = {
AND = {
exists = dynasty
# E.g., because they're a different family and won't maintain it.
NOT = { dynasty = $PREVIOUS_HOLDER$.dynasty }
}
# Or because they're a subject of the runestone, which means it's memorialising their defeat.
## ... Unless they're a ghost. Damned proctors, I guess.
AND = {
exists = $TITLE$.var:stele_container
exists = $TITLE$.var:stele_scope_type
# Remember not to compare a character with a title.
$TITLE$.var:stele_scope_type = flag:character
this = $TITLE$.var:stele_container
}
}
}
}
is_vaguely_danish_bhakti_trigger = {
OR = {
has_culture = culture:danish
culture = { has_name_list = name_list_danish }
# We deliberately use the de jure rather than the geographical area to make this at least a *little* more fluid.
AND = {
is_playable_character = yes
capital_county.kingdom = title:k_denmark
}
}
}
##################################################
# Varangian Adventure Triggers
fp1_va_eligible_for_scandinavian_troops_trigger = {
# We only give these to North Germanics. I realise we check this elsewhere, but it makes it a bit easier to hijack the CB for other cultures via modding without weirdness.
culture = {
OR = {
has_cultural_pillar = heritage_north_germanic
this = culture:estonian
any_parent_culture_or_above = {
this = culture:estonian #Estonian
}
}
}
# Who hold at least one county in the initial de jure of the mainland Norse kingdoms.
any_sub_realm_county = {
OR = {
title_province = { geographical_region = dlc_fp1_region_core_mainland_scandinavia }
title:k_esthonia = {
is_de_jure_liege_or_above_target = prev
}
}
culture = scope:attacker.culture
faith = scope:attacker.faith
}
}
##################################################
# Illustration Triggers
fp1_should_use_norse_graphics_trigger = {
culture = { has_building_gfx = norse_building_gfx }
}
fp1_should_use_extra_tribal_graphics_trigger = {
should_use_tribal_realm_palace_graphics_trigger = yes
}
##################################################
# Shieldmaiden Triggers
suitable_shieldmaiden_gaoler_trigger = {
#Must be a shieldmaiden.
has_trait = shieldmaiden
NOR = {
#Filter out prisoners that the shieldmaiden would want to see freed.
has_friendly_relationship_trigger = { CHARACTER = root }
#And require that they don't hate their liege.
has_relation_rival = scope:imprisoner
#Make sure they don't really like root, in which case they'd let the escape slide.
opinion = {
target = root
value >= high_positive_opinion
}
#Aaaaand the inverse for actually really hating their host, in which case they don't care about escapees.
opinion = {
target = scope:imprisoner
value <= high_negative_opinion
}
}
}
##################################################
# Interaction Triggers
basic_can_have_trial_by_combat_trigger = {
# This is referenced elsewhere, so we keep it separate in order to allow justification for TbCs outside of interactions.
culture = { has_cultural_parameter = has_access_to_trials_by_combat }
}
can_have_trial_by_combat_trigger = {
# First, evaluate culture to trim down our potentials list.
scope:actor = { basic_can_have_trial_by_combat_trigger = yes }
scope:recipient = { basic_can_have_trial_by_combat_trigger = yes }
}
eligible_knight_to_champion_trial_by_combat_trigger = {
is_available_ai = yes
can_start_single_combat_trigger = yes
}
trial_by_combat_shown_and_not_invalid_trigger = {
# Scope:actor must be able to fight personally.
scope:actor = { can_start_single_combat_trigger = yes }
# Scope:actor cannot challenge someone they have a ceasefire against.
scope:actor = {
NOT = { has_truce = scope:recipient }
}
# Scope:actor *definitely* cannot challenge someone they're at war with.
scope:actor = {
NOT = { is_at_war_with = scope:recipient }
}
}
trial_by_combat_is_valid_trigger = {
# Calc some stuff that might invalidate elsewhere before the bout is sorted.
trial_by_combat_shown_and_not_invalid_trigger = yes
# Must have an imprisonment reason on the character.
scope:actor = { has_imprisonment_reason = scope:recipient }
# Scope:recipient must be able to fight or else have at least *one* designatable champion.
scope:recipient = {
trigger_if = {
limit = {
OR = {
can_start_single_combat_eligibility_checks_trigger = no
NOT = {
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:recipient }
}
}
}
custom_description = {
text = "fp1_tbc_no_available_champions"
OR = {
any_knight = { eligible_knight_to_champion_trial_by_combat_trigger = yes }
# Can use champion court position too if available
AND = {
employs_court_position = champion_court_position
any_court_position_holder = {
type = champion_court_position
eligible_knight_to_champion_trial_by_combat_trigger = yes #trigger checks for prowess, and while its not mandatory that the champ has a high value, we don't want to trap them into having to use their prowess 3 champ to defend their life
}
}
}
}
}
}
# Scope:recipient must not be banned from single combat.
scope:recipient = {
custom_description = {
text = "fp1_tbc_recipient_banned_from_combat"
can_start_single_combat_banned_checks_trigger = no
}
}
# Neither of the characters can be imprisoned.
scope:actor = { is_imprisoned = no }
scope:recipient = { is_imprisoned = no }
}
##################################################
# Religious Triggers
gruesome_sacrifices_grand_blot_can_continue_trigger = {
# Standard checks. Using a more lenient trigger here because we don't want to cancel the blot if you're in events or go on a hunt
#is_available_at_peace_adult_lenient = yes
scope:activity ?= {
has_activity_type = activity_gruesome_festival
}
}
fp1_valid_norse_faith_for_jomsvikings_trigger = {
religion = religion:germanic_religion
has_doctrine_parameter = unreformed
}
fp1_jomsvikings_have_not_existed_trigger = {
# They've already been destroyed in 1066.
game_start_date < 1000.1.1
NOR = {
# And otherwise can't currently be created.
exists = global_var:jomsvikings_title
# Nor should they have been made via decision or event.
is_target_in_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_forged_jomvikings
}
}
}
fp1_valid_county_for_jomsvikings_trigger = {
tier = tier_county
is_coastal_county = yes
custom_description = {
text = forge_the_jomsvikings_decision.tt.is_in_correct_region
title_province = { geographical_region = dlc_fp1_region_non_scandinavian_southern_baltic }
}
any_county_province = {
custom_description = {
text = forge_the_jomsvikings_decision.tt.empty_castle_or_city
OR = {
has_holding = no
has_holding_type = castle_holding
has_holding_type = city_holding
}
}
}
}
##################################################
# Achievement Triggers
fp1_achievement_culture_norse_trigger = {
OR = {
culture = { has_cultural_pillar = heritage_north_germanic }
# culture = culture:norman
}
}
fp1_achievement_culture_norse_or_rus_trigger = {
OR = {
fp1_achievement_culture_norse_trigger = yes
# culture = culture:russian
}
}
fp1_achievement_religious_norse_trigger = {
religion = religion:folkgerman_religion
}
fp1_achievement_culture_plus_religion_norse_trigger = {
fp1_achievement_culture_norse_trigger = yes
fp1_achievement_religious_norse_trigger = yes
}
###################################################
# Jomsviking Triggers
fp1_ruler_eligible_for_jomsviking_coup = {
# We never want to coup realms with players who might be affected, so just flat-out ban them.
NOR = {
is_ai = no
any_vassal_or_below = { is_ai = no }
any_liege_or_above = { is_ai = no }
}
# And anyone that's close family to/married to a player.
NOR = {
any_spouse = { is_ai = no }
any_close_or_extended_family_member = { is_ai = no }
}
# Veto anyone following the unreformed Norse pagan faith.
NOT = { faith = faith:folketro }
# For simplicity, exclude wars.
is_at_war = no
}

View file

@ -400,9 +400,9 @@ historical_artifacts.0023 = {
# limit = {
# has_dlc_feature = royal_court
# current_date >= 1064.1.1
# exists = title:d_bavaria.holder
# exists = title:d_upper_bavaria.holder
# }
# title:d_bavaria.holder = {
# title:d_upper_bavaria.holder = {
# create_artifact_wall_sword_attila_effect = { OWNER = this }
# dynasty:708 = {
# random_dynasty_member = {

View file

@ -7358,10 +7358,10 @@ ep3_decisions_event.6001 = {
has_trait = craven
}
}
modifier = { # Asen and Peter always try to go to war with you
add = 1000
primary_title = title:d_laamp_asen
}
# modifier = { # Asen and Peter always try to go to war with you
# add = 1000
# primary_title = title:d_laamp_asen
# }
}
}
@ -7383,10 +7383,10 @@ ep3_decisions_event.6001 = {
factor = 2
root_military_strength_higher_than_military_target_value < target_military_strength_root_value
}
modifier = { # Asen and Peter always try to go to war with you
factor = 0
primary_title = title:d_laamp_asen
}
# modifier = { # Asen and Peter always try to go to war with you
# factor = 0
# primary_title = title:d_laamp_asen
# }
}
}
@ -7609,10 +7609,10 @@ ep3_decisions_event.6001 = {
has_trait = callous
}
}
modifier = { # Asen and Peter always try to go to war with you
factor = 0
primary_title = title:d_laamp_asen
}
# modifier = { # Asen and Peter always try to go to war with you
# factor = 0
# primary_title = title:d_laamp_asen
# }
}
}

View file

@ -1186,6 +1186,410 @@ ep3_laamps.0032 = {
}
}
ep3_laamps.1030 = {
type = character_event
window = fullscreen_event
title = ep3_laamps.1030.t
desc = {
desc = ep3_laamps.1030.desc
first_valid = {
triggered_desc = {
trigger = { exists = scope:laamp_heir }
desc = ep3_laamps.1030.heir
}
triggered_desc = {
trigger = { exists = scope:laamp_liege }
desc = ep3_laamps.1030.liege
}
desc = ep3_laamps.1030.new
}
}
theme = realm
left_portrait = {
character = root
animation = marshal
}
lower_right_portrait = scope:laamp_inheritor
override_background = { reference = ep3_fullscreen_adventurer_positive }
cooldown = { days = 5 }
trigger = { exists = scope:laamp_inheritor }
immediate = {
# Save scopes for loc
primary_title = { save_scope_as = old_primary_title }
capital_province = { save_scope_as = old_capital_province }
if = {
limit = { top_liege != this }
liege = { save_scope_as = old_liege }
}
# Transfer landed titles
every_held_title = {
title_tier > barony
limit = {
OR = {
is_landless_type_title = no
is_nomad_title = yes
}
}
add_to_list = target_titles
}
create_title_and_vassal_change = {
type = conquest
save_scope_as = change
add_claim_on_loss = no
}
hidden_effect = {
every_in_list = {
list = target_titles
change_title_holder_include_vassals = {
holder = scope:laamp_inheritor
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
}
# Create Adventurer
create_landless_minority_title_effect = {
REASON = flag:voluntary
FLAVOR_CHAR = scope:laamp_inheritor
}
scope:laamp_inheritor = {
# Tooltip for player
custom_tooltip = become_landless_adventurer_decision_title_scope_tt
# Create a loving family so inheritance isn't so borked
if = {
limit = { has_character_flag = new_laamp_inheritor }
trigger_event = game_rule.1001
remove_character_flag = new_laamp_inheritor
}
}
scope:old_liege ?= { trigger_event = ep3_laamps.1032 }
adventurer_prestige_reset_effect = yes
hidden_effect = {
every_held_title = {
limit = {
is_noble_family_title = yes
}
root = { destroy_title = prev }
}
}
}
option = {
name = ep3_laamps.1030.a
create_landless_minority_title_tooltip_effect = yes
add_prestige = medium_prestige_gain
add_character_modifier = {
modifier = ep3_voluntary_laamp_character_modifier
years = 5
}
}
}
# Liege event
ep3_laamps.1032 = {
type = letter_event
opening = ep3_laamps.1032.opening
desc = ep3_laamps.1032.desc
sender = scope:minority_leader
trigger = { is_ai = no }
immediate = {
scope:minority_leader = { create_landless_minority_title_tooltip_effect = yes }
}
option = {
name = ep3_laamps.1032.a
}
}
##################################################
# Become Adventurer - Revocation
# by Joe Parkin
# 0040-0041
##################################################
# Come back
scripted_trigger ep3_laamp_revoked_title_trigger = {
recent_history = { type = revoked days = 1 }
previous_holder = root
}
ep3_laamps.0040 = {
type = character_event
window = fullscreen_event
title = ep3_laamps.0040.t
desc = {
first_valid = {
triggered_desc = {
trigger = {
scope:actor = { is_close_family_of = root }
}
desc = ep3_laamps.0040.family
}
desc = ep3_laamps.0040.other
}
desc = ep3_laamps.0040.desc
}
theme = realm
left_portrait = {
character = root
animation = marshal
}
lower_left_portrait = scope:alt_1
lower_center_portrait = scope:alt_2
lower_right_portrait = scope:alt_3
override_background = { reference = ep3_fullscreen_adventurer_negative }
cooldown = { days = 5 }
# The AI was managing to get this event somehow.
trigger = {
is_ai = no
NOT = { has_character_flag = become_laamp_event_cooldown }
}
immediate = {
add_character_flag = {
flag = become_laamp_event_cooldown
days = 5
}
# Find alternative rulers to play as
find_playable_relatives_effect = yes
# Portrait scopes
if = {
limit = {
NOR = {
exists = scope:alt_3
scope:alt_1 ?= scope:actor
scope:alt_2 ?= scope:actor
}
}
scope:actor = { save_scope_as = alt_3 }
}
# Create Adventurer
hidden_effect = {
create_landless_adventurer_title_effect = {
REASON = flag:revocation
FLAVOR_CHAR = scope:actor
}
}
adventurer_prestige_reset_effect = yes
}
option = {
name = ep3_laamps.0040.a
create_landless_adventurer_title_tooltip_effect = yes
add_internal_flag = special
scope:actor = { trigger_event = ep3_laamps.0042 }
}
option = {
name = ep3_laamps.0001.b
trigger = { exists = scope:alt_1 }
laamp_switch_playable_character_effect = { NEW_CHARACTER = scope:alt_1 }
}
option = {
name = ep3_laamps.0001.c
trigger = { exists = scope:alt_2 }
laamp_switch_playable_character_effect = { NEW_CHARACTER = scope:alt_2 }
}
option = {
name = ep3_laamps.0001.d
trigger = {
exists = scope:alt_3
scope:alt_3 = { playable_relative_trigger = yes }
}
laamp_switch_playable_character_effect = { NEW_CHARACTER = scope:alt_3 }
}
option = {
name = ep3_laamps.0001.e
laamp_game_over_option_effect = yes
}
}
# Setup event
ep3_laamps.0041 = {
type = character_event
hidden = yes
trigger = {
has_ep3_dlc_trigger = yes
is_landed = no
is_valid_for_laampdom = yes
}
immediate = {
save_scope_as = adventurer
# AI chance
if = {
limit = {
is_ai = yes
ai_can_valid_to_create_laamp_trigger = yes
trigger_if = { # Don't fill the adventurer pool with revoked counts
limit = {
scope:lost_primary_title.tier <= tier_county
}
global_variable_list_size = {
name = laamps_tally
value < seventyfive_percent_of_max_desired_laamps_value
}
}
}
random = {
chance = 0
modifier = { add = ep3_laamp_chance_score_value }
create_landless_adventurer_title_effect = {
REASON = flag:revocation
FLAVOR_CHAR = scope:actor
}
scope:actor = { trigger_event = ep3_laamps.0042 }
}
}
# Player event
else = {
trigger_event = { id = ep3_laamps.0040 }
}
}
}
# Revoker event
ep3_laamps.0042 = {
type = letter_event
opening = ep3_laamps.0003.opening
desc = ep3_laamps.0042.desc
sender = scope:adventurer
trigger = { is_ai = no }
immediate = {
create_landless_adventurer_title_tooltip_effect = yes
}
option = {
name = ep3_laamps.0042.a
}
}
ep3_laamps.1030 = {
type = character_event
window = fullscreen_event
title = ep3_laamps.1030.t
desc = {
desc = ep3_laamps.1030.desc
first_valid = {
triggered_desc = {
trigger = { exists = scope:laamp_heir }
desc = ep3_laamps.1030.heir
}
triggered_desc = {
trigger = { exists = scope:laamp_liege }
desc = ep3_laamps.1030.liege
}
desc = ep3_laamps.1030.new
}
}
theme = realm
left_portrait = {
character = root
animation = marshal
}
lower_right_portrait = scope:laamp_inheritor
override_background = { reference = ep3_fullscreen_adventurer_positive }
cooldown = { days = 5 }
trigger = { exists = scope:laamp_inheritor }
immediate = {
# Save scopes for loc
primary_title = { save_scope_as = old_primary_title }
capital_province = { save_scope_as = old_capital_province }
if = {
limit = { top_liege != this }
liege = { save_scope_as = old_liege }
}
# Transfer landed titles
every_held_title = {
title_tier > barony
limit = {
OR = {
is_landless_type_title = no
is_nomad_title = yes
}
}
add_to_list = target_titles
}
create_title_and_vassal_change = {
type = conquest
save_scope_as = change
add_claim_on_loss = no
}
hidden_effect = {
every_in_list = {
list = target_titles
change_title_holder_include_vassals = {
holder = scope:laamp_inheritor
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
}
# Create Adventurer
create_landless_minority_title_effect = {
REASON = flag:voluntary
FLAVOR_CHAR = scope:laamp_inheritor
}
scope:laamp_inheritor = {
# Tooltip for player
custom_tooltip = become_landless_adventurer_decision_title_scope_tt
# Create a loving family so inheritance isn't so borked
if = {
limit = { has_character_flag = new_laamp_inheritor }
trigger_event = game_rule.1001
remove_character_flag = new_laamp_inheritor
}
}
scope:old_liege ?= { trigger_event = ep3_laamps.1032 }
adventurer_prestige_reset_effect = yes
hidden_effect = {
every_held_title = {
limit = {
is_noble_family_title = yes
}
root = { destroy_title = prev }
}
}
}
option = {
name = ep3_laamps.1030.a
create_landless_minority_title_tooltip_effect = yes
add_prestige = medium_prestige_gain
add_character_modifier = {
modifier = ep3_voluntary_laamp_character_modifier
years = 5
}
}
}
# Liege event
ep3_laamps.1032 = {
type = letter_event
opening = ep3_laamps.1032.opening
desc = ep3_laamps.1032.desc
sender = scope:minority_leader
trigger = { is_ai = no }
immediate = {
scope:minority_leader = { create_landless_minority_title_tooltip_effect = yes }
}
option = {
name = ep3_laamps.1032.a
}
}
##################################################
# Become Adventurer - Revocation
# by Joe Parkin

View file

@ -620,7 +620,7 @@ scripted_trigger fp1_viable_target_for_jomsviking_aggression_trigger = {
holder = root
# The Jomsvikings won't pillage faithful non-reformist Asatru. Much.
NOT = { faith = faith:norse_pagan }
NOT = { faith = faith:folketro }
# Otherwise, they need something coastal or nearby.
OR = {
@ -684,7 +684,7 @@ fp1_jomsvikings.0011 = {
# Reformed Asatruans.
triggered_desc = {
trigger = {
religion = religion:germanic_religion
religion = religion:folkgerman_religion
faith = {
NOT = { has_doctrine_parameter = unreformed }
}
@ -695,7 +695,7 @@ fp1_jomsvikings.0011 = {
triggered_desc = {
trigger = {
NAND = {
religion = religion:germanic_religion
religion = religion:folkgerman_religion
faith = { has_doctrine_parameter = unreformed }
}
}
@ -712,7 +712,7 @@ fp1_jomsvikings.0011 = {
# Ideological, reformist.
triggered_desc = {
trigger = {
religion = religion:germanic_religion
religion = religion:folkgerman_religion
faith = {
NOT = { has_doctrine_parameter = unreformed }
}
@ -767,7 +767,7 @@ fp1_jomsvikings.0011 = {
# Extra rage is reserved for Germanic reformists, as they're the traitoriest traitors.
modifier = {
add = 1
religion = religion:germanic_religion
religion = religion:folkgerman_religion
faith = {
NOT = { has_doctrine_parameter = unreformed }
}
@ -780,7 +780,7 @@ fp1_jomsvikings.0011 = {
## Reformed Germanics get a shorter cooldown.
if = {
limit = {
religion = religion:germanic_religion
religion = religion:folkgerman_religion
faith = {
NOT = { has_doctrine_parameter = unreformed }
}
@ -2074,7 +2074,7 @@ fp1_jomsvikings.1001 = {
# The gods forsake us!
option = {
name = fp1_jomsvikings.1001.a
trigger = { faith = faith:norse_pagan }
trigger = { faith = faith:folketro }
# No more benefits for pious Norse pagans.
custom_tooltip = fp1_jomsvikings.1001.a.tt
@ -2090,7 +2090,7 @@ fp1_jomsvikings.1001 = {
option = {
name = fp1_jomsvikings.1001.b
trigger = {
NOT = { faith = faith:norse_pagan }
NOT = { faith = faith:folketro }
}
# No more Jomsviking piracy!
@ -2107,7 +2107,7 @@ fp1_jomsvikings.1001 = {
option = {
name = fp1_jomsvikings.1001.c
trigger = {
NOT = { faith = faith:norse_pagan }
NOT = { faith = faith:folketro }
}
# No more Jomsviking piracy!
@ -2208,7 +2208,7 @@ fp1_jomsvikings.1011 = {
every_player = {
limit = {
OR = {
religion = religion:germanic_religion
religion = religion:folkgerman_religion
save_temporary_scope_as = neighbouring_players
scope:founder = {
any_neighboring_and_across_water_top_liege_realm_owner = { this = scope:neighbouring_players }

View file

@ -543,7 +543,7 @@ fp1_major_decisions.0031 = {
every_player = {
limit = {
OR = {
religion = religion:germanic_religion
religion = religion:folkgerman_religion
save_temporary_scope_as = neighbouring_players
scope:founder = {
any_neighboring_and_across_water_top_liege_realm_owner = { this = scope:neighbouring_players }

View file

@ -1141,7 +1141,7 @@ fp1_yearly.2200 = {
OR = {
culture = { has_cultural_pillar = heritage_north_germanic }
religion = religion:germanic_religion
religion = religion:folkgerman_religion
}
OR = {
@ -2230,7 +2230,7 @@ fp1_yearly.2600 = {
OR = {
culture = { has_cultural_pillar = heritage_north_germanic }
religion = religion:germanic_religion
religion = religion:folkgerman_religion
}
faith = {

File diff suppressed because it is too large Load diff

View file

@ -3456,7 +3456,7 @@ scripted_trigger fp3_not_norse_trigger = {
NOR = {
culture = { has_cultural_pillar = heritage_north_germanic }
culture = { has_cultural_tradition = tradition_fp1_northern_stories }
has_religion = religion:germanic_religion
has_religion = religion:folkgerman_religion
}
}

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

View file

@ -96,7 +96,7 @@ character_view_bg = {
trigger = {
is_alive = no
religion = religion:germanic_religion
religion = religion:folkgerman_religion
}
}
@ -9016,7 +9016,7 @@ character_view_bg = {
trigger = {
should_use_temple_character_background_trigger = yes
religion = religion:germanic_religion
religion = religion:folkgerman_religion
}
}
@ -9025,7 +9025,7 @@ character_view_bg = {
trigger = {
should_use_temple_character_background_trigger = yes
religion = religion:germanic_religion
religion = religion:folkgerman_religion
is_character_window_main_character = yes
}
}
@ -9037,17 +9037,17 @@ character_view_bg = {
OR = {
primary_spouse ?= {
should_use_temple_character_background_trigger = yes
religion = religion:germanic_religion
religion = religion:folkgerman_religion
}
betrothed ?= {
should_use_temple_character_background_trigger = yes
religion = religion:germanic_religion
religion = religion:folkgerman_religion
}
AND = {
liege.diarch ?= this
liege ?= {
should_use_temple_character_background_trigger = yes
religion = religion:germanic_religion
religion = religion:folkgerman_religion
}
}
}
@ -9701,7 +9701,7 @@ character_view_bg = {
}
OR = {
culture = culture:norse
religion = religion:germanic_religion
religion = religion:folkgerman_religion
has_graphical_scandinavia_region_trigger = yes
}
}
@ -9717,7 +9717,7 @@ character_view_bg = {
}
OR = {
culture = culture:norse
religion = religion:germanic_religion
religion = religion:folkgerman_religion
has_graphical_scandinavia_region_trigger = yes
}
}
@ -9734,7 +9734,7 @@ character_view_bg = {
}
OR = {
culture = culture:norse
religion = religion:germanic_religion
religion = religion:folkgerman_religion
has_graphical_scandinavia_region_trigger = yes
}
}
@ -9762,7 +9762,7 @@ character_view_bg = {
}
OR = {
culture = culture:norse
religion = religion:germanic_religion
religion = religion:folkgerman_religion
has_graphical_scandinavia_region_trigger = yes
}
}
@ -9778,7 +9778,7 @@ character_view_bg = {
}
OR = {
culture = culture:norse
religion = religion:germanic_religion
religion = religion:folkgerman_religion
has_graphical_scandinavia_region_trigger = yes
}
}
@ -9795,7 +9795,7 @@ character_view_bg = {
}
OR = {
culture = culture:norse
religion = religion:germanic_religion
religion = religion:folkgerman_religion
has_graphical_scandinavia_region_trigger = yes
}
}
@ -9821,7 +9821,7 @@ character_view_bg = {
}
OR = {
culture = culture:norse
religion = religion:germanic_religion
religion = religion:folkgerman_religion
has_graphical_scandinavia_region_trigger = yes
}
}
@ -9838,7 +9838,7 @@ character_view_bg = {
}
OR = {
culture = culture:norse
religion = religion:germanic_religion
religion = religion:folkgerman_religion
has_graphical_scandinavia_region_trigger = yes
}
}
@ -9855,7 +9855,7 @@ character_view_bg = {
}
OR = {
culture = culture:norse
religion = religion:germanic_religion
religion = religion:folkgerman_religion
has_graphical_scandinavia_region_trigger = yes
}
}
@ -10057,7 +10057,7 @@ character_view_bg = {
government_has_flag = government_is_tribal
OR = {
culture = culture:norse
religion = religion:germanic_religion
religion = religion:folkgerman_religion
has_graphical_scandinavia_region_trigger = yes
}
}
@ -10068,7 +10068,7 @@ character_view_bg = {
government_has_flag = government_is_tribal
OR = {
culture = culture:norse
religion = religion:germanic_religion
religion = religion:folkgerman_religion
has_graphical_scandinavia_region_trigger = yes
}
}
@ -10080,7 +10080,7 @@ character_view_bg = {
government_has_flag = government_is_tribal
OR = {
culture = culture:norse
religion = religion:germanic_religion
religion = religion:folkgerman_religion
}
}
}
@ -10102,7 +10102,7 @@ character_view_bg = {
government_has_flag = government_is_tribal
OR = {
culture = culture:norse
religion = religion:germanic_religion
religion = religion:folkgerman_religion
has_graphical_scandinavia_region_trigger = yes
}
}
@ -10113,7 +10113,7 @@ character_view_bg = {
government_has_flag = government_is_tribal
OR = {
culture = culture:norse
religion = religion:germanic_religion
religion = religion:folkgerman_religion
has_graphical_scandinavia_region_trigger = yes
}
}
@ -10125,7 +10125,7 @@ character_view_bg = {
government_has_flag = government_is_tribal
OR = {
culture = culture:norse
religion = religion:germanic_religion
religion = religion:folkgerman_religion
}
}
}
@ -10145,7 +10145,7 @@ character_view_bg = {
has_fp1_dlc_trigger = yes
OR = {
culture = culture:norse
religion = religion:germanic_religion
religion = religion:folkgerman_religion
}
}
}
@ -10156,7 +10156,7 @@ character_view_bg = {
has_fp1_dlc_trigger = yes
OR = {
culture = culture:norse
religion = religion:germanic_religion
religion = religion:folkgerman_religion
}
}
}
@ -10167,7 +10167,7 @@ character_view_bg = {
has_fp1_dlc_trigger = yes
OR = {
culture = culture:norse
religion = religion:germanic_religion
religion = religion:folkgerman_religion
}
}
}
@ -11565,12 +11565,12 @@ character_religion_interior = {
# FP1
texture = { # FP1
trigger = { religion = religion:germanic_religion }
trigger = { religion = religion:folkgerman_religion }
reference = "event_scenes/fp1_tribal_temple.dds"
}
environment = { # FP1
trigger = { religion = religion:germanic_religion }
trigger = { religion = religion:folkgerman_religion }
reference = "environment_event_fp1_tribal_temple"
}
@ -11862,12 +11862,12 @@ religion_interior = {
# FP1
texture = { # FP1
trigger = { religion = religion:germanic_religion }
trigger = { religion = religion:folkgerman_religion }
reference = "event_scenes/fp1_tribal_temple.dds"
}
environment = { # FP1
trigger = { religion = religion:germanic_religion }
trigger = { religion = religion:folkgerman_religion }
reference = "environment_event_fp1_tribal_temple"
}
@ -12197,7 +12197,7 @@ title_holding = {
OR = {
faith.religion = religion:baltic_religion
faith.religion = religion:finno_ugric_religion
faith.religion = religion:germanic_religion
faith.religion = religion:folkgerman_religion
faith.religion = religion:paganism_religion
faith.religion = religion:slavic_religion
}
@ -12507,7 +12507,7 @@ character_private = {
exists = primary_title
OR = {
culture = culture:norse
religion = religion:germanic_religion
religion = religion:folkgerman_religion
has_graphical_scandinavia_region_trigger = yes
}
}
@ -12520,7 +12520,7 @@ character_private = {
trigger = {
OR = {
culture = culture:norse
religion = religion:germanic_religion
religion = religion:folkgerman_religion
has_graphical_scandinavia_region_trigger = yes
}
}

View file

@ -591,7 +591,7 @@
holding = none
}
##d_achaia ###################################
##d_peloponnese ###################################
###c_achaia
476 = { #Patras
culture = NEOW_peloponnesian

View file

@ -1013,7 +1013,7 @@
}
#k_pontic_steppe
##d_yedisan #Karayedisan ###################################
##d_dnipro #Karayedisan ###################################
###c_ladyzyn
@ -1445,7 +1445,7 @@ holding = none
#k_ruthenia
##d_kiev ###################################
##d_kyiv ###################################
###c_kiev
547 = { #Kiev
culture = NEOW_kievan
@ -1668,7 +1668,7 @@ holding = none
holding = none
}
##d_pereyaslavl ###################################
##d_poltava ###################################
###c_pereyaslavl
555 = { #Pereyaslavl
culture = NEOW_kievan

View file

@ -6222,7 +6222,7 @@ e_greece = {
}
}
d_achaia = {
d_peloponnese = {
color = { 185 55 200 }
capital = c_achaia # Patras

View file

@ -1024,7 +1024,7 @@ e_greece = {
}
}
d_achaia = {
d_peloponnese = {
color = { 185 55 200 }
capital = c_achaia # Patras

View file

@ -1487,7 +1487,7 @@ e_nistrenia = {
}
}
d_kiev = {
d_kyiv = {
color = { 52 120 69 }
capital = c_kiev # Kiev
@ -1697,7 +1697,7 @@ e_nistrenia = {
}
}
d_pereyaslavl = {
d_poltava = {
color = { 37 143 71 }
capital = c_pereyaslavl # Pereyaslavl
@ -1855,7 +1855,7 @@ e_nistrenia = {
}
d_yedisan = { #Karayedisan
d_dnipro = { #Karayedisan
color = { 156 82 22 }
capital = c_cherkassy
@ -1930,7 +1930,7 @@ e_nistrenia = {
}
}
d_kizilyedisan = {
d_kherson = {
color = { 117 49 0 }
capital = c_kherson # Odessa
@ -1979,7 +1979,7 @@ e_nistrenia = {
}
}
d_levedia = {
d_kharkiv = {
color = { 210 160 69 }
capital = c_samar
@ -2058,7 +2058,7 @@ e_nistrenia = {
}
}
d_red_levedia = {
d_zaporizhzhia = {
color = { 196 140 49 }
capital = c_khortytsia # Khortytsia
@ -2771,7 +2771,7 @@ e_nistrenia = {
capital = c_sarkel # Sarkel
d_khazaria = {
d_volgograd = {
color = { 143 92 21 }
capital = c_sarkel # Sarkel
@ -2872,7 +2872,7 @@ e_nistrenia = {
}
}
}
d_itil = {
d_astrakhan = {
color = { 196 118 27 }
capital = c_itil #Itil

View file

@ -800,9 +800,9 @@ material_wood_maple = {
#Kabulistan
d_kabul d_zabulistan
#Zaporizhia
d_yedisan d_kizilyedisan d_levedia d_red_levedia d_don_valley d_tana d_crimea
d_dnipro d_kherson d_kharkiv d_zaporizhzhia d_don_valley d_donbass d_tana d_sevastopol d_simferopol
#Caucasus
d_khazaria d_azov d_sochi d_alania d_ciscaucasia d_vainakhia
d_volgograd d_azov d_sochi d_alania d_ciscaucasia d_vainakhia
#Punjab
d_multan d_lahore d_gandhara
#Delhi
@ -1214,7 +1214,7 @@ material_hsb_tortoiseshell = {
duchies = {
d_thrace d_strymon d_thessalonika d_thessaly
d_epirus d_dyrrachion d_kosovo d_kastrioti d_gjirokaster d_cephalonia
d_athens d_achaia d_cyprus d_mallorca d_krete
d_athens d_peloponnese d_cyprus d_mallorca d_krete
}
}
@ -1236,7 +1236,7 @@ material_hsb_seashell = {
duchies = {
d_thrace d_strymon d_thessalonika d_thessaly
d_epirus d_dyrrachion d_kosovo d_kastrioti d_gjirokaster d_cephalonia
d_athens d_achaia d_cyprus d_krete
d_athens d_peloponnese d_cyprus d_krete
}
}
@ -1289,7 +1289,7 @@ custom_lotharingia = {
}
custom_bavaria = {
duchies = {
d_bavaria d_nordgau d_salzburg d_augsburg d_steyermark d_lower_austria d_upper_austria d_tyrol d_carinthia d_slovenia d_istria
d_upper_bavaria d_east_franconia d_salzburg d_bavarian_swabia d_steyermark d_lower_austria d_upper_austria d_tyrol d_carinthia d_slovenia d_istria
}
}
custom_germany = {
@ -1330,7 +1330,7 @@ custom_wales = {
}
custom_castilian = {
duchies = {
d_castilla d_cantabria
d_castilla
}
}
custom_asturleonese = {
@ -1468,7 +1468,7 @@ custom_roman_illyricum = {
custom_roman_hispania = {
duchies = {
d_castilla
d_cantabria
d_asturias
d_aragon
d_barcelona
d_valencia
@ -1628,7 +1628,7 @@ custom_europe_western_germany = {
d_west_franconia d_east_franconia d_hesse d_thuringia
d_mittelland d_alsace d_swabia
# Bavaria
d_nordgau d_bavaria d_augsburg d_salzburg d_tyrol
d_east_franconia d_upper_bavaria d_bavarian_swabia d_salzburg d_tyrol
}
}
custom_europe_eastern_germany = {
@ -1746,7 +1746,7 @@ custom_slavia = {
#Galicia-Volhynia
d_volhynia d_halych
#Ruthenia
d_kiev d_turov d_pereyaslavl d_chernigov d_ryazan d_karachev d_novosil
d_kyiv d_turov d_poltava d_chernigov d_ryazan d_karachev d_novosil
#Novgorod
d_novgorod d_vepsia d_luki
#sorbians
@ -1850,7 +1850,7 @@ custom_k_thessalonika = {
custom_k_hellas = {
duchies = {
#Hellas
d_athens d_achaia
d_athens d_peloponnese
}
}
@ -2214,7 +2214,7 @@ world_horse_buildings_in_hills_and_mountains = {
d_ostyaki d_konda d_pelym d_kazym d_sibir d_ishim d_tara d_lanikaz
d_salair d_aley d_altaishan d_ala_tau d_vasyugan_mire d_baraba_steppe d_kulyndy_steppe
#Pontic Steppe
d_yedisan d_kizilyedisan d_levedia d_red_levedia d_don_valley d_tana d_khazaria d_ciscaucasia d_vainakhia d_itil d_crimea d_alania d_azov d_sochi d_pecheneg
d_dnipro d_kherson d_kharkiv d_zaporizhzhia d_don_valley d_donbas d_tana d_volgograd d_ciscaucasia d_vainakhia d_astrakhan d_sevastopol d_simferopol d_alania d_azov d_sochi d_pecheneg
#Turkestan
d_transcaspiana d_garabogazkol d_barsuki d_aral_karakum d_zhetysu d_tarbagatai d_jemba d_aral_il d_chah d_syr_darya d_muyunkum d_talas_alatau d_alakol d_ili-alatau
#Cumania
@ -2429,7 +2429,7 @@ special_mongol_empire_conquest_region_prio_2 = {
# k_bashkiria
d_bashkiria d_sakmara d_uraltau d_vogulia
#k_caspian_steppe
d_itil d_pecheneg d_mugodzhar_hills d_aqtobe d_atyrau d_manatau
d_astrakhan d_pecheneg d_mugodzhar_hills d_aqtobe d_atyrau d_manatau
# k_oghuz_il
d_transcaspiana d_garabogazkol d_jemba d_aral_il d_barsuki d_aral_karakum
@ -2490,9 +2490,9 @@ special_mongol_empire_conquest_region_prio_4 = {
#Western Steppe
# k_caucasus
d_khazaria d_azov d_sochi d_alania d_ciscaucasia d_vainakhia
d_volgograd d_azov d_sochi d_alania d_ciscaucasia d_vainakhia
# k_pontic_steppe
d_yedisan d_kizilyedisan d_levedia d_red_levedia d_don_valley d_tana d_crimea
d_dnipro d_kherson d_kharkiv d_zaporizhzhia d_don_valley d_donbas d_tana d_sevastopol d_simferopol
# k_mordvinia
d_mordvinia d_saran d_voronezh d_chuvashia d_khopyor d_tambov
# k_moldavia
@ -2845,7 +2845,7 @@ special_sicilian_culture_region = {
### Special Cagot region
special_cagot_region = {
duchies = {
d_navarra d_gascogne d_armagnac d_aragon d_viscaya d_cantabria d_asturias d_castilla d_leon
d_navarra d_gascogne d_armagnac d_aragon d_viscaya d_asturias d_castilla d_leon
}
}
@ -2887,7 +2887,7 @@ ghw_region_germany = {
#Germany
d_west_franconia d_east_franconia d_hesse d_mittelland d_alsace d_swabia
#Bavaria
d_bavaria d_nordgau d_salzburg d_augsburg d_steyermark d_lower_austria d_upper_austria d_tyrol d_carinthia d_slovenia d_istria
d_upper_bavaria d_east_franconia d_salzburg d_bavarian_swabia d_steyermark d_lower_austria d_upper_austria d_tyrol d_carinthia d_slovenia d_istria
}
}
ghw_region_greece = {
@ -2895,7 +2895,7 @@ ghw_region_greece = {
#Epirus
d_epirus d_dyrrachion d_kosovo d_kastrioti d_gjirokaster d_cephalonia
#Hellas
d_athens d_achaia
d_athens d_peloponnese
}
}
ghw_region_england = {
@ -2913,7 +2913,7 @@ ghw_region_caucasus = {
#Western Daylam
d_shirvan d_azerbaijan d_daylam
#Caucasus
d_khazaria d_azov d_sochi d_alania d_ciscaucasia d_vainakhia
d_volgograd d_azov d_sochi d_alania d_ciscaucasia d_vainakhia
}
}
ghw_region_anatolia = {
@ -2985,7 +2985,7 @@ ghw_region_iberia = {
#Leon
d_leon d_asturias
#Castille
d_castilla d_cantabria
d_castilla
#Navarra
d_navarra d_viscaya
#Aragon
@ -3312,7 +3312,7 @@ ghw_region_russia = {
#Galicia-Volhynia
d_volhynia d_halych
#Ruthenia
d_kiev d_turov d_pereyaslavl d_chernigov d_karachev d_novosil
d_kyiv d_turov d_poltava d_chernigov d_karachev d_novosil
#Vladimir
d_opolye d_ryazan d_nizhny_novgorod
}
@ -3326,7 +3326,7 @@ ghw_region_poland = {
ghw_region_steppe = {
duchies = {
#Zaporizhia
d_yedisan d_kizilyedisan d_levedia d_red_levedia d_don_valley d_tana d_crimea
d_dnipro d_kherson d_kharkiv d_zaporizhzhia d_don_valley d_donbas d_tana d_sevastopol d_simferopol
#Mordvinia
d_mordvinia d_saran d_voronezh d_chuvashia d_khopyor d_tambov
#Volga Bulgaria
@ -3334,7 +3334,7 @@ ghw_region_steppe = {
#Permia
d_perm d_ural d_udmurtia
#Caspian Steppe
d_itil d_pecheneg
d_astrakhan d_pecheneg
}
}
ghw_region_hungary = {
@ -3364,7 +3364,7 @@ ghw_region_mainland_greece = {
#Epirus
d_epirus d_dyrrachion d_kosovo d_kastrioti d_gjirokaster d_cephalonia
#Hellas
d_athens d_achaia
d_athens d_peloponnese
}
}
ghw_region_italy = {
@ -3406,7 +3406,7 @@ ghw_region_southern_russia = {
#Galicia-Volhynia
d_volhynia d_halych
#Ruthenia
d_kiev d_turov d_pereyaslavl d_chernigov d_karachev d_novosil
d_kyiv d_turov d_poltava d_chernigov d_karachev d_novosil
}
}
ghw_region_siberia = {
@ -3464,9 +3464,9 @@ ghw_region_tibet = {
ghw_region_crimea = {
duchies = {
#Zaporizhia
d_yedisan d_kizilyedisan d_levedia d_red_levedia d_don_valley d_tana d_crimea
d_dnipro d_kherson d_kharkiv d_zaporizhzhia d_don_valley d_donbas d_tana d_sevastopol d_simferopol
#Caucasus
d_khazaria d_azov d_sochi d_alania d_ciscaucasia d_vainakhia
d_volgograd d_azov d_sochi d_alania d_ciscaucasia d_vainakhia
}
}
ghw_region_poland_bohemia_bavaria = {
@ -3476,7 +3476,7 @@ ghw_region_poland_bohemia_bavaria = {
#Poland
d_lubusz d_lesser_poland d_wielkopolska d_mazovia d_podlachia d_lubelia d_upper_silesia d_lower_silesia d_imperial_silesia d_kuyavia
#Bavaria
d_bavaria d_nordgau d_salzburg d_augsburg d_steyermark d_lower_austria d_upper_austria d_tyrol d_carinthia d_slovenia d_istria
d_upper_bavaria d_east_franconia d_salzburg d_bavarian_swabia d_steyermark d_lower_austria d_upper_austria d_tyrol d_carinthia d_slovenia d_istria
}
}
ghw_region_northern_india = {
@ -3753,7 +3753,7 @@ dlc_fp1_region_mysterious_stranger_locations = {
#k_estonia
d_esthonia d_livonia
#k_ruthenia
d_kiev d_turov d_pereyaslavl d_chernigov d_karachev d_novosil
d_kyiv d_turov d_poltava d_chernigov d_karachev d_novosil
#k_white_rus
d_grodno d_pinsk d_minsk d_polotsk d_smolensk
#k_novgorod
@ -3834,7 +3834,7 @@ dlc_fp1_region_eastern_adventure_targets_vladimir = {
dlc_fp1_region_eastern_adventure_targets_ruthenia = {
duchies = {
#k_ruthenia
d_kiev d_turov d_pereyaslavl d_chernigov d_ryazan d_karachev d_novosil
d_kyiv d_turov d_poltava d_chernigov d_ryazan d_karachev d_novosil
}
}
dlc_fp1_region_eastern_adventure_targets_estonia = {
@ -3846,7 +3846,7 @@ dlc_fp1_region_eastern_adventure_targets_estonia = {
dlc_fp1_region_eastern_adventure_targets_zaporizhia = {
duchies = {
#k_zaporizhia
d_yedisan d_kizilyedisan d_levedia d_red_levedia d_don_valley d_tana d_crimea
d_dnipro d_kherson d_kharkiv d_zaporizhzhia d_don_valley d_donbas d_tana d_sevastopol d_simferopol
}
}
@ -3878,7 +3878,7 @@ dlc_fp1_region_russian_steppe = {
#k_white_rus
d_grodno d_pinsk d_minsk d_polotsk d_smolensk
#k_ruthenia
d_kiev d_turov d_pereyaslavl d_chernigov d_karachev d_novosil
d_kyiv d_turov d_poltava d_chernigov d_karachev d_novosil
}
}
@ -3913,7 +3913,7 @@ dlc_fp1_region_colonial_eastern_europe = {
# Wendish Lands
d_lubusz d_mazovia d_podlachia d_lubelia d_upper_silesia d_lower_silesia d_imperial_silesia d_lesser_poland d_wielkopolska d_kuyavia d_livonia d_prussia d_masuria d_grodno d_pinsk d_minsk d_polotsk d_smolensk d_lithuanians d_courland d_latgalia d_samogitia d_pommerania d_nordmark d_pomerelia d_ostmark
#Russia
d_novgorod d_vepsia d_luki d_kiev d_karachev d_novosil d_opolye d_nizhny_novgorod d_turov d_chernigov d_ryazan d_pereyaslavl
d_novgorod d_vepsia d_luki d_kyiv d_karachev d_novosil d_opolye d_nizhny_novgorod d_turov d_chernigov d_ryazan d_poltava
#Bjarmaland
d_arkhangelsk d_vologda d_kargopol d_ustyug
#Galicia-Volhynia
@ -3984,7 +3984,7 @@ dlc_fp1_achievement_vladimirs_second_choice = {
#k_galicia_volhynia
d_volhynia d_halych
#k_ruthenia
d_kiev d_turov d_pereyaslavl d_chernigov d_karachev d_novosil
d_kyiv d_turov d_poltava d_chernigov d_karachev d_novosil
#k_white_rus
d_grodno d_pinsk d_minsk d_polotsk d_smolensk
#k_novgorod
@ -4024,7 +4024,7 @@ dlc_fp2_mediterranean_shoreline = { # Then check is_coastal_county = yes
d_sevilla d_granada d_murcia d_valencia d_barcelona
d_languedoc
d_istria d_croatia d_dalmatia d_usora d_ragusa d_crna_gora d_dyrrachion d_kosovo d_kastrioti d_gjirokaster d_cephalonia
d_epirus d_achaia d_krete d_aegean_islands d_athens
d_epirus d_peloponnese d_krete d_aegean_islands d_athens
d_thessaly d_thessalonika d_strymon
d_thrace d_ephese d_cibyrrhaeot d_cilicia
d_antioch d_lebanon d_cyprus d_urdunn d_palestine d_sinai d_delta d_alexandria
@ -4149,7 +4149,7 @@ dlc_ep1_achievement_rise_of_the_ghurids = {
dlc_ep1_region_south_east_europe = {
duchies = {
# k_bavaria
d_istria d_slovenia d_carinthia d_steyermark d_salzburg d_lower_austria d_upper_austria d_bavaria d_augsburg d_nordgau d_tyrol
d_istria d_slovenia d_carinthia d_steyermark d_salzburg d_lower_austria d_upper_austria d_upper_bavaria d_bavarian_swabia d_east_franconia d_tyrol
# k_croatia
d_croatia d_slavonia d_lower_bosna d_bosna d_dalmatia d_usora d_ragusa
# k_hungary
@ -4282,9 +4282,9 @@ dlc_mpo_1178_herders = {
dlc_mpo_867_nomads = {
duchies = {
#Pontic Steppe
d_yedisan d_kizilyedisan d_levedia d_red_levedia d_don_valley d_tana d_khazaria d_azov d_sochi
d_dnipro d_kherson d_kharkiv d_zaporizhzhia d_don_valley d_donbas d_tana d_volgograd d_azov d_sochi
#Volga Bulgaria
d_bashkiria d_sakmara d_uraltau d_aqtobe d_bugurslan d_vogulia d_itil d_pecheneg d_jalmat d_chuvashia d_volga_bulgaria
d_bashkiria d_sakmara d_uraltau d_aqtobe d_bugurslan d_vogulia d_astrakhan d_pecheneg d_jalmat d_chuvashia d_volga_bulgaria
#Turkestan
d_transcaspiana d_garabogazkol d_barsuki d_aral_karakum d_zhetysu d_tarbagatai d_jemba d_aral_il d_muyunkum d_talas_alatau d_alakol d_ili-alatau d_syr_darya
@ -4310,7 +4310,7 @@ dlc_mpo_867_nomads = {
dlc_mpo_1066_nomads = {
duchies = {
#Pontic Steppe
d_yedisan d_kizilyedisan d_levedia d_red_levedia d_don_valley d_tana d_khazaria
d_dnipro d_kherson d_kharkiv d_zaporizhzhia d_don_valley d_donbas d_tana d_volgograd
#Volga Bulgaria
d_bashkiria d_sakmara d_uraltau d_aqtobe d_bugurslan d_vogulia
@ -4330,10 +4330,10 @@ dlc_mpo_1066_nomads = {
d_lanikaz d_kulyndy_steppe d_baraba_steppe d_ala_tau d_salair d_aley
}
counties = {
# d_pecheneg and d_itil, omitting counties controlled by Volga Bulgaria
# d_pecheneg and d_astrakhan, omitting counties controlled by Volga Bulgaria
# d_pecheneg
c_yaitsk c_qyzylyaitsk
# d_itil
# d_astrakhan
c_itil c_saqsin
# d_azov d_sochi , omitting counties controlled by Ruthenia
c_khumar c_azov
@ -4345,9 +4345,9 @@ dlc_mpo_1066_nomads = {
dlc_mpo_1178_nomads = {
duchies = {
# Pontic Steppe - starting to become sedentary.
d_levedia d_red_levedia d_don_valley d_tana d_khazaria
d_kharkiv d_zaporizhzhia d_don_valley d_donbas d_tana d_volgograd
# Volga Bulgaria
d_bashkiria d_sakmara d_uraltau d_aqtobe d_bugurslan d_vogulia d_itil
d_bashkiria d_sakmara d_uraltau d_aqtobe d_bugurslan d_vogulia d_astrakhan
#Turkestan
d_aral_karakum d_zhetysu d_tarbagatai d_muyunkum d_talas_alatau d_alakol d_ili-alatau d_syr_darya
@ -4504,7 +4504,7 @@ dlc_mpo_steppe_central_china_expansion = {
heritage_area_pontic_steppe = {
duchies = {
#Pontic Steppe
d_yedisan d_kizilyedisan d_levedia d_red_levedia d_don_valley d_tana d_khazaria d_ciscaucasia d_vainakhia d_itil d_crimea d_alania d_azov d_sochi d_pecheneg
d_dnipro d_kherson d_kharkiv d_zaporizhzhia d_don_valley d_donbas d_tana d_volgograd d_ciscaucasia d_vainakhia d_astrakhan d_sevastopol d_simferopol d_alania d_azov d_sochi d_pecheneg
}
}
@ -4897,7 +4897,7 @@ tgp_silk_road_transcaspia_region = {
duchies = {
d_chah
d_syr_darya
d_khazaria
d_volgograd
d_azov d_sochi
d_ciscaucasia d_vainakhia
d_alania d_sochi
@ -5500,7 +5500,7 @@ world_central_asia = {
world_atlantic = {
duchies = {
#Iberia
d_galicia d_asturias d_cantabria d_viscaya
d_galicia d_asturias d_viscaya
#Frenches
d_gascogne d_aquitaine d_poitou d_brittany d_normandy
}
@ -5530,7 +5530,7 @@ israel_region = {
# Mediteranean Coastal Provinces
mediteranean_coast = {
duchies = {
d_antioch d_lebanon d_urdunn d_palestine d_delta d_alexandria d_cyrenaica d_syrte d_tripolitania d_gabes d_tunis d_kroumerie d_bejaia d_alger d_tlemcen d_rif d_sevilla d_granada d_murcia d_valencia d_barcelona d_languedoc d_provence d_genoa d_pisa d_toscana d_latium d_capua d_salerno d_calabria d_sicily d_corsica d_sardinia d_mallorca d_apulia d_benevento d_spoleto d_ancona d_romagna d_verona d_venice d_friuli d_istria d_dalmatia d_usora d_ragusa d_crna_gora d_dyrrachion d_kosovo d_kastrioti d_gjirokaster d_cephalonia d_epirus d_achaia d_krete d_aegean_islands d_athens d_thessaly d_thessalonika d_strymon d_thrace d_optimatoi d_opsikion d_ephese d_cibyrrhaeot d_cilicia d_cyprus
d_antioch d_lebanon d_urdunn d_palestine d_delta d_alexandria d_cyrenaica d_syrte d_tripolitania d_gabes d_tunis d_kroumerie d_bejaia d_alger d_tlemcen d_rif d_sevilla d_granada d_murcia d_valencia d_barcelona d_languedoc d_provence d_genoa d_pisa d_toscana d_latium d_capua d_salerno d_calabria d_sicily d_corsica d_sardinia d_mallorca d_apulia d_benevento d_spoleto d_ancona d_romagna d_verona d_venice d_friuli d_istria d_dalmatia d_usora d_ragusa d_crna_gora d_dyrrachion d_kosovo d_kastrioti d_gjirokaster d_cephalonia d_epirus d_peloponnese d_krete d_aegean_islands d_athens d_thessaly d_thessalonika d_strymon d_thrace d_optimatoi d_opsikion d_ephese d_cibyrrhaeot d_cilicia d_cyprus
}
counties = {
c_farama
@ -5557,7 +5557,7 @@ custom_ep3_restore_rome_eastern_empire = {
black_sea_coast_region = {
generate_modifiers = yes
duchies = {
d_crimea d_azov d_sochi
d_sevastopol d_simferopol d_azov d_sochi
}
counties = {
c_oleshye c_kherson c_odessa c_cetatea_alba c_chilia c_constanta c_burgas c_brysis c_byzantion c_bithynia c_tarsos c_honorias c_paphlagonia c_sinope c_helenopontus c_cerasus c_trebizond c_acampse c_guria c_odishi c_abkhazia c_zichia c_tana c_khortytsia