From ebc206bb1cf6d61b69a1116c14f5fd0210dfdf7f Mon Sep 17 00:00:00 2001 From: Heidesommer Date: Sun, 24 May 2026 05:01:46 -0400 Subject: [PATCH] Bugs fixing --- .../pulse_actions/education_actions.txt | 27 +- common/casus_belli_types/07_ep3_wars.txt | 1316 ++-- .../00_character_interactions.txt | 44 +- .../00_marriage_interactions.txt | 16 +- .../00_prison_interactions.txt | 50 +- .../00_scheme_interactions.txt | 5 +- .../09_mpo_interactions.txt | 44 +- .../council_tasks/00_court_chaplain_tasks.txt | 29 - common/council_tasks/00_steward_tasks.txt | 270 +- .../00_adventurer_names.txt | 39 +- .../00_artifact_court_custom_loc.txt | 182 +- .../00_de_body_part_custom_loc.txt | 328 + .../00_de_custom_loc.txt | 1038 +++ .../00_de_mottos.txt | 130 + .../00_de_regional_custom_localization.txt | 39 + ...e_signature_weapon_custom_localization.txt | 3052 ++++++++ .../00_de_single_combat_custom_loc.txt | 1131 +++ .../00_de_special_gender_cases.txt | 70 + .../00_es_custom_loc.txt | 3766 +++++++++ .../00_language_custom_loc.txt | 88 +- .../00_ruler_transition_loc.txt | 220 - .../05_bp2_custom_loc.txt | 6 +- common/decisions/00_artifact_decisions.txt | 590 ++ common/decisions/00_diarchy_decisions.txt | 273 + common/decisions/00_dynasty_decisions.txt | 320 + common/decisions/00_fp3_decisions.txt | 619 ++ common/decisions/00_guest_decisions.txt | 305 + common/decisions/00_holy_order_decisions.txt | 485 ++ common/decisions/00_lifestyle_decisions.txt | 694 ++ ...00_major_decisions_iberia_north_africa.txt | 1601 ++++ common/decisions/00_trait_decisions.txt | 283 + common/decisions/00_unity_decisions.txt | 1552 ++++ common/decisions/04_ep2_decisions.txt | 99 + common/decisions/06_ce1_decisions.txt | 998 +++ common/decisions/10_ach_oath_decisions.txt | 1833 +++++ .../10_nomad_culture_and_faith_decisions.txt | 578 ++ common/decisions/10_nomad_other_decisions.txt | 413 + common/decisions/30_activity_decisions.txt | 949 +++ common/decisions/30_court_decisions.txt | 394 + .../30_mongol_invasion_decisions.txt | 266 + common/decisions/40_japan_decisions.txt | 548 ++ common/decisions/80_major_decisions.txt | 3293 ++++++++ .../80_major_decisions_central_asia.txt | 535 ++ .../80_major_decisions_middle_east.txt | 986 +++ .../80_major_decisions_south_asia.txt | 698 ++ common/decisions/90_minor_decisions.txt | 2568 +++++++ .../bp3/00_bp3_other_decisions.txt | 994 +++ .../bp_2/00_bp2_other_decisions.txt | 136 + .../ce_1/ce1_legendary_decisions.txt | 505 ++ .../decisions/dlc_decisions/ep3_decisions.txt | 3874 +++++----- ...1_court_grandeur_and_amenity_decisions.txt | 278 + .../ep_1/00_ep1_other_decisions.txt | 545 ++ .../ep_2/00_ep2_other_decisions.txt | 156 + .../ep_3/06_ep3_admin_decisions.txt | 2021 +++++ .../06_ep3_hasan_story_cycle_decisions.txt | 489 ++ .../06_ep3_separatist_uprising_decision.txt | 102 + .../decisions/dlc_decisions/fp3_decisions.txt | 1181 +++ .../fp_1/00_fp1_major_decisions.txt | 627 ++ .../fp_1/00_fp1_other_decisions.txt | 126 + .../fp_3/fp3_dynasty_decisions.txt | 601 ++ .../fp_3/fp3_islamic_decisions.txt | 514 ++ .../fp_3/fp3_minor_decisions.txt | 54 + .../fp_3/fp3_scholarship_decisions.txt | 315 + .../fp_3/fp3_zoroastrian_decisions.txt | 395 + .../dlc_decisions/mpo/09_mpo_decisions_2.txt | 204 + .../mpo/mpo_court_astrologer_decision.txt | 67 + .../dlc_decisions/mpo/mpo_flavor_decision.txt | 631 ++ .../mpo/mpo_pax_mongolica_decision.txt | 136 + .../dlc_decisions/tgp/tgp_china_decisions.txt | 1598 ++++ .../tgp/tgp_culture_decisions.txt | 153 + .../tgp/tgp_dynastic_cycle_decisions.txt | 3437 +++++++++ .../tgp/tgp_east_asia_decisions.txt | 855 +++ .../dlc_decisions/tgp/tgp_korea_decisions.txt | 131 + .../tgp/tgp_silk_road_decisions.txt | 504 ++ .../dlc_decisions/tgp/tgp_tenet_decisions.txt | 137 + .../tgp/tgp_tribute_mission_decisions.txt | 806 ++ common/decisions/major_decisions_NEOW.txt | 2 +- common/decisions/test_decision.txt | 372 + common/epidemics/00_epidemics.txt | 7 +- common/flavorization/00_title_holders.txt | 36 +- common/landed_titles/greece.txt | 8 +- common/laws/01_title_succession_laws.txt | 140 +- .../legends/legend_seeds/00_legend_seeds.txt | 1062 +++ common/on_action/game_start.txt | 1297 ++-- .../script_values/04_ep2_wedding_values.txt | 21 - .../00_major_decisions_scripted_effects.txt | 4 +- common/scripted_triggers/00_coa_triggers.txt | 20 +- common/scripted_triggers/07_ep3_triggers.txt | 124 +- .../07_frankokratia_triggers.txt | 10 +- .../09_mpo_greatest_of_khans_triggers.txt | 12 - common/traits/00_traits.txt | 8 +- descriptor.mod | 1 + .../decisions_events/east_europe_events.txt | 6069 +++++++-------- .../mpo_greatest_of_khans_events.txt | 11 - .../roman_restoration_events.txt | 6751 +++++++++-------- .../bp2_adult_education_activity_events.txt | 19 +- events/dlc/ep3/ep3_emperor_yearly_2.txt | 7 +- events/dlc/ep3/ep3_governor_yearly_3.txt | 162 +- events/dlc/ep3/ep3_laamp_decision_events.txt | 4 +- events/dlc/ep3/ep3_travel_events_3.txt | 20 +- events/dlc/ep3/ep3_yearly_1.txt | 2 +- events/dlc/fp3/fp3_misc_decision_events.txt | 22 +- events/dlc/mpo/mpo_events_tova.txt | 4 +- events/dlc/mpo/mpo_nomads_flavour_events.txt | 6 +- .../tgp/tgp_japan_yearly_events_ariana.txt | 4 +- .../learning_medicine_events.txt | 121 +- events/yearly_events/yearly_events_sahara.txt | 2 +- history/characters/NEOW_e_baltic.txt | 2 +- history/provinces/e_alps.txt | 2 +- history/provinces/e_italy.txt | 16 - history/titles/k_italy.txt | 7 - history/titles/k_krete.txt | 2 +- history/titles/k_silesia.txt | 4 - history/titles/k_white_rus.txt | 10 +- .../NEOW_cosmetic_titles_l_english.yml | 9 +- .../learning_medicine_events_l_english.yml | 258 + .../10_natural_disaster_regions.txt | 26 +- 117 files changed, 59950 insertions(+), 11056 deletions(-) create mode 100644 common/customizable_localization/00_de_body_part_custom_loc.txt create mode 100644 common/customizable_localization/00_de_custom_loc.txt create mode 100644 common/customizable_localization/00_de_mottos.txt create mode 100644 common/customizable_localization/00_de_regional_custom_localization.txt create mode 100644 common/customizable_localization/00_de_signature_weapon_custom_localization.txt create mode 100644 common/customizable_localization/00_de_single_combat_custom_loc.txt create mode 100644 common/customizable_localization/00_de_special_gender_cases.txt create mode 100644 common/customizable_localization/00_es_custom_loc.txt create mode 100644 common/decisions/00_artifact_decisions.txt create mode 100644 common/decisions/00_diarchy_decisions.txt create mode 100644 common/decisions/00_dynasty_decisions.txt create mode 100644 common/decisions/00_fp3_decisions.txt create mode 100644 common/decisions/00_guest_decisions.txt create mode 100644 common/decisions/00_holy_order_decisions.txt create mode 100644 common/decisions/00_lifestyle_decisions.txt create mode 100644 common/decisions/00_major_decisions_iberia_north_africa.txt create mode 100644 common/decisions/00_trait_decisions.txt create mode 100644 common/decisions/00_unity_decisions.txt create mode 100644 common/decisions/04_ep2_decisions.txt create mode 100644 common/decisions/06_ce1_decisions.txt create mode 100644 common/decisions/10_ach_oath_decisions.txt create mode 100644 common/decisions/10_nomad_culture_and_faith_decisions.txt create mode 100644 common/decisions/10_nomad_other_decisions.txt create mode 100644 common/decisions/30_activity_decisions.txt create mode 100644 common/decisions/30_court_decisions.txt create mode 100644 common/decisions/30_mongol_invasion_decisions.txt create mode 100644 common/decisions/40_japan_decisions.txt create mode 100644 common/decisions/80_major_decisions.txt create mode 100644 common/decisions/80_major_decisions_central_asia.txt create mode 100644 common/decisions/80_major_decisions_middle_east.txt create mode 100644 common/decisions/80_major_decisions_south_asia.txt create mode 100644 common/decisions/90_minor_decisions.txt create mode 100644 common/decisions/dlc_decisions/bp3/00_bp3_other_decisions.txt create mode 100644 common/decisions/dlc_decisions/bp_2/00_bp2_other_decisions.txt create mode 100644 common/decisions/dlc_decisions/ce_1/ce1_legendary_decisions.txt create mode 100644 common/decisions/dlc_decisions/ep_1/00_ep1_court_grandeur_and_amenity_decisions.txt create mode 100644 common/decisions/dlc_decisions/ep_1/00_ep1_other_decisions.txt create mode 100644 common/decisions/dlc_decisions/ep_2/00_ep2_other_decisions.txt create mode 100644 common/decisions/dlc_decisions/ep_3/06_ep3_admin_decisions.txt create mode 100644 common/decisions/dlc_decisions/ep_3/06_ep3_hasan_story_cycle_decisions.txt create mode 100644 common/decisions/dlc_decisions/ep_3/06_ep3_separatist_uprising_decision.txt create mode 100644 common/decisions/dlc_decisions/fp3_decisions.txt create mode 100644 common/decisions/dlc_decisions/fp_1/00_fp1_major_decisions.txt create mode 100644 common/decisions/dlc_decisions/fp_1/00_fp1_other_decisions.txt create mode 100644 common/decisions/dlc_decisions/fp_3/fp3_dynasty_decisions.txt create mode 100644 common/decisions/dlc_decisions/fp_3/fp3_islamic_decisions.txt create mode 100644 common/decisions/dlc_decisions/fp_3/fp3_minor_decisions.txt create mode 100644 common/decisions/dlc_decisions/fp_3/fp3_scholarship_decisions.txt create mode 100644 common/decisions/dlc_decisions/fp_3/fp3_zoroastrian_decisions.txt create mode 100644 common/decisions/dlc_decisions/mpo/09_mpo_decisions_2.txt create mode 100644 common/decisions/dlc_decisions/mpo/mpo_court_astrologer_decision.txt create mode 100644 common/decisions/dlc_decisions/mpo/mpo_flavor_decision.txt create mode 100644 common/decisions/dlc_decisions/mpo/mpo_pax_mongolica_decision.txt create mode 100644 common/decisions/dlc_decisions/tgp/tgp_china_decisions.txt create mode 100644 common/decisions/dlc_decisions/tgp/tgp_culture_decisions.txt create mode 100644 common/decisions/dlc_decisions/tgp/tgp_dynastic_cycle_decisions.txt create mode 100644 common/decisions/dlc_decisions/tgp/tgp_east_asia_decisions.txt create mode 100644 common/decisions/dlc_decisions/tgp/tgp_korea_decisions.txt create mode 100644 common/decisions/dlc_decisions/tgp/tgp_silk_road_decisions.txt create mode 100644 common/decisions/dlc_decisions/tgp/tgp_tenet_decisions.txt create mode 100644 common/decisions/dlc_decisions/tgp/tgp_tribute_mission_decisions.txt create mode 100644 common/decisions/test_decision.txt create mode 100644 common/legends/legend_seeds/00_legend_seeds.txt create mode 100644 localization/english/replace/event_localization/lifestyle/scholarship/learning_medicine_events_l_english.yml diff --git a/common/activities/pulse_actions/education_actions.txt b/common/activities/pulse_actions/education_actions.txt index 9548973f..0ef70735 100644 --- a/common/activities/pulse_actions/education_actions.txt +++ b/common/activities/pulse_actions/education_actions.txt @@ -41,18 +41,17 @@ apa_leveraging_language_skills = { scope:province.religion = religion:catholic_religion knows_language = language_latin } - AND = { - scope:province.faith = faith:armenian_apostolic - knows_language = language_armenian - } - AND = { - scope:province.faith = faith:lamaism - knows_language = language_tibetan - } - AND = { - scope:province.religion = religion:bon_religion - knows_language = language_tibetan - } +# scope:province.faith = faith:armenian_apostolic +# knows_language = language_armenian +# } +# AND = { +# scope:province.faith = faith:lamaism +# knows_language = language_tibetan +# } +# AND = { +# scope:province.religion = religion:bon_religion +# knows_language = language_tibetan +# } AND = { scope:province.religion = religion:taoism_religion knows_language = language_chinese @@ -64,10 +63,6 @@ apa_leveraging_language_skills = { religion = religion:catholic_religion religion = religion:protestant_religion } - NOR = { #Non-Greek - religion = religion:catholic_religion - faith = faith:armenian_apostolic - } } knows_language = language_greek #General Christian Fallback } diff --git a/common/casus_belli_types/07_ep3_wars.txt b/common/casus_belli_types/07_ep3_wars.txt index dbee40e2..9f5b586c 100644 --- a/common/casus_belli_types/07_ep3_wars.txt +++ b/common/casus_belli_types/07_ep3_wars.txt @@ -5191,664 +5191,664 @@ ep3_laamp_apprehend_adventurer_cb = { landless_attacker_needs_armies = no } -greek_anarchy_cb = { - icon = duchy_expansion - group = conquest - - combine_into_one = yes - should_show_war_goal_subview = yes - mutually_exclusive_titles = { always = yes } - - attacker_score_from_occupation_scale = 150 - attacker_score_from_battles_scale = 150 - defender_score_from_battles_scale = 150 - - allowed_for_character = { - #This counter determines whether the collapse is still relatively fresh - exists = global_var:byz_collapse_counter - #Either the character is under the Latin Emperor or the Byzantine Emperor doesn't exist - OR = { - NOT = { - exists = title:e_byzantium.holder - } - top_liege = { - this = title:e_latin_empire.holder - } - #Byzantines can use this against any latin empire lands - AND = { - top_liege = title:e_byzantium.holder - title:e_latin_empire = { - any_in_de_jure_hierarchy = { - tier <= tier_kingdom - } - } - } - } - #Must have interests within the danger zone - any_held_title = { - tier <= tier_empire - OR = { - this = title:e_byzantium - this = title:e_latin_empire - empire = title:e_byzantium - empire = title:e_latin_empire - } - } - #Byzantium must still have de jure land - title:e_byzantium = { - any_in_de_jure_hierarchy = { - tier <= tier_kingdom - } - } - } - - allowed_against_character = { - scope:attacker = { - NOR = { - top_liege = scope:defender.top_liege - liege = scope:defender - } - } - #Must be within Byzantine empire - scope:defender = { - any_realm_county = { - OR = { - empire = title:e_byzantium - empire = title:e_latin_empire - } - } - } - #Byzantine emperor only uses this against Latin empire land - trigger_if = { - limit = { - top_liege = title:e_byzantium.holder - } - scope:defender = { - any_realm_county = { - empire = title:e_latin_empire - } - } - } - } - target_titles = neighbor_land_or_water - target_title_tier = duchy - target_de_jure_regions_above = yes - ignore_effect = change_title_holder - - ai_score_mult = { - value = struggle_conquest_ai_score_value - add = 1 - # HOUSE RELATIONS - add = house_relation_ai_score_value - if = { - limit = { - scope:attacker.top_liege.primary_title = { - this = title:e_latin_empire - } - } - multiply = 5 - } - # AI in struggles act insularly for wars that don't have a familial or legal basis. - multiply = muslim_invasions_prefer_nonmuslims_ai_score_value - multiply = byzantium_conquests_ai_score_value - if = { - limit = { - scope:attacker = { - OR = { - top_liege.primary_title = { - this = title:e_byzantium - } - culture = culture:greek - culture = { - any_parent_culture_or_above = { - this = culture:greek - } - } - faith = faith:orthodox - #Venetians... - AND = { - government_has_flag = government_is_republic - religion = religion:catholic_religion - } - has_trait = despoiler_of_byzantium - } - } - } - multiply = 3 - } - - add = frankokratia_leader_protection_value #Set back to 0. Declaring war on the frankokratia leader can really ruin the whole thing - } - - valid_to_start = { - #Needs to be a de jure duchy of byzlatinium - scope:target = { - OR = { - empire = title:e_byzantium - empire = title:e_latin_empire - } - } - #Only players and the extra-motivated should be attacking over water - scope:target = { - any_in_de_jure_hierarchy = { - tier = tier_county - OR = { - #You a player - scope:attacker = { - is_ai = no - } - #is a neighbor - any_neighboring_county = { - holder = { - target_is_same_character_or_above = scope:attacker - } - } - #YOU SERVE THE 'RIGHTFUL' EMPEROR - scope:attacker.top_liege = { - primary_title = { - OR = { - this = title:e_byzantium - this = title:e_latin_empire - } - } - } - #You are a sneaky republic - scope:attacker = { - government_has_flag = government_is_republic - } - #You have a naval theme - scope:attacker = { - government_has_flag = government_is_administrative - vassal_contract_has_flag = admin_theme_naval - } - #You are a gutsy bastard - scope:attacker = { - ai_greed >= high_positive_ai_value - ai_boldness >= high_positive_ai_value - } - } - } - } - } - - should_invalidate = { - NOT = { - any_in_list = { - list = target_titles - any_in_de_jure_hierarchy = { - tier = tier_county - holder = { - target_is_same_character_or_above = scope:defender - } - } - } - } - } - - on_invalidated_desc = msg_religious_war_invalidation_region_message - - on_invalidated = { - } - - cost = { - piety = { - add = common_cb_impious_piety_cost - if = { - limit = { - scope:defender.faith = scope:attacker.faith - } - add = { - value = 100 - desc = CB_SAME_FAITH_COST - } - add = { - value = 10 - multiply = scope:attacker.realm_size - desc = CB_REALM_SIZE_COST - max = 800 - } - } - multiply = common_cb_piety_cost_multiplier - #Increased cost if you aren't really one of the main players - if = { - limit = { - scope:attacker = { - NOR = { - top_liege.primary_title = { - OR = { - this = title:e_latin_empire - this = title:e_byzantium - } - } - culture = culture:greek - culture = { - any_parent_culture_or_above = { - this = culture:greek - } - } - has_trait = despoiler_of_byzantium - } - } - } - multiply = 2 - } - } - prestige = { - value = 0 - if = { - limit = { - scope:defender.faith != scope:attacker.faith - } - add = { - value = 150 - desc = CB_COST_DIFFERENT_FAITH - } - add = { - value = 10 - multiply = scope:attacker.realm_size - desc = CB_REALM_SIZE_COST - max = 800 - } - } - multiply = common_cb_prestige_cost_multiplier - if = { - limit = { - exists = scope:attacker.house - scope:attacker.house = { - OR = { - has_house_modifier = fp2_struggle_hostility_house_culture_modifier - has_house_modifier = fp2_struggle_hostility_house_combined_modifier - } - } - any_in_global_list = { - variable = fp2_struggle_ending_culture_list - this = scope:attacker.culture - } - any_in_global_list = { - variable = fp2_struggle_ending_culture_list - this = scope:defender.culture - } - } - divide = { - value = 2 - desc = CB_COST_FP2_STRUGGLE_HOSTILITY_CULTURE_DISCOUNT - } - } - if = { - limit = { - has_global_variable = fp2_struggle_compromise_ending - any_in_global_list = { - variable = fp2_struggle_ending_culture_list - this = scope:attacker.culture - } - any_in_global_list = { - variable = fp2_struggle_ending_culture_list - this = scope:defender.culture - } - } - multiply = { - value = 2 - desc = CB_COST_FP2_STRUGGLE_COMPROMISE_MULTIPLIER - } - } - #Increased cost if you aren't really one of the main players - if = { - limit = { - scope:attacker = { - NOR = { - top_liege.primary_title = { - OR = { - this = title:e_latin_empire - this = title:e_byzantium - } - } - ep3_orthodox_faith_trigger = yes - faith = faith:hellenic_pagan - religion = religion:catholic_religion - has_trait = despoiler_of_byzantium - } - } - } - multiply = 2 - } - } - } - - on_declaration = { - on_declared_war = yes - } - - on_victory_desc = { - first_valid = { - triggered_desc = { - trigger = { scope:attacker = { is_local_player = yes } } - desc = county_conquest_cb_victory_desc_attacker - } - desc = county_conquest_cb_victory_desc - } - } - - on_victory = { - scope:attacker = { show_pow_release_message_effect = yes } - - # Legitimacy - add_legitimacy_attacker_victory_effect = yes - - #EP2 accolade glory gain for winning against higher ranked enemy - scope:attacker = { accolade_attacker_war_end_glory_gain_med_effect = yes } - - #Gain a little army - hidden_effect = { - scope:attacker = { - save_scope_as = army_receiver - greek_anarchy_army_spawn_effect = yes - } - } - create_title_and_vassal_change = { - type = conquest - save_scope_as = change - add_claim_on_loss = yes - } - - # EP3 Laamp possibility warning - scope:defender = { ep3_war_loss_adventurer_tt_effect = yes } - - # go through the dejure hierarchy under target titles, transfer eligible vassals and sieze counties from ineligible ones - every_in_list = { - list = target_titles - custom_tooltip = CONQUEST_CB_TITLE - - conquest_cb_title_transfer = { - RELIGIOUS_WAR = no - } - } - - hidden_effect = { - every_in_list = { - list = vassals_taken - change_liege = { - liege = scope:attacker - change = scope:change - } - } - } - - every_in_list = { - list = titles_taken - change_title_holder = { - holder = scope:attacker - change = scope:change - take_baronies = yes - } - } - - resolve_title_and_vassal_change = scope:change - - # Prestige Progress for the Attacker - every_in_list = { - list = target_titles - scope:attacker = { - add_prestige_experience = medium_prestige_value - } - } - - custom_tooltip = greek_anarchy_development_loss_cb - hidden_effect = { - every_in_list = { - list = target_titles - every_in_de_jure_hierarchy = { - limit = { - tier = tier_county - OR = { - holder = scope:attacker - holder.top_liege = scope:attacker - } - } - change_development_progress_with_overflow = greek_anarchy_development_value - } - } - } - - #Extra fun rewards - scope:attacker = { - #Tooltip - custom_tooltip = greek_anarchy_troops_tt - if = { - limit = { - government_has_flag = government_is_administrative - scope:defender = { - highest_held_title_tier >= tier_duchy - } - } - change_influence = medium_influence_gain - } - else_if = { - limit = { - top_liege = { - primary_title = title:e_latin_empire - } - NOR = { - ep3_orthodox_faith_trigger = yes - faith = faith:hellenic_pagan - culture = culture:greek - culture = { - any_parent_culture_or_above = { - this = culture:greek - } - } - top_liege = { - any_held_title = { - this = title:e_byzantium - } - } - } - scope:defender = { - highest_held_title_tier >= tier_duchy - } - } - add_dread = minor_dread_gain - add_gold = minor_gold_value - } - else = { - add_prestige = minor_prestige_gain - } - } - - - # Allies on both sides get full prestige value for helping in the war, based on their war participation. - modify_allies_of_participants_fame_values = { - WINNER = scope:attacker - FAME_BASE = medium_prestige_value - IS_RELIGIOUS_WAR = no - WINNER_ALLY_FAME_SCALE = 1 - LOSER_ALLY_FAME_SCALE = 1 - } - - # Truce - add_truce_attacker_victory_effect = yes - - # FP1: note the victory for future memorialisation via stele (if applicable). - scope:attacker = { fp1_remember_recent_conquest_victory_effect = yes } - - if = { # Warning that only counties are changing hands - limit = { - any_in_list = { - list = target_titles - tier = tier_duchy - } - } - random_in_list = { - list = target_titles - limit = { tier = tier_duchy } - save_scope_as = de_jure_target - } - } - if = { - limit = { - any_in_list = { - list = target_titles - tier = tier_duchy - holder = scope:defender - } - } - if = { - limit = { - scope:defender = { - any_held_title = { - title_tier = county - NOT = { target_is_de_jure_liege_or_above = scope:de_jure_target } - } - } - } - custom_tooltip = conquest_title_not_transferred_tt - } - else = { custom_tooltip = conquest_title_destroyed_tt } - } - else = { - if = { - limit = { - any_in_list = { - list = target_titles - tier = tier_duchy - is_title_created = yes - } - } - custom_tooltip = conquest_title_usurp_tt - } - else = { custom_tooltip = conquest_title_create_tt } - } - - # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold - laamp_as_mercenary_payout_tooltip_effect = yes - } - - on_white_peace_desc = { - first_valid = { - triggered_desc = { - trigger = { scope:defender = { is_local_player = yes } } - desc = county_conquest_cb_white_peace_desc_defender - } - desc = county_conquest_cb_white_peace_desc - } - } - - on_white_peace = { - scope:attacker = { show_pow_release_message_effect = yes } - # Prestige loss for the attacker - - #EP2 accolade glory gain for doing pretty good against higher ranked enemy - scope:defender = { accolade_defender_war_end_glory_gain_low_effect = yes } - - scope:attacker = { - add_prestige = { - value = minor_prestige_value - multiply = -1.0 - } - } - - # Allies on both sides get full prestige value for helping in the war, based on their war participation. - modify_allies_of_participants_fame_values = { - WINNER = scope:attacker # not impactful as the scale are identical - FAME_BASE = medium_prestige_value - IS_RELIGIOUS_WAR = no - WINNER_ALLY_FAME_SCALE = 1 - LOSER_ALLY_FAME_SCALE = 1 - } - - - add_truce_white_peace_effect = yes - - # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold - laamp_as_mercenary_payout_tooltip_effect = yes - } - - on_defeat_desc = { - first_valid = { - triggered_desc = { - trigger = { scope:defender = { is_local_player = yes } } - desc = county_conquest_cb_defeat_desc_defender - } - triggered_desc = { - trigger = { - scope:attacker = { - is_local_player = yes - has_targeting_faction = yes - } - } - desc = county_conquest_cb_defeat_desc_attacker - } - desc = county_conquest_cb_defeat_desc - } - } - - on_defeat = { - scope:attacker = { show_pow_release_message_effect = yes } - - # Legitimacy - add_legitimacy_attacker_defeat_effect = yes - - scope:defender = { - mandala_peacemaker_perk_serenity_effect = yes - #EP2 accolade glory gain for winning against higher ranked enemy - accolade_defender_war_end_glory_gain_high_effect = yes - # Prestige for Defender - add_prestige_war_defender_effect = { - PRESTIGE_VALUE = medium_prestige_value - } - } - - # Prestige loss for the attacker - scope:attacker = { - pay_short_term_gold_reparations_effect = { - GOLD_VALUE = 3 - } - add_prestige = { - value = major_prestige_value - multiply = -1.0 - } - } - - # Allies on both sides get full prestige value for helping in the war, based on their war participation. - modify_allies_of_participants_fame_values = { - WINNER = scope:defender - FAME_BASE = medium_prestige_value - IS_RELIGIOUS_WAR = no - WINNER_ALLY_FAME_SCALE = 1 - LOSER_ALLY_FAME_SCALE = 1 - } - - add_truce_attacker_defeat_effect = yes - - scope:attacker = { - save_temporary_scope_as = loser - } - on_lost_aggression_war_discontent_loss = yes - - # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold - laamp_as_mercenary_payout_tooltip_effect = yes - } - - transfer_behavior = transfer - - on_primary_attacker_death = inherit - on_primary_defender_death = inherit - - attacker_allies_inherit = yes - defender_allies_inherit = yes - - war_name = "GREEK_ANARCHY_WAR_NAME" - war_name_base = "GREEK_ANARCHY_WAR_NAME_BASE" - cb_name = "GREEK_ANARCHY_CB_NAME" - - interface_priority = 120 - - use_de_jure_wargoal_only = yes - - attacker_wargoal_percentage = 0.8 - - max_defender_score_from_occupation = 150 - max_attacker_score_from_occupation = 150 -} +#greek_anarchy_cb = { +# icon = duchy_expansion +# group = conquest +# +# combine_into_one = yes +# should_show_war_goal_subview = yes +# mutually_exclusive_titles = { always = yes } +# +# attacker_score_from_occupation_scale = 150 +# attacker_score_from_battles_scale = 150 +# defender_score_from_battles_scale = 150 +# +# allowed_for_character = { +# #This counter determines whether the collapse is still relatively fresh +# exists = global_var:byz_collapse_counter +# #Either the character is under the Latin Emperor or the Byzantine Emperor doesn't exist +# OR = { +# NOT = { +# exists = title:e_byzantium.holder +# } +# top_liege = { +# this = title:e_latin_empire.holder +# } +# #Byzantines can use this against any latin empire lands +# AND = { +# top_liege = title:e_byzantium.holder +# title:e_latin_empire = { +# any_in_de_jure_hierarchy = { +# tier <= tier_kingdom +# } +# } +# } +# } +# #Must have interests within the danger zone +# any_held_title = { +# tier <= tier_empire +# OR = { +# this = title:e_byzantium +# this = title:e_latin_empire +# empire = title:e_byzantium +# empire = title:e_latin_empire +# } +# } +# #Byzantium must still have de jure land +# title:e_byzantium = { +# any_in_de_jure_hierarchy = { +# tier <= tier_kingdom +# } +# } +# } +# +# allowed_against_character = { +# scope:attacker = { +# NOR = { +# top_liege = scope:defender.top_liege +# liege = scope:defender +# } +# } +# #Must be within Byzantine empire +# scope:defender = { +# any_realm_county = { +# OR = { +# empire = title:e_byzantium +# empire = title:e_latin_empire +# } +# } +# } +# #Byzantine emperor only uses this against Latin empire land +# trigger_if = { +# limit = { +# top_liege = title:e_byzantium.holder +# } +# scope:defender = { +# any_realm_county = { +# empire = title:e_latin_empire +# } +# } +# } +# } +# target_titles = neighbor_land_or_water +# target_title_tier = duchy +# target_de_jure_regions_above = yes +# ignore_effect = change_title_holder +# +# ai_score_mult = { +# value = struggle_conquest_ai_score_value +# add = 1 +# # HOUSE RELATIONS +# add = house_relation_ai_score_value +# if = { +# limit = { +# scope:attacker.top_liege.primary_title = { +# this = title:e_latin_empire +# } +# } +# multiply = 5 +# } +# # AI in struggles act insularly for wars that don't have a familial or legal basis. +# multiply = muslim_invasions_prefer_nonmuslims_ai_score_value +# multiply = byzantium_conquests_ai_score_value +# if = { +# limit = { +# scope:attacker = { +# OR = { +# top_liege.primary_title = { +# this = title:e_byzantium +# } +# culture = culture:greek +# culture = { +# any_parent_culture_or_above = { +# this = culture:greek +# } +# } +# faith = faith:orthodox +# #Venetians... +# AND = { +# government_has_flag = government_is_republic +# religion = religion:catholic_religion +# } +# has_trait = despoiler_of_byzantium +# } +# } +# } +# multiply = 3 +# } +# +# add = frankokratia_leader_protection_value #Set back to 0. Declaring war on the frankokratia leader can really ruin the whole thing +# } +# +# valid_to_start = { +# #Needs to be a de jure duchy of byzlatinium +# scope:target = { +# OR = { +# empire = title:e_byzantium +# empire = title:e_latin_empire +# } +# } +# #Only players and the extra-motivated should be attacking over water +# scope:target = { +# any_in_de_jure_hierarchy = { +# tier = tier_county +# OR = { +# #You a player +# scope:attacker = { +# is_ai = no +# } +# #is a neighbor +# any_neighboring_county = { +# holder = { +# target_is_same_character_or_above = scope:attacker +# } +# } +# #YOU SERVE THE 'RIGHTFUL' EMPEROR +# scope:attacker.top_liege = { +# primary_title = { +# OR = { +# this = title:e_byzantium +# this = title:e_latin_empire +# } +# } +# } +# #You are a sneaky republic +# scope:attacker = { +# government_has_flag = government_is_republic +# } +# #You have a naval theme +# scope:attacker = { +# government_has_flag = government_is_administrative +# vassal_contract_has_flag = admin_theme_naval +# } +# #You are a gutsy bastard +# scope:attacker = { +# ai_greed >= high_positive_ai_value +# ai_boldness >= high_positive_ai_value +# } +# } +# } +# } +# } +# +# should_invalidate = { +# NOT = { +# any_in_list = { +# list = target_titles +# any_in_de_jure_hierarchy = { +# tier = tier_county +# holder = { +# target_is_same_character_or_above = scope:defender +# } +# } +# } +# } +# } +# +# on_invalidated_desc = msg_religious_war_invalidation_region_message +# +# on_invalidated = { +# } +# +# cost = { +# piety = { +# add = common_cb_impious_piety_cost +# if = { +# limit = { +# scope:defender.faith = scope:attacker.faith +# } +# add = { +# value = 100 +# desc = CB_SAME_FAITH_COST +# } +# add = { +# value = 10 +# multiply = scope:attacker.realm_size +# desc = CB_REALM_SIZE_COST +# max = 800 +# } +# } +# multiply = common_cb_piety_cost_multiplier +# #Increased cost if you aren't really one of the main players +# if = { +# limit = { +# scope:attacker = { +# NOR = { +# top_liege.primary_title = { +# OR = { +# this = title:e_latin_empire +# this = title:e_byzantium +# } +# } +# culture = culture:greek +# culture = { +# any_parent_culture_or_above = { +# this = culture:greek +# } +# } +# has_trait = despoiler_of_byzantium +# } +# } +# } +# multiply = 2 +# } +# } +# prestige = { +# value = 0 +# if = { +# limit = { +# scope:defender.faith != scope:attacker.faith +# } +# add = { +# value = 150 +# desc = CB_COST_DIFFERENT_FAITH +# } +# add = { +# value = 10 +# multiply = scope:attacker.realm_size +# desc = CB_REALM_SIZE_COST +# max = 800 +# } +# } +# multiply = common_cb_prestige_cost_multiplier +# if = { +# limit = { +# exists = scope:attacker.house +# scope:attacker.house = { +# OR = { +# has_house_modifier = fp2_struggle_hostility_house_culture_modifier +# has_house_modifier = fp2_struggle_hostility_house_combined_modifier +# } +# } +# any_in_global_list = { +# variable = fp2_struggle_ending_culture_list +# this = scope:attacker.culture +# } +# any_in_global_list = { +# variable = fp2_struggle_ending_culture_list +# this = scope:defender.culture +# } +# } +# divide = { +# value = 2 +# desc = CB_COST_FP2_STRUGGLE_HOSTILITY_CULTURE_DISCOUNT +# } +# } +# if = { +# limit = { +# has_global_variable = fp2_struggle_compromise_ending +# any_in_global_list = { +# variable = fp2_struggle_ending_culture_list +# this = scope:attacker.culture +# } +# any_in_global_list = { +# variable = fp2_struggle_ending_culture_list +# this = scope:defender.culture +# } +# } +# multiply = { +# value = 2 +# desc = CB_COST_FP2_STRUGGLE_COMPROMISE_MULTIPLIER +# } +# } +# #Increased cost if you aren't really one of the main players +# if = { +# limit = { +# scope:attacker = { +# NOR = { +# top_liege.primary_title = { +# OR = { +# this = title:e_latin_empire +# this = title:e_byzantium +# } +# } +# ep3_orthodox_faith_trigger = yes +# faith = faith:hellenic_pagan +# religion = religion:catholic_religion +# has_trait = despoiler_of_byzantium +# } +# } +# } +# multiply = 2 +# } +# } +# } +# +# on_declaration = { +# on_declared_war = yes +# } +# +# on_victory_desc = { +# first_valid = { +# triggered_desc = { +# trigger = { scope:attacker = { is_local_player = yes } } +# desc = county_conquest_cb_victory_desc_attacker +# } +# desc = county_conquest_cb_victory_desc +# } +# } +# +# on_victory = { +# scope:attacker = { show_pow_release_message_effect = yes } +# +# # Legitimacy +# add_legitimacy_attacker_victory_effect = yes +# +# #EP2 accolade glory gain for winning against higher ranked enemy +# scope:attacker = { accolade_attacker_war_end_glory_gain_med_effect = yes } +# +# #Gain a little army +# hidden_effect = { +# scope:attacker = { +# save_scope_as = army_receiver +# greek_anarchy_army_spawn_effect = yes +# } +# } +# create_title_and_vassal_change = { +# type = conquest +# save_scope_as = change +# add_claim_on_loss = yes +# } +# +# # EP3 Laamp possibility warning +# scope:defender = { ep3_war_loss_adventurer_tt_effect = yes } +# +# # go through the dejure hierarchy under target titles, transfer eligible vassals and sieze counties from ineligible ones +# every_in_list = { +# list = target_titles +# custom_tooltip = CONQUEST_CB_TITLE +# +# conquest_cb_title_transfer = { +# RELIGIOUS_WAR = no +# } +# } +# +# hidden_effect = { +# every_in_list = { +# list = vassals_taken +# change_liege = { +# liege = scope:attacker +# change = scope:change +# } +# } +# } +# +# every_in_list = { +# list = titles_taken +# change_title_holder = { +# holder = scope:attacker +# change = scope:change +# take_baronies = yes +# } +# } +# +# resolve_title_and_vassal_change = scope:change +# +# # Prestige Progress for the Attacker +# every_in_list = { +# list = target_titles +# scope:attacker = { +# add_prestige_experience = medium_prestige_value +# } +# } +# +# custom_tooltip = greek_anarchy_development_loss_cb +# hidden_effect = { +# every_in_list = { +# list = target_titles +# every_in_de_jure_hierarchy = { +# limit = { +# tier = tier_county +# OR = { +# holder = scope:attacker +# holder.top_liege = scope:attacker +# } +# } +# change_development_progress_with_overflow = greek_anarchy_development_value +# } +# } +# } +# +# #Extra fun rewards +# scope:attacker = { +# #Tooltip +# custom_tooltip = greek_anarchy_troops_tt +# if = { +# limit = { +# government_has_flag = government_is_administrative +# scope:defender = { +# highest_held_title_tier >= tier_duchy +# } +# } +# change_influence = medium_influence_gain +# } +# else_if = { +# limit = { +# top_liege = { +# primary_title = title:e_latin_empire +# } +# NOR = { +# ep3_orthodox_faith_trigger = yes +# faith = faith:hellenic_pagan +# culture = culture:greek +# culture = { +# any_parent_culture_or_above = { +# this = culture:greek +# } +# } +# top_liege = { +# any_held_title = { +# this = title:e_byzantium +# } +# } +# } +# scope:defender = { +# highest_held_title_tier >= tier_duchy +# } +# } +# add_dread = minor_dread_gain +# add_gold = minor_gold_value +# } +# else = { +# add_prestige = minor_prestige_gain +# } +# } +# +# +# # Allies on both sides get full prestige value for helping in the war, based on their war participation. +# modify_allies_of_participants_fame_values = { +# WINNER = scope:attacker +# FAME_BASE = medium_prestige_value +# IS_RELIGIOUS_WAR = no +# WINNER_ALLY_FAME_SCALE = 1 +# LOSER_ALLY_FAME_SCALE = 1 +# } +# +# # Truce +# add_truce_attacker_victory_effect = yes +# +# # FP1: note the victory for future memorialisation via stele (if applicable). +# scope:attacker = { fp1_remember_recent_conquest_victory_effect = yes } +# +# if = { # Warning that only counties are changing hands +# limit = { +# any_in_list = { +# list = target_titles +# tier = tier_duchy +# } +# } +# random_in_list = { +# list = target_titles +# limit = { tier = tier_duchy } +# save_scope_as = de_jure_target +# } +# } +# if = { +# limit = { +# any_in_list = { +# list = target_titles +# tier = tier_duchy +# holder = scope:defender +# } +# } +# if = { +# limit = { +# scope:defender = { +# any_held_title = { +# title_tier = county +# NOT = { target_is_de_jure_liege_or_above = scope:de_jure_target } +# } +# } +# } +# custom_tooltip = conquest_title_not_transferred_tt +# } +# else = { custom_tooltip = conquest_title_destroyed_tt } +# } +# else = { +# if = { +# limit = { +# any_in_list = { +# list = target_titles +# tier = tier_duchy +# is_title_created = yes +# } +# } +# custom_tooltip = conquest_title_usurp_tt +# } +# else = { custom_tooltip = conquest_title_create_tt } +# } +# +# # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold +# laamp_as_mercenary_payout_tooltip_effect = yes +# } +# +# on_white_peace_desc = { +# first_valid = { +# triggered_desc = { +# trigger = { scope:defender = { is_local_player = yes } } +# desc = county_conquest_cb_white_peace_desc_defender +# } +# desc = county_conquest_cb_white_peace_desc +# } +# } +# +# on_white_peace = { +# scope:attacker = { show_pow_release_message_effect = yes } +# # Prestige loss for the attacker +# +# #EP2 accolade glory gain for doing pretty good against higher ranked enemy +# scope:defender = { accolade_defender_war_end_glory_gain_low_effect = yes } +# +# scope:attacker = { +# add_prestige = { +# value = minor_prestige_value +# multiply = -1.0 +# } +# } +# +# # Allies on both sides get full prestige value for helping in the war, based on their war participation. +# modify_allies_of_participants_fame_values = { +# WINNER = scope:attacker # not impactful as the scale are identical +# FAME_BASE = medium_prestige_value +# IS_RELIGIOUS_WAR = no +# WINNER_ALLY_FAME_SCALE = 1 +# LOSER_ALLY_FAME_SCALE = 1 +# } +# +# +# add_truce_white_peace_effect = yes +# +# # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold +# laamp_as_mercenary_payout_tooltip_effect = yes +# } +# +# on_defeat_desc = { +# first_valid = { +# triggered_desc = { +# trigger = { scope:defender = { is_local_player = yes } } +# desc = county_conquest_cb_defeat_desc_defender +# } +# triggered_desc = { +# trigger = { +# scope:attacker = { +# is_local_player = yes +# has_targeting_faction = yes +# } +# } +# desc = county_conquest_cb_defeat_desc_attacker +# } +# desc = county_conquest_cb_defeat_desc +# } +# } +# +# on_defeat = { +# scope:attacker = { show_pow_release_message_effect = yes } +# +# # Legitimacy +# add_legitimacy_attacker_defeat_effect = yes +# +# scope:defender = { +# mandala_peacemaker_perk_serenity_effect = yes +# #EP2 accolade glory gain for winning against higher ranked enemy +# accolade_defender_war_end_glory_gain_high_effect = yes +# # Prestige for Defender +# add_prestige_war_defender_effect = { +# PRESTIGE_VALUE = medium_prestige_value +# } +# } +# +# # Prestige loss for the attacker +# scope:attacker = { +# pay_short_term_gold_reparations_effect = { +# GOLD_VALUE = 3 +# } +# add_prestige = { +# value = major_prestige_value +# multiply = -1.0 +# } +# } +# +# # Allies on both sides get full prestige value for helping in the war, based on their war participation. +# modify_allies_of_participants_fame_values = { +# WINNER = scope:defender +# FAME_BASE = medium_prestige_value +# IS_RELIGIOUS_WAR = no +# WINNER_ALLY_FAME_SCALE = 1 +# LOSER_ALLY_FAME_SCALE = 1 +# } +# +# add_truce_attacker_defeat_effect = yes +# +# scope:attacker = { +# save_temporary_scope_as = loser +# } +# on_lost_aggression_war_discontent_loss = yes +# +# # EP3: note gold gained from military assistance/join war contracts and their war contribution threshold +# laamp_as_mercenary_payout_tooltip_effect = yes +# } +# +# transfer_behavior = transfer +# +# on_primary_attacker_death = inherit +# on_primary_defender_death = inherit +# +# attacker_allies_inherit = yes +# defender_allies_inherit = yes +# +# war_name = "GREEK_ANARCHY_WAR_NAME" +# war_name_base = "GREEK_ANARCHY_WAR_NAME_BASE" +# cb_name = "GREEK_ANARCHY_CB_NAME" +# +# interface_priority = 120 +# +# use_de_jure_wargoal_only = yes +# +# attacker_wargoal_percentage = 0.8 +# +# max_defender_score_from_occupation = 150 +# max_attacker_score_from_occupation = 150 +#} ep3_laamp_peasant_war = { icon = invasion diff --git a/common/character_interactions/00_character_interactions.txt b/common/character_interactions/00_character_interactions.txt index e2d1d8a2..dd63d337 100644 --- a/common/character_interactions/00_character_interactions.txt +++ b/common/character_interactions/00_character_interactions.txt @@ -1146,28 +1146,28 @@ offer_vassalization_interaction = { } #HISTORICALLY ADMIN PEOPLES WANT TO BE ADMIN - modifier = { - add = 30 - scope:actor = { - government_has_flag = government_is_administrative - } - scope:recipient = { - culture = { - OR = { - this = culture:greek - any_parent_culture_or_above = { - this = culture:greek - } - this = culture:han - any_parent_culture_or_above = { - this = culture:han - } - } - } - } - - desc = "HISTORICAL_ADMIN_REASON" - } +# modifier = { +# add = 30 +# scope:actor = { +# government_has_flag = government_is_administrative +# } +# scope:recipient = { +# culture = { +# OR = { +# this = culture:greek +# any_parent_culture_or_above = { +# this = culture:greek +# } +# this = culture:han +# any_parent_culture_or_above = { +# this = culture:han +# } +# } +# } +# } +# +# desc = "HISTORICAL_ADMIN_REASON" +# } modifier = { # AI-only weights, keep the pope from vassalizing too fast trigger = { diff --git a/common/character_interactions/00_marriage_interactions.txt b/common/character_interactions/00_marriage_interactions.txt index 92e32f77..a0ae0a0e 100644 --- a/common/character_interactions/00_marriage_interactions.txt +++ b/common/character_interactions/00_marriage_interactions.txt @@ -308,14 +308,14 @@ arrange_marriage_interaction = { } } - piety = { - value = 0 - if = { - limit = { scope:piety_cost_reduction = yes } - add = scope:actor.medium_piety_value - desc = STRUGGLE_MARRIAGE_ACCEPTANCE_USING_PIETY_AS_CURRENCY - } - } +# piety = { +# value = 0 +# if = { +# limit = { scope:piety_cost_reduction = yes } +# add = scope:actor.medium_piety_value +# desc = STRUGGLE_MARRIAGE_ACCEPTANCE_USING_PIETY_AS_CURRENCY +# } +# } influence = { value = 0 diff --git a/common/character_interactions/00_prison_interactions.txt b/common/character_interactions/00_prison_interactions.txt index ce82cc74..b285a1c7 100644 --- a/common/character_interactions/00_prison_interactions.txt +++ b/common/character_interactions/00_prison_interactions.txt @@ -5844,15 +5844,15 @@ release_from_prison_interaction = { OR = { culture = { OR = { - # Historical cultures - this = culture:greek - any_parent_culture_or_above = { - this = culture:greek - } - this = culture:han - any_parent_culture_or_above = { - this = culture:han - } +# # Historical cultures +# this = culture:greek +# any_parent_culture_or_above = { +# this = culture:greek +# } +# this = culture:han +# any_parent_culture_or_above = { +# this = culture:han +# } # Bureaucratic culture has_cultural_pillar = ethos_bureaucratic } @@ -5871,14 +5871,14 @@ release_from_prison_interaction = { culture = { OR = { # Historical cultures - this = culture:greek - any_parent_culture_or_above = { - this = culture:greek - } - this = culture:han - any_parent_culture_or_above = { - this = culture:han - } +# this = culture:greek +# any_parent_culture_or_above = { +# this = culture:greek +# } +# this = culture:han +# any_parent_culture_or_above = { +# this = culture:han +# } # Bureaucratic culture has_cultural_pillar = ethos_bureaucratic } @@ -5903,14 +5903,14 @@ release_from_prison_interaction = { culture = { OR = { # Historical cultures - this = culture:greek - any_parent_culture_or_above = { - this = culture:greek - } - this = culture:han - any_parent_culture_or_above = { - this = culture:han - } +# this = culture:greek +# any_parent_culture_or_above = { +# this = culture:greek +# } +# this = culture:han +# any_parent_culture_or_above = { +# this = culture:han +# } # Bureaucratic culture has_cultural_pillar = ethos_bureaucratic } diff --git a/common/character_interactions/00_scheme_interactions.txt b/common/character_interactions/00_scheme_interactions.txt index 79ec2c22..1a18a7f4 100644 --- a/common/character_interactions/00_scheme_interactions.txt +++ b/common/character_interactions/00_scheme_interactions.txt @@ -2711,10 +2711,7 @@ learn_language_interaction = { modifier = { # Coptic/Orthodox clergy/pious people want to learn greek add = 50 scope:actor = { - OR = { - faith = faith:orthodox - faith = faith:coptic - } + faith.religion = religion:eastern_orthodox_religion OR = { has_trait = zealous has_trait = humble diff --git a/common/character_interactions/09_mpo_interactions.txt b/common/character_interactions/09_mpo_interactions.txt index bebcfec3..2f8ec521 100644 --- a/common/character_interactions/09_mpo_interactions.txt +++ b/common/character_interactions/09_mpo_interactions.txt @@ -9422,28 +9422,28 @@ mpo_offer_submission_or_ruin = { } #HISTORICALLY ADMIN PEOPLES WANT TO BE ADMIN - modifier = { - add = 30 - scope:actor = { - government_has_flag = government_is_administrative - } - scope:recipient = { - culture = { - OR = { - this = culture:greek - any_parent_culture_or_above = { - this = culture:greek - } - this = culture:han - any_parent_culture_or_above = { - this = culture:han - } - } - } - } - - desc = "HISTORICAL_ADMIN_REASON" - } +# modifier = { +# add = 30 +# scope:actor = { +# government_has_flag = government_is_administrative +# } +# scope:recipient = { +# culture = { +# OR = { +# this = culture:greek +# any_parent_culture_or_above = { +# this = culture:greek +# } +# this = culture:han +# any_parent_culture_or_above = { +# this = culture:han +# } +# } +# } +# } +# +# desc = "HISTORICAL_ADMIN_REASON" +# } modifier = { # AI-only weights, keep the pope from vassalizing too fast trigger = { diff --git a/common/council_tasks/00_court_chaplain_tasks.txt b/common/council_tasks/00_court_chaplain_tasks.txt index c760726c..3fb9ee11 100644 --- a/common/council_tasks/00_court_chaplain_tasks.txt +++ b/common/council_tasks/00_court_chaplain_tasks.txt @@ -953,35 +953,6 @@ task_conversion = { } } } - # Ash'ari in Spain tend to not convert Muwhalladi often - trigger_if = { - limit = { - scope:councillor_liege = { - is_ai = yes - faith = faith:ashari - capital_province ?= { geographical_region = world_europe_west_iberia } - scope:county.faith = faith:muwalladi - } - scope:county = { - title_province = { geographical_region = world_europe_west_iberia } - } - } - OR = { - scope:councillor_liege = { - has_character_flag = vassal_directive_convert_faith - vassal_is_valid_and_follows_directive_trigger = { VASSAL = this LIEGE = liege } - } - scope:councillor_liege = { ai_zeal >= 50 } - scope:county = { county_opinion <= -20 } - scope:county = { # Always convert holy sites - any_county_province = { - barony = { - is_holy_site_of = scope:councillor_liege.faith - } - } - } - } - } # If a ruler has Jizya tax, they'll only convert the same *religious family* when ai_zeal is really high, they're converting unreformed pagans, counties in a kingdom with a Holy Site, or others of the same religion trigger_if = { limit = { diff --git a/common/council_tasks/00_steward_tasks.txt b/common/council_tasks/00_steward_tasks.txt index 2392367f..72bb38a9 100644 --- a/common/council_tasks/00_steward_tasks.txt +++ b/common/council_tasks/00_steward_tasks.txt @@ -952,26 +952,26 @@ task_promote_culture = { desc = GAME_RULE_FASTER_REASON } } - # Faster conversion for FP2 Hostility ending, if county is in Iberia and culture was involved - if = { - limit = { - any_in_global_list = { - variable = fp2_struggle_ending_culture_list - this = scope:county.culture - } - scope:county.title_province = { geographical_region = world_europe_west_iberia } - scope:councillor.liege.house = { - OR = { - has_house_modifier = fp2_struggle_hostility_house_culture_modifier - has_house_modifier = fp2_struggle_hostility_house_combined_modifier - } - } - } - multiply = { - value = fp2_struggle_hostility_conversion_value - desc = fp2_struggle_hostility_culture_conversion_task_desc - } - } +# # Faster conversion for FP2 Hostility ending, if county is in Iberia and culture was involved +# if = { +# limit = { +# any_in_global_list = { +# variable = fp2_struggle_ending_culture_list +# this = scope:county.culture +# } +# scope:county.title_province = { geographical_region = world_europe_west_iberia } +# scope:councillor.liege.house = { +# OR = { +# has_house_modifier = fp2_struggle_hostility_house_culture_modifier +# has_house_modifier = fp2_struggle_hostility_house_combined_modifier +# } +# } +# } +# multiply = { +# value = fp2_struggle_hostility_conversion_value +# desc = fp2_struggle_hostility_culture_conversion_task_desc +# } +# } if = { limit = { scope:councillor_liege = { @@ -983,18 +983,18 @@ task_promote_culture = { desc = bp2_devoted_to_tradition_modifier_conversion_task_desc } } - if = { - limit = { - scope:councillor_liege = { - has_title = title:c_byzantion - title:c_byzantion = { has_county_modifier = pandidakterion_university_modifier } - } - } - multiply = { - value = 1.25 - desc = pandidakterion_university_modifier - } - } +# if = { +# limit = { +# scope:councillor_liege = { +# has_title = title:c_byzantion +# title:c_byzantion = { has_county_modifier = pandidakterion_university_modifier } +# } +# } +# multiply = { +# value = 1.25 +# desc = pandidakterion_university_modifier +# } +# } if = { limit = { scope:county = { has_county_modifier = improve_promote_culture_modifier } @@ -1031,18 +1031,18 @@ task_promote_culture = { } } } - NAND = { # Princes in the HRE tend to not convert each other's cultures - exists = title:e_hre.holder - scope:councillor_liege.top_liege = title:e_hre.holder - OR = { - scope:councillor_liege.culture = culture:czech - scope:councillor_liege.culture = { has_cultural_pillar = heritage_central_germanic } - } - OR = { - scope:county.culture = culture:czech - scope:county.culture = { has_cultural_pillar = heritage_central_germanic } - } - } +# NAND = { # Princes in the HRE tend to not convert each other's cultures +# exists = title:e_hre.holder +# scope:councillor_liege.top_liege = title:e_hre.holder +# OR = { +# scope:councillor_liege.culture = culture:czech +# scope:councillor_liege.culture = { has_cultural_pillar = heritage_central_germanic } +# } +# OR = { +# scope:county.culture = culture:czech +# scope:county.culture = { has_cultural_pillar = heritage_central_germanic } +# } +# } NOT = { # Do not eliminate the Basques scope:county.culture = { this = culture:basque @@ -1058,18 +1058,18 @@ task_promote_culture = { cultural_acceptance = { target = scope:councillor_liege.culture value >= 50 } } } - scope:county = { - this = title:c_maragha - culture = culture:turkish - } +# scope:county = { +# this = title:c_maragha +# culture = culture:turkish +# } culture = { # All AI's are motivated to spread new Hybrid/Divergent cultures OR = { is_hybrid_culture = yes is_divergent_culture = yes } - NOT = { # Leave the Welsh alone! - this = culture:anglo_saxon - } +# NOT = { # Leave the Welsh alone! +# this = culture:anglo_saxon +# } any_parent_culture = { this = scope:county.culture } @@ -1079,51 +1079,51 @@ task_promote_culture = { count < 10 } } - scope:county.culture = { # 'dead' small cultures can go away - OR = { - is_hybrid_culture = yes - is_divergent_culture = yes - } - any_culture_county = { - count < 10 - } - OR = { - NOT = { exists = culture_head } - any_culture_county = { - count < 5 - } - } - } - AND = { - # Scottish rulers should convert counties of 'old' cultures to the new one. - culture = culture:scottish - OR = { - scope:county.culture = culture:anglo_saxon - scope:county.culture = culture:gaelic - scope:county.culture = culture:cumbrian - scope:county.culture = culture:pictish - } - } - AND = { - # English rulers should convert counties of 'old' cultures to the new one. - culture = culture:english - OR = { - scope:county.culture = culture:anglo_saxon - scope:county.culture = culture:norman - } - } - AND = { - # German rulers want to convert the sorbians - culture = { has_cultural_pillar = heritage_central_germanic } - scope:county.culture = culture:sorbian - NOT = { scope:councillor_liege.primary_title = title:e_hre } - } - - AND = { - # Japanese rulers should convert Emishi counties - culture = culture:japanese - scope:county.culture = culture:emishi - } +# scope:county.culture = { # 'dead' small cultures can go away +# OR = { +# is_hybrid_culture = yes +# is_divergent_culture = yes +# } +# any_culture_county = { +# count < 10 +# } +# OR = { +# NOT = { exists = culture_head } +# any_culture_county = { +# count < 5 +# } +# } +# } +# AND = { +# # Scottish rulers should convert counties of 'old' cultures to the new one. +# culture = culture:scottish +# OR = { +# scope:county.culture = culture:anglo_saxon +# scope:county.culture = culture:gaelic +# scope:county.culture = culture:cumbrian +# scope:county.culture = culture:pictish +# } +# } +# AND = { +# # English rulers should convert counties of 'old' cultures to the new one. +# culture = culture:english +# OR = { +# scope:county.culture = culture:anglo_saxon +# scope:county.culture = culture:norman +# } +# } +# AND = { +# # German rulers want to convert the sorbians +# culture = { has_cultural_pillar = heritage_central_germanic } +# scope:county.culture = culture:sorbian +# NOT = { scope:councillor_liege.primary_title = title:e_hre } +# } +# +# AND = { +# # Japanese rulers should convert Emishi counties +# culture = culture:japanese +# scope:county.culture = culture:emishi +# } } OR = { is_independent_ruler = yes @@ -1142,21 +1142,21 @@ task_promote_culture = { count < 10 } } - scope:county.culture = { # 'dead' small cultures can go away - OR = { - is_hybrid_culture = yes - is_divergent_culture = yes - } - any_culture_county = { - count < 10 - } - OR = { - NOT = { exists = culture_head } - any_culture_county = { - count < 5 - } - } - } +# scope:county.culture = { # 'dead' small cultures can go away +# OR = { +# is_hybrid_culture = yes +# is_divergent_culture = yes +# } +# any_culture_county = { +# count < 10 +# } +# OR = { +# NOT = { exists = culture_head } +# any_culture_county = { +# count < 5 +# } +# } +# } culture = { # Imperious cultures want to grow to a certain size culture_head ?= { is_independent_ruler = yes @@ -1362,30 +1362,30 @@ task_promote_culture = { gold > 0 OR = { gold >= steward_convert_culture_value - AND = { - culture = culture:scottish - top_liege.primary_title = title:k_scotland - capital_county.kingdom = title:k_scotland - } - AND = { - culture = culture:english - top_liege.primary_title = title:k_england - capital_county.kingdom = title:k_england - } - AND = { - culture = { has_cultural_pillar = heritage_central_germanic } - top_liege.primary_title = title:e_hre - OR = { - capital_county.kingdom = title:k_sorbia - capital_county.kingdom = title:k_east_francia - capital_county.kingdom = title:k_saxony - capital_county.kingdom = title:k_pomerania - } - } - AND = { - culture = culture:japanese - capital_county.empire = title:e_japan - } +# AND = { +# culture = culture:scottish +# top_liege.primary_title = title:k_scotland +# capital_county.kingdom = title:k_scotland +# } +# AND = { +# culture = culture:english +# top_liege.primary_title = title:k_england +# capital_county.kingdom = title:k_england +# } +# AND = { +# culture = { has_cultural_pillar = heritage_central_germanic } +# top_liege.primary_title = title:e_hre +# OR = { +# capital_county.kingdom = title:k_sorbia +# capital_county.kingdom = title:k_east_francia +# capital_county.kingdom = title:k_saxony +# capital_county.kingdom = title:k_pomerania +# } +# } +# AND = { +# culture = culture:japanese +# capital_county.empire = title:e_japan +# } AND = { culture = { OR = { diff --git a/common/customizable_localization/00_adventurer_names.txt b/common/customizable_localization/00_adventurer_names.txt index d71e2894..cd761fa1 100644 --- a/common/customizable_localization/00_adventurer_names.txt +++ b/common/customizable_localization/00_adventurer_names.txt @@ -5765,7 +5765,7 @@ GetAdventureNameSuffix = { OR = { NOT = { exists = scope:new_landless_adventurer } scope:new_landless_adventurer ?= { - faith = faith:ashari + faith = faith:aqlani } } } @@ -5988,20 +5988,7 @@ GetAdventureNameSuffix = { OR = { NOT = { exists = scope:new_landless_adventurer } scope:new_landless_adventurer ?= { - OR = { - culture = culture:greek - culture = culture:roman - culture = { - any_parent_culture_or_above = { - this = culture:greek - } - } - culture = { - any_parent_culture_or_above = { - this = culture:roman - } - } - } + culture = { has_cultural_pillar = heritage_greek } } } } @@ -6955,14 +6942,7 @@ GetAdventureNameSuffix = { OR = { NOT = { exists = scope:new_landless_adventurer } scope:new_landless_adventurer ?= { - culture = { - OR = { - this = culture:greek - any_parent_culture_or_above = { - this = culture:greek - } - } - } + culture = { has_cultural_pillar = heritage_greek } } } } @@ -7495,18 +7475,7 @@ GetAdventureNameSuffix = { OR = { NOT = { exists = scope:new_landless_adventurer } scope:new_landless_adventurer ?= { - culture = { - OR = { - has_cultural_era_or_later = culture_era_early_medieval - this = culture:greek - this = culture:roman - any_parent_culture_or_above = { - this = culture:greek - } - any_parent_culture_or_above = { - this = culture:roman - } - } + culture = { has_cultural_pillar = heritage_greek } } } } diff --git a/common/customizable_localization/00_artifact_court_custom_loc.txt b/common/customizable_localization/00_artifact_court_custom_loc.txt index a7f0de8a..1d0c2a85 100644 --- a/common/customizable_localization/00_artifact_court_custom_loc.txt +++ b/common/customizable_localization/00_artifact_court_custom_loc.txt @@ -433,97 +433,97 @@ RandomSaint = { # Used for statue artifact localization_key = west_christian_water_god_name } - text = { - trigger = { - OR = { - faith = faith:coptic - faith = faith:armenian_apostolic - } - } - localization_key = east_christian_fertility_god_name - } - - text = { - trigger = { - OR = { - faith = faith:coptic - faith = faith:armenian_apostolic - } - } - localization_key = east_christian_wealth_god_name - } - - text = { - trigger = { - OR = { - faith = faith:coptic - faith = faith:armenian_apostolic - } - } - localization_key = east_christian_household_god_name - } - - text = { - trigger = { - OR = { - faith = faith:coptic - faith = faith:armenian_apostolic - } - } - localization_key = east_christian_knowledge_god_name - } - - text = { - trigger = { - OR = { - faith = faith:coptic - faith = faith:armenian_apostolic - } - } - localization_key = east_christian_war_god_name - } - - text = { - trigger = { - faith = faith:insular_celtic - } - localization_key = insular_celtic_fertility_god_name - } - - text = { - trigger = { - faith = faith:insular_celtic - } - localization_key = insular_celtic_wealth_god_name - } - - text = { - trigger = { - faith = faith:insular_celtic - } - localization_key = insular_celtic_household_god_name - } - - text = { - trigger = { - faith = faith:insular_celtic - } - localization_key = insular_celtic_knowledge_god_name - } - - text = { - trigger = { - faith = faith:insular_celtic - } - localization_key = insular_celtic_war_god_name - } - - text = { - trigger = { - faith = faith:insular_celtic - } - localization_key = insular_celtic_water_god_name - } +# text = { +# trigger = { +# OR = { +# faith = faith:coptic +# faith = faith:armenian_apostolic +# } +# } +# localization_key = east_christian_fertility_god_name +# } +# +# text = { +# trigger = { +# OR = { +# faith = faith:coptic +# faith = faith:armenian_apostolic +# } +# } +# localization_key = east_christian_wealth_god_name +# } +# +# text = { +# trigger = { +# OR = { +# faith = faith:coptic +# faith = faith:armenian_apostolic +# } +# } +# localization_key = east_christian_household_god_name +# } +# +# text = { +# trigger = { +# OR = { +# faith = faith:coptic +# faith = faith:armenian_apostolic +# } +# } +# localization_key = east_christian_knowledge_god_name +# } +# +# text = { +# trigger = { +# OR = { +# faith = faith:coptic +# faith = faith:armenian_apostolic +# } +# } +# localization_key = east_christian_war_god_name +# } +# +# text = { +# trigger = { +# faith = faith:insular_celtic +# } +# localization_key = insular_celtic_fertility_god_name +# } +# +# text = { +# trigger = { +# faith = faith:insular_celtic +# } +# localization_key = insular_celtic_wealth_god_name +# } +# +# text = { +# trigger = { +# faith = faith:insular_celtic +# } +# localization_key = insular_celtic_household_god_name +# } +# +# text = { +# trigger = { +# faith = faith:insular_celtic +# } +# localization_key = insular_celtic_knowledge_god_name +# } +# +# text = { +# trigger = { +# faith = faith:insular_celtic +# } +# localization_key = insular_celtic_war_god_name +# } +# +# text = { +# trigger = { +# faith = faith:insular_celtic +# } +# localization_key = insular_celtic_water_god_name +# } } RandomSaintName = { # Used for other artifacts diff --git a/common/customizable_localization/00_de_body_part_custom_loc.txt b/common/customizable_localization/00_de_body_part_custom_loc.txt new file mode 100644 index 00000000..dd283d6f --- /dev/null +++ b/common/customizable_localization/00_de_body_part_custom_loc.txt @@ -0,0 +1,328 @@ +############################################# +### Scripted Localization for German Loc ## +#### BY Kai Bagehorn ### +############################################# +# +#DE_1_HandHands = { +# log_loc_errors = no +# type = character +# +# text = { +# trigger = { has_trait = maimed } +# localization_key = CustomLoc_DE_1_handhands_hand +# } +# +# text = { +# trigger = { +# NOT = { has_trait = maimed } +# } +# localization_key = CustomLoc_DE_1_handhands_hands +# fallback = yes +# } +#} +# +#DE_2_HandHands = { +# log_loc_errors = no +# type = character +# +# text = { +# trigger = { has_trait = maimed } +# localization_key = CustomLoc_DE_2_handhands_hand +# } +# +# text = { +# trigger = { +# NOT = { has_trait = maimed } +# } +# localization_key = CustomLoc_DE_2_handhands_hands +# fallback = yes +# } +#} +# +#DE_1_ArmArms = { +# log_loc_errors = no +# type = character +# +# text = { +# trigger = { has_trait = maimed } +# localization_key = CustomLoc_DE_1_armarms_arm +# } +# +# text = { +# trigger = { +# NOT = { has_trait = maimed } +# } +# localization_key = CustomLoc_DE_1_armarms_arms +# fallback = yes +# } +#} +# +#DE_2_ArmArms = { +# log_loc_errors = no +# type = character +# +# text = { +# trigger = { has_trait = maimed } +# localization_key = CustomLoc_DE_2_armarms_arm +# } +# +# text = { +# trigger = { +# NOT = { has_trait = maimed } +# } +# localization_key = CustomLoc_DE_2_armarms_arms +# fallback = yes +# } +#} +# +#DE_3_ArmArms = { +# log_loc_errors = no +# type = character +# +# text = { +# trigger = { has_trait = maimed } +# localization_key = CustomLoc_DE_3_armarms_arm +# } +# +# text = { +# trigger = { +# NOT = { has_trait = maimed } +# } +# localization_key = CustomLoc_DE_3_armarms_arms +# fallback = yes +# } +#} +# +#DE_1_EyeEyes = { +# log_loc_errors = no +# type = character +# +# text = { +# trigger = { has_trait = one_eyed } +# localization_key = CustomLoc_DE_1_eyeeyes_eye +# } +# +# text = { +# trigger = { +# NOT = { has_trait = one_eyed } +# } +# localization_key = CustomLoc_DE_1_eyeeyes_eyes +# fallback = yes +# } +#} +# +#DE_2_EyeEyes = { +# log_loc_errors = no +# type = character +# +# text = { +# trigger = { has_trait = one_eyed } +# localization_key = CustomLoc_DE_2_eyeeyes_eye +# } +# +# text = { +# trigger = { +# NOT = { has_trait = one_eyed } +# } +# localization_key = CustomLoc_DE_2_eyeeyes_eyes +# fallback = yes +# } +#} +# +#DE_3_EyeEyes = { +# log_loc_errors = no +# type = character +# +# text = { +# trigger = { has_trait = one_eyed } +# localization_key = CustomLoc_DE_3_eyeeyes_eye +# } +# +# text = { +# trigger = { +# NOT = { has_trait = one_eyed } +# } +# localization_key = CustomLoc_DE_3_eyeeyes_eyes +# fallback = yes +# } +#} +# +#DE_4_EyeEyes = { +# log_loc_errors = no +# type = character +# +# text = { +# trigger = { has_trait = one_eyed } +# localization_key = CustomLoc_DE_4_eyeeyes_eye +# } +# +# text = { +# trigger = { +# NOT = { has_trait = one_eyed } +# } +# localization_key = CustomLoc_DE_4_eyeeyes_eyes +# fallback = yes +# } +#} +# +#DE_5_EyeEyes = { +# log_loc_errors = no +# type = character +# +# text = { +# trigger = { has_trait = one_eyed } +# localization_key = CustomLoc_DE_5_eyeeyes_eye +# } +# +# text = { +# trigger = { +# NOT = { has_trait = one_eyed } +# } +# localization_key = CustomLoc_DE_5_eyeeyes_eyes +# fallback = yes +# } +#} +# +#DE_1_MaskFace = { +# log_loc_errors = no +# type = character +# +# text = { +# trigger = { has_trait = disfigured } +# localization_key = CustomLoc_DE_1_maskface_mask +# } +# +# text = { +# trigger = { +# NOT = { has_trait = disfigured } +# } +# localization_key = CustomLoc_DE_1_maskface_face +# fallback = yes +# } +#} +# +#DE_2_MaskFace = { +# log_loc_errors = no +# type = character +# +# text = { +# trigger = { has_trait = disfigured } +# localization_key = CustomLoc_DE_2_maskface_mask +# } +# +# text = { +# trigger = { +# NOT = { has_trait = disfigured } +# } +# localization_key = CustomLoc_DE_2_maskface_face +# fallback = yes +# } +#} +# +#DE_3_MaskFace = { +# log_loc_errors = no +# type = character +# +# text = { +# trigger = { has_trait = disfigured } +# localization_key = CustomLoc_DE_3_maskface_mask +# } +# +# text = { +# trigger = { +# NOT = { has_trait = disfigured } +# } +# localization_key = CustomLoc_DE_3_maskface_face +# fallback = yes +# } +#} +# +#DE_4_MaskFace = { +# log_loc_errors = no +# type = character +# +# text = { +# trigger = { has_trait = disfigured } +# localization_key = CustomLoc_DE_4_maskface_mask +# } +# +# text = { +# trigger = { +# NOT = { has_trait = disfigured } +# } +# localization_key = CustomLoc_DE_4_maskface_face +# fallback = yes +# } +#} +# +#DE_5_MaskFace = { +# log_loc_errors = no +# type = character +# +# text = { +# trigger = { has_trait = disfigured } +# localization_key = CustomLoc_DE_5_maskface_mask +# } +# +# text = { +# trigger = { +# NOT = { has_trait = disfigured } +# } +# localization_key = CustomLoc_DE_5_maskface_face +# fallback = yes +# } +#} +# +#DE_6_MaskFace = { +# log_loc_errors = no +# type = character +# +# text = { +# trigger = { has_trait = disfigured } +# localization_key = CustomLoc_DE_6_maskface_mask +# } +# +# text = { +# trigger = { +# NOT = { has_trait = disfigured } +# } +# localization_key = CustomLoc_DE_6_maskface_face +# fallback = yes +# } +#} +# +#DE_7_MaskFace = { +# log_loc_errors = no +# type = character +# +# text = { +# trigger = { has_trait = disfigured } +# localization_key = CustomLoc_DE_7_maskface_mask +# } +# +# text = { +# trigger = { +# NOT = { has_trait = disfigured } +# } +# localization_key = CustomLoc_DE_7_maskface_face +# fallback = yes +# } +#} +# +#DE_8_MaskFace = { +# log_loc_errors = no +# type = character +# +# text = { +# trigger = { has_trait = disfigured } +# localization_key = CustomLoc_DE_8_maskface_mask +# } +# +# text = { +# trigger = { +# NOT = { has_trait = disfigured } +# } +# localization_key = CustomLoc_DE_8_maskface_face +# fallback = yes +# } +#} \ No newline at end of file diff --git a/common/customizable_localization/00_de_custom_loc.txt b/common/customizable_localization/00_de_custom_loc.txt new file mode 100644 index 00000000..85fbfaf1 --- /dev/null +++ b/common/customizable_localization/00_de_custom_loc.txt @@ -0,0 +1,1038 @@ +#### GERMAN CUSTOM LOCALISATION +#### By t-recs studios and Christiansen & Plischke +#### Exported from Platzhalter App Paradox CKIII at 25.10.2019 15:13:39 +# +#################################### +### ARTICLES ####################### +#################################### +# +# +### Articles, Definite, Plural, +# +## DE_ART_DEF_P_A || male: die // female: die +## DE_ART_DEF_P_D || male: der // female: der +## DE_ART_DEF_P_G || male: den // female: den +## DE_ART_DEF_P_N || male: die // female: die +# +### Articles, Definite, Singular, +# +## DE_ART_DEF_S_A || male: den // female: die +## DE_ART_DEF_S_D || male: dem // female: der +## DE_ART_DEF_S_G || male: des // female: der +## DE_ART_DEF_S_N || male: der // female: die +# +### Articles, Indefinite, Singular, +# +## DE_ART_IND_A || male: einen // female: eine +## DE_ART_IND_D || male: einem // female: einer +## DE_ART_IND_G || male: eines // female: einer +## DE_ART_IND_N || male: ein // female: eine +# +# +#################################### +### ENDINGS-ADJECTIVES ############# +#################################### +# +# +### Endings-Adjectives, Definite, Plural, +# +## DE_END_ADJ_DEF_P_A || male: en // female: en +## DE_END_ADJ_DEF_P_D || male: en // female: en +## DE_END_ADJ_DEF_P_G || male: en // female: en +## DE_END_ADJ_DEF_P_N || male: en // female: en +# +### Endings-Adjectives, Definite, Singular, +# +## DE_END_ADJ_DEF_S_A || male: en // female: e +## DE_END_ADJ_DEF_S_D || male: en // female: en +## DE_END_ADJ_DEF_S_G || male: en // female: en +## DE_END_ADJ_DEF_S_N || male: e // female: e +# +### Endings-Adjectives, Indefinite, Plural, +# +## DE_END_ADJ_IND_P_A || male: en // female: en +## DE_END_ADJ_IND_P_D || male: en // female: en +## DE_END_ADJ_IND_P_G || male: en // female: en +## DE_END_ADJ_IND_P_N || male: en // female: en +# +### Endings-Adjectives, Indefinite, Singular, +# +## DE_END_ADJ_IND_S_A || male: en // female: e +## DE_END_ADJ_IND_S_D || male: en // female: en +## DE_END_ADJ_IND_S_G || male: en // female: en +## DE_END_ADJ_IND_S_N || male: er // female: e +# +### Endings-Adjectives, Null, Plural, +# +## DE_END_ADJ_NUL_P_A || male: e // female: e +## DE_END_ADJ_NUL_P_D || male: en // female: en +## DE_END_ADJ_NUL_P_G || male: er // female: er +## DE_END_ADJ_NUL_P_N || male: e // female: e +# +### Endings-Adjectives, Null, Singular, +# +## DE_END_ADJ_NUL_S_A || male: en // female: e +## DE_END_ADJ_NUL_S_D || male: em // female: er +## DE_END_ADJ_NUL_S_G || male: en // female: er +## DE_END_ADJ_NUL_S_N || male: er // female: e +# +# +#################################### +### ENDINGS-NOUNS ################## +#################################### +# +# +### Endings-Nouns, , Singular, +# +## DE_END_NOU_S_G || female: "" // male: s +# +### Endings-Nouns, , Singular, Gender-Suffix +# +## DE_END_NOU_S_GS_N || female: in // male: "" +# +# +#################################### +### ENDINGS-PRONOUNS ############### +#################################### +# +# +### Endings-Pronouns, , Plural, +# +## DE_END_PRO_P_A || male: e // female: e +## DE_END_PRO_P_D || male: en // female: en +## DE_END_PRO_P_G || male: er // female: er +## DE_END_PRO_P_N || male: e // female: e +# +### Endings-Pronouns, , Singular, +# +## DE_END_PRO_S_A || male: en // female: e +## DE_END_PRO_S_D || male: em // female: er +## DE_END_PRO_S_G || male: es // female: er +## DE_END_PRO_S_N || male: "" // female: e +# +# +#################################### +### PRONOUNS ####################### +#################################### +# +# +### Pronouns, Demostrative, , +# +## DE_PRO_DEM || male: dies // female: dies +# +### Pronouns, Personal, Plural, 3rd Person +# +## DE_PRO_PER_P_3P_A || male: sie // female: sie +## DE_PRO_PER_P_3P_D || male: ihnen // female: ihnen +## DE_PRO_PER_P_3P_G || male: ihrer // female: ihrer +## DE_PRO_PER_P_3P_N || male: sie // female: sie +# +### Pronouns, Personal, Singular, 3rd Person +# +## DE_PRO_PER_S_3P_A || male: ihn // female: sie +## DE_PRO_PER_S_3P_D || male: ihm // female: ihr +## DE_PRO_PER_S_3P_G || male: seiner // female: ihrer +## DE_PRO_PER_S_3P_N || male: er // female: sie +# +### Pronouns, Possesive, Plural, 1st Person +# +## DE_PRO_POS_P_1P || male: unser // female: unser +# +### Pronouns, Possesive, Plural, 2nd Person +# +## DE_PRO_POS_P_2P || male: eur // female: eur +## DE_PRO_POS_P_2P_N || male: euer // female: eure +# +### Pronouns, Possesive, Plural, 3rd Person +# +## DE_PRO_POS_P_3P || female: ihr // male: ihr +# +### Pronouns, Possesive, Singular, 1st Person +# +## DE_PRO_POS_S_1P || male: mein // female: mein +# +### Pronouns, Possesive, Singular, 2nd Person +# +## DE_PRO_POS_S_2P || male: dein // female: dein +# +### Pronouns, Possesive, Singular, 3rd Person +# +## DE_PRO_POS_S_3P || female: ihr // male: sein +# +# +#################################################### +#################################################### +# +### Articles, Definite, Plural, +# +#DE_ART_DEF_P_A = { +# log_loc_errors = no +# type = character +# +# text = { +# localization_key = CustomLoc_DE_ART_DEF_P_A_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_ART_DEF_P_A_female +# trigger = { is_female = yes } +# } +#} +# +#DE_ART_DEF_P_D = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_ART_DEF_P_D_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_ART_DEF_P_D_female +# trigger = { is_female = yes } +# } +#} +# +#DE_ART_DEF_P_G = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_ART_DEF_P_G_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_ART_DEF_P_G_female +# trigger = { is_female = yes } +# } +#} +# +#DE_ART_DEF_P_N = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_ART_DEF_P_N_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_ART_DEF_P_N_female +# trigger = { is_female = yes } +# } +#} +# +# +### Articles, Definite, Singular, +# +#DE_ART_DEF_S_A = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_ART_DEF_S_A_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_ART_DEF_S_A_female +# trigger = { is_female = yes } +# } +#} +# +#DE_ART_DEF_S_D = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_ART_DEF_S_D_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_ART_DEF_S_D_female +# trigger = { is_female = yes } +# } +#} +# +#DE_ART_DEF_S_G = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_ART_DEF_S_G_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_ART_DEF_S_G_female +# trigger = { is_female = yes } +# } +#} +# +#DE_ART_DEF_S_N = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_ART_DEF_S_N_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_ART_DEF_S_N_female +# trigger = { is_female = yes } +# } +#} +# +# +### Articles, Indefinite, Singular, +# +#DE_ART_IND_A = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_ART_IND_A_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_ART_IND_A_female +# trigger = { is_female = yes } +# } +#} +# +#DE_ART_IND_D = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_ART_IND_D_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_ART_IND_D_female +# trigger = { is_female = yes } +# } +#} +# +#DE_ART_IND_G = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_ART_IND_G_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_ART_IND_G_female +# trigger = { is_female = yes } +# } +#} +# +#DE_ART_IND_N = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_ART_IND_N_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_ART_IND_N_female +# trigger = { is_female = yes } +# } +#} +# +# +### Endings-Adjectives, Definite, Plural, +# +#DE_END_ADJ_DEF_P_A = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_ADJ_DEF_P_A_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_ADJ_DEF_P_A_female +# trigger = { is_female = yes } +# } +#} +# +#DE_END_ADJ_DEF_P_D = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_ADJ_DEF_P_D_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_ADJ_DEF_P_D_female +# trigger = { is_female = yes } +# } +#} +# +#DE_END_ADJ_DEF_P_G = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_ADJ_DEF_P_G_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_ADJ_DEF_P_G_female +# trigger = { is_female = yes } +# } +#} +# +#DE_END_ADJ_DEF_P_N = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_ADJ_DEF_P_N_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_ADJ_DEF_P_N_female +# trigger = { is_female = yes } +# } +#} +# +# +### Endings-Adjectives, Definite, Singular, +# +#DE_END_ADJ_DEF_S_A = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_ADJ_DEF_S_A_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_ADJ_DEF_S_A_female +# trigger = { is_female = yes } +# } +#} +# +#DE_END_ADJ_DEF_S_D = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_ADJ_DEF_S_D_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_ADJ_DEF_S_D_female +# trigger = { is_female = yes } +# } +#} +# +#DE_END_ADJ_DEF_S_G = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_ADJ_DEF_S_G_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_ADJ_DEF_S_G_female +# trigger = { is_female = yes } +# } +#} +# +#DE_END_ADJ_DEF_S_N = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_ADJ_DEF_S_N_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_ADJ_DEF_S_N_female +# trigger = { is_female = yes } +# } +#} +# +# +### Endings-Adjectives, Indefinite, Plural, +# +#DE_END_ADJ_IND_P_A = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_ADJ_IND_P_A_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_ADJ_IND_P_A_female +# trigger = { is_female = yes } +# } +#} +# +#DE_END_ADJ_IND_P_D = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_ADJ_IND_P_D_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_ADJ_IND_P_D_female +# trigger = { is_female = yes } +# } +#} +# +#DE_END_ADJ_IND_P_G = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_ADJ_IND_P_G_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_ADJ_IND_P_G_female +# trigger = { is_female = yes } +# } +#} +# +#DE_END_ADJ_IND_P_N = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_ADJ_IND_P_N_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_ADJ_IND_P_N_female +# trigger = { is_female = yes } +# } +#} +# +# +### Endings-Adjectives, Indefinite, Singular, +# +#DE_END_ADJ_IND_S_A = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_ADJ_IND_S_A_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_ADJ_IND_S_A_female +# trigger = { is_female = yes } +# } +#} +# +#DE_END_ADJ_IND_S_D = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_ADJ_IND_S_D_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_ADJ_IND_S_D_female +# trigger = { is_female = yes } +# } +#} +# +#DE_END_ADJ_IND_S_G = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_ADJ_IND_S_G_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_ADJ_IND_S_G_female +# trigger = { is_female = yes } +# } +#} +# +#DE_END_ADJ_IND_S_N = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_ADJ_IND_S_N_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_ADJ_IND_S_N_female +# trigger = { is_female = yes } +# } +#} +# +# +### Endings-Adjectives, Null, Plural, +# +#DE_END_ADJ_NUL_P_A = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_ADJ_NUL_P_A_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_ADJ_NUL_P_A_female +# trigger = { is_female = yes } +# } +#} +# +#DE_END_ADJ_NUL_P_D = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_ADJ_NUL_P_D_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_ADJ_NUL_P_D_female +# trigger = { is_female = yes } +# } +#} +# +#DE_END_ADJ_NUL_P_G = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_ADJ_NUL_P_G_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_ADJ_NUL_P_G_female +# trigger = { is_female = yes } +# } +#} +# +#DE_END_ADJ_NUL_P_N = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_ADJ_NUL_P_N_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_ADJ_NUL_P_N_female +# trigger = { is_female = yes } +# } +#} +# +# +### Endings-Adjectives, Null, Singular, +# +#DE_END_ADJ_NUL_S_A = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_ADJ_NUL_S_A_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_ADJ_NUL_S_A_female +# trigger = { is_female = yes } +# } +#} +# +#DE_END_ADJ_NUL_S_D = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_ADJ_NUL_S_D_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_ADJ_NUL_S_D_female +# trigger = { is_female = yes } +# } +#} +# +#DE_END_ADJ_NUL_S_G = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_ADJ_NUL_S_G_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_ADJ_NUL_S_G_female +# trigger = { is_female = yes } +# } +#} +# +#DE_END_ADJ_NUL_S_N = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_ADJ_NUL_S_N_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_ADJ_NUL_S_N_female +# trigger = { is_female = yes } +# } +#} +# +# +### Endings-Nouns, , Singular, +# +#DE_END_NOU_S_G = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_NOU_S_G_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_NOU_S_G_female +# trigger = { is_female = yes } +# } +#} +# +# +### Endings-Nouns, , Singular, Gender-Suffix +# +#DE_END_NOU_S_GS_N = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_NOU_S_GS_N_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_NOU_S_GS_N_female +# trigger = { is_female = yes } +# } +#} +# +# +### Endings-Pronouns, , Plural, +# +#DE_END_PRO_P_A = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_PRO_P_A_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_PRO_P_A_female +# trigger = { is_female = yes } +# } +#} +# +#DE_END_PRO_P_D = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_PRO_P_D_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_PRO_P_D_female +# trigger = { is_female = yes } +# } +#} +# +#DE_END_PRO_P_G = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_PRO_P_G_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_PRO_P_G_female +# trigger = { is_female = yes } +# } +#} +# +#DE_END_PRO_P_N = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_PRO_P_N_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_PRO_P_N_female +# trigger = { is_female = yes } +# } +#} +# +# +### Endings-Pronouns, , Singular, +# +#DE_END_PRO_S_A = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_PRO_S_A_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_PRO_S_A_female +# trigger = { is_female = yes } +# } +#} +# +#DE_END_PRO_S_D = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_PRO_S_D_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_PRO_S_D_female +# trigger = { is_female = yes } +# } +#} +# +#DE_END_PRO_S_G = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_PRO_S_G_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_PRO_S_G_female +# trigger = { is_female = yes } +# } +#} +# +#DE_END_PRO_S_N = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_END_PRO_S_N_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_END_PRO_S_N_female +# trigger = { is_female = yes } +# } +#} +# +# +### Pronouns, Demostrative, , +# +#DE_PRO_DEM = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_PRO_DEM_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_PRO_DEM_female +# trigger = { is_female = yes } +# } +#} +# +# +### Pronouns, Personal, Plural, 3rd Person +# +#DE_PRO_PER_P_3P_A = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_PRO_PER_P_3P_A_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_PRO_PER_P_3P_A_female +# trigger = { is_female = yes } +# } +#} +# +#DE_PRO_PER_P_3P_D = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_PRO_PER_P_3P_D_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_PRO_PER_P_3P_D_female +# trigger = { is_female = yes } +# } +#} +# +#DE_PRO_PER_P_3P_G = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_PRO_PER_P_3P_G_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_PRO_PER_P_3P_G_female +# trigger = { is_female = yes } +# } +#} +# +#DE_PRO_PER_P_3P_N = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_PRO_PER_P_3P_N_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_PRO_PER_P_3P_N_female +# trigger = { is_female = yes } +# } +#} +# +# +### Pronouns, Personal, Singular, 3rd Person +# +#DE_PRO_PER_S_3P_A = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_PRO_PER_S_3P_A_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_PRO_PER_S_3P_A_female +# trigger = { is_female = yes } +# } +#} +# +#DE_PRO_PER_S_3P_D = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_PRO_PER_S_3P_D_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_PRO_PER_S_3P_D_female +# trigger = { is_female = yes } +# } +#} +# +#DE_PRO_PER_S_3P_G = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_PRO_PER_S_3P_G_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_PRO_PER_S_3P_G_female +# trigger = { is_female = yes } +# } +#} +# +#DE_PRO_PER_S_3P_N = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_PRO_PER_S_3P_N_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_PRO_PER_S_3P_N_female +# trigger = { is_female = yes } +# } +#} +# +# +### Pronouns, Possesive, Plural, 1st Person +# +#DE_PRO_POS_P_1P = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_PRO_POS_P_1P_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_PRO_POS_P_1P_female +# trigger = { is_female = yes } +# } +#} +# +# +### Pronouns, Possesive, Plural, 2nd Person +# +#DE_PRO_POS_P_2P = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_PRO_POS_P_2P_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_PRO_POS_P_2P_female +# trigger = { is_female = yes } +# } +#} +# +#DE_PRO_POS_P_2P_N = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_PRO_POS_P_2P_N_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_PRO_POS_P_2P_N_female +# trigger = { is_female = yes } +# } +#} +# +# +### Pronouns, Possesive, Plural, 3rd Person +# +#DE_PRO_POS_P_3P = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_PRO_POS_P_3P_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_PRO_POS_P_3P_female +# trigger = { is_female = yes } +# } +#} +# +# +### Pronouns, Possesive, Singular, 1st Person +# +#DE_PRO_POS_S_1P = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_PRO_POS_S_1P_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_PRO_POS_S_1P_female +# trigger = { is_female = yes } +# } +#} +# +# +### Pronouns, Possesive, Singular, 2nd Person +# +#DE_PRO_POS_S_2P = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_PRO_POS_S_2P_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_PRO_POS_S_2P_female +# trigger = { is_female = yes } +# } +#} +# +# +### Pronouns, Possesive, Singular, 3rd Person +# +#DE_PRO_POS_S_3P = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_PRO_POS_S_3P_male +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_PRO_POS_S_3P_female +# trigger = { is_female = yes } +# } +#} +# +# \ No newline at end of file diff --git a/common/customizable_localization/00_de_mottos.txt b/common/customizable_localization/00_de_mottos.txt new file mode 100644 index 00000000..83e21b8a --- /dev/null +++ b/common/customizable_localization/00_de_mottos.txt @@ -0,0 +1,130 @@ +############################################# +### Scripted Localization for German Loc ## +#### BY Kai Bagehorn ### +############################################# +# +#DE_1_GetAppropriateGodname = { +# type = character +# log_loc_errors = no +# +# text = { +# trigger = { +# house.last_house_head.faith = { +# OR = { +# religion_tag = christianity_religion +# religion_tag = islam_religion +# religion_tag = judaism_religion +# } +# } +# } +# localization_key = CustomLoc_DE_1_motto_god +# } +# +# text = { +# trigger = { +# house.last_house_head.faith = { +# religion_tag = buddhism_religion +# } +# } +# localization_key = CustomLoc_DE_1_motto_the_perfected_ones +# } +# +# text = { +# trigger = { +# house.last_house_head.faith = { +# OR = { +# religion_tag = dualism_religion +# religion_tag = zoroastrianism_religion +# } +# } +# } +# localization_key = CustomLoc_DE_1_motto_the_divine +# } +# +# text = { +# trigger = { +# house.last_house_head.faith = { +# NOR = { +# religion_tag = dualism_religion +# religion_tag = zoroastrianism_religion +# religion_tag = buddhism_religion +# religion_tag = christianity_religion +# religion_tag = islam_religion +# religion_tag = judaism_religion +# } +# } +# } +# localization_key = CustomLoc_DE_1_motto_the_gods +# } +# +# text = { +# trigger = { +# always = no +# } +# localization_key = CustomLoc_DE_1_motto_custom_loc_god +# fallback = yes +# } +#} +# +#DE_2_GetAppropriateGodname = { +# type = character +# log_loc_errors = no +# +# text = { +# trigger = { +# house.last_house_head.faith = { +# OR = { +# religion_tag = christianity_religion +# religion_tag = islam_religion +# religion_tag = judaism_religion +# } +# } +# } +# localization_key = CustomLoc_DE_2_motto_god +# } +# +# text = { +# trigger = { +# house.last_house_head.faith = { +# religion_tag = buddhism_religion +# } +# } +# localization_key = CustomLoc_DE_2_motto_the_perfected_ones +# } +# +# text = { +# trigger = { +# house.last_house_head.faith = { +# OR = { +# religion_tag = dualism_religion +# religion_tag = zoroastrianism_religion +# } +# } +# } +# localization_key = CustomLoc_DE_2_motto_the_divine +# } +# +# text = { +# trigger = { +# house.last_house_head.faith = { +# NOR = { +# religion_tag = dualism_religion +# religion_tag = zoroastrianism_religion +# religion_tag = buddhism_religion +# religion_tag = christianity_religion +# religion_tag = islam_religion +# religion_tag = judaism_religion +# } +# } +# } +# localization_key = CustomLoc_DE_2_motto_the_gods +# } +# +# text = { +# trigger = { +# always = no +# } +# localization_key = CustomLoc_DE_2_motto_custom_loc_god +# fallback = yes +# } +#} \ No newline at end of file diff --git a/common/customizable_localization/00_de_regional_custom_localization.txt b/common/customizable_localization/00_de_regional_custom_localization.txt new file mode 100644 index 00000000..2d91320a --- /dev/null +++ b/common/customizable_localization/00_de_regional_custom_localization.txt @@ -0,0 +1,39 @@ +############################################# +### Scripted Localization for German Loc ## +#### BY Kai Bagehorn ### +############################################# +# +#DE_Im_InDer_ResidenceBuilding = { # im Herrenhaus, im Tempel, in der Burg +# type = character +# log_loc_errors = no +# +# text = { +# trigger = { +# has_government = republic_government +# } +# localization_key = CustomLoc_DE_Im_ResidenceBuilding +# } +# +# text = { +# trigger = { +# OR = { +# has_government = theocracy_government +# is_theocratic_lessee = yes +# } +# } +# localization_key = CustomLoc_DE_Im_ResidenceBuilding +# } +# +# text = { +# trigger = { +# NOR = { +# has_government = republic_government +# has_government = theocracy_government +# is_theocratic_lessee = yes +# } +# } +# localization_key = CustomLoc_DE_InDer_ResidenceBuilding +# fallback = yes +# } +#} +# \ No newline at end of file diff --git a/common/customizable_localization/00_de_signature_weapon_custom_localization.txt b/common/customizable_localization/00_de_signature_weapon_custom_localization.txt new file mode 100644 index 00000000..ba21ec15 --- /dev/null +++ b/common/customizable_localization/00_de_signature_weapon_custom_localization.txt @@ -0,0 +1,3052 @@ +############################################# +### Scripted Localization for German Loc ## +#### BY Kai Bagehorn ### +############################################# +# +#DE_1_SignatureWeaponCritical = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_slash +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:axe +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_crush +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_pierce +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +#} +# +#DE_2_SignatureWeaponCritical = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_slash +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:axe +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_crush +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_pierce +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +#} +# +#DE_3_SignatureWeaponCritical = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_slash +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:axe +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_crush +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_pierce +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +#} +# +#DE_4_SignatureWeaponCritical = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_4_signature_weapon_slash +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:axe +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_4_signature_weapon_crush +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_4_signature_weapon_pierce +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +#} +# +#DE_1_signature_weapon = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_sword +# trigger = { +# var:signature_weapon = flag:sword +# } +# fallback = yes +# } +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_mace +# trigger = { +# var:signature_weapon = flag:mace +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_axe +# trigger = { +# var:signature_weapon = flag:axe +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_hammer +# trigger = { +# var:signature_weapon = flag:hammer +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_spear +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_dagger +# trigger = { +# var:signature_weapon = flag:dagger +# } +# } +#} +# +#DE_2_signature_weapon = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_sword +# trigger = { +# var:signature_weapon = flag:sword +# } +# fallback = yes +# } +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_mace +# trigger = { +# var:signature_weapon = flag:mace +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_axe +# trigger = { +# var:signature_weapon = flag:axe +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_hammer +# trigger = { +# var:signature_weapon = flag:hammer +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_spear +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_dagger +# trigger = { +# var:signature_weapon = flag:dagger +# } +# } +#} +# +#DE_3_signature_weapon = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_sword +# trigger = { +# var:signature_weapon = flag:sword +# } +# fallback = yes +# } +# +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_mace +# trigger = { +# var:signature_weapon = flag:mace +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_axe +# trigger = { +# var:signature_weapon = flag:axe +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_hammer +# trigger = { +# var:signature_weapon = flag:hammer +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_spear +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_dagger +# trigger = { +# var:signature_weapon = flag:dagger +# } +# } +#} +# +#DE_4_signature_weapon = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_4_signature_weapon_sword +# trigger = { +# var:signature_weapon = flag:sword +# } +# fallback = yes +# } +# +# text = { +# localization_key = CustomLoc_DE_4_signature_weapon_mace +# trigger = { +# var:signature_weapon = flag:mace +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_4_signature_weapon_axe +# trigger = { +# var:signature_weapon = flag:axe +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_4_signature_weapon_hammer +# trigger = { +# var:signature_weapon = flag:hammer +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_4_signature_weapon_spear +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_4_signature_weapon_dagger +# trigger = { +# var:signature_weapon = flag:dagger +# } +# } +#} +# +#DE_5_signature_weapon = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_5_signature_weapon_sword +# trigger = { +# var:signature_weapon = flag:sword +# } +# fallback = yes +# } +# +# text = { +# localization_key = CustomLoc_DE_5_signature_weapon_mace +# trigger = { +# var:signature_weapon = flag:mace +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_5_signature_weapon_axe +# trigger = { +# var:signature_weapon = flag:axe +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_5_signature_weapon_hammer +# trigger = { +# var:signature_weapon = flag:hammer +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_5_signature_weapon_spear +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_5_signature_weapon_dagger +# trigger = { +# var:signature_weapon = flag:dagger +# } +# } +#} +# +#DE_6_signature_weapon = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_6_signature_weapon_sword +# trigger = { +# var:signature_weapon = flag:sword +# } +# fallback = yes +# } +# +# text = { +# localization_key = CustomLoc_DE_6_signature_weapon_mace +# trigger = { +# var:signature_weapon = flag:mace +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_6_signature_weapon_axe +# trigger = { +# var:signature_weapon = flag:axe +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_6_signature_weapon_hammer +# trigger = { +# var:signature_weapon = flag:hammer +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_6_signature_weapon_spear +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_6_signature_weapon_dagger +# trigger = { +# var:signature_weapon = flag:dagger +# } +# } +#} +# +#DE_7_signature_weapon = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_7_signature_weapon_sword +# trigger = { +# var:signature_weapon = flag:sword +# } +# fallback = yes +# } +# +# text = { +# localization_key = CustomLoc_DE_7_signature_weapon_mace +# trigger = { +# var:signature_weapon = flag:mace +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_7_signature_weapon_axe +# trigger = { +# var:signature_weapon = flag:axe +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_7_signature_weapon_hammer +# trigger = { +# var:signature_weapon = flag:hammer +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_7_signature_weapon_spear +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_7_signature_weapon_dagger +# trigger = { +# var:signature_weapon = flag:dagger +# } +# } +#} +# +#DE_8_signature_weapon = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_8_signature_weapon_sword +# trigger = { +# var:signature_weapon = flag:sword +# } +# fallback = yes +# } +# +# text = { +# localization_key = CustomLoc_DE_8_signature_weapon_mace +# trigger = { +# var:signature_weapon = flag:mace +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_8_signature_weapon_axe +# trigger = { +# var:signature_weapon = flag:axe +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_8_signature_weapon_hammer +# trigger = { +# var:signature_weapon = flag:hammer +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_8_signature_weapon_spear +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_8_signature_weapon_dagger +# trigger = { +# var:signature_weapon = flag:dagger +# } +# } +#} +# +#DE_9_signature_weapon = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_9_signature_weapon_sword +# trigger = { +# var:signature_weapon = flag:sword +# } +# fallback = yes +# } +# +# text = { +# localization_key = CustomLoc_DE_9_signature_weapon_mace +# trigger = { +# var:signature_weapon = flag:mace +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_9_signature_weapon_axe +# trigger = { +# var:signature_weapon = flag:axe +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_9_signature_weapon_hammer +# trigger = { +# var:signature_weapon = flag:hammer +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_9_signature_weapon_spear +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_9_signature_weapon_dagger +# trigger = { +# var:signature_weapon = flag:dagger +# } +# } +#} +# +#DE_10_signature_weapon = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_10_signature_weapon_sword +# trigger = { +# var:signature_weapon = flag:sword +# } +# fallback = yes +# } +# +# text = { +# localization_key = CustomLoc_DE_10_signature_weapon_mace +# trigger = { +# var:signature_weapon = flag:mace +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_10_signature_weapon_axe +# trigger = { +# var:signature_weapon = flag:axe +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_10_signature_weapon_hammer +# trigger = { +# var:signature_weapon = flag:hammer +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_10_signature_weapon_spear +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_10_signature_weapon_dagger +# trigger = { +# var:signature_weapon = flag:dagger +# } +# } +#} +# +#DE_11_signature_weapon = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_11_signature_weapon_sword +# trigger = { +# var:signature_weapon = flag:sword +# } +# fallback = yes +# } +# +# text = { +# localization_key = CustomLoc_DE_11_signature_weapon_mace +# trigger = { +# var:signature_weapon = flag:mace +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_11_signature_weapon_axe +# trigger = { +# var:signature_weapon = flag:axe +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_11_signature_weapon_hammer +# trigger = { +# var:signature_weapon = flag:hammer +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_11_signature_weapon_spear +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_11_signature_weapon_dagger +# trigger = { +# var:signature_weapon = flag:dagger +# } +# } +#} +# +#DE_12_signature_weapon = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_12_signature_weapon_sword +# trigger = { +# var:signature_weapon = flag:sword +# } +# fallback = yes +# } +# +# text = { +# localization_key = CustomLoc_DE_12_signature_weapon_mace +# trigger = { +# var:signature_weapon = flag:mace +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_12_signature_weapon_axe +# trigger = { +# var:signature_weapon = flag:axe +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_12_signature_weapon_hammer +# trigger = { +# var:signature_weapon = flag:hammer +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_12_signature_weapon_spear +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_12_signature_weapon_dagger +# trigger = { +# var:signature_weapon = flag:dagger +# } +# } +#} +# +#DE_13_signature_weapon = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_13_signature_weapon_sword +# trigger = { +# var:signature_weapon = flag:sword +# } +# fallback = yes +# } +# +# text = { +# localization_key = CustomLoc_DE_13_signature_weapon_mace +# trigger = { +# var:signature_weapon = flag:mace +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_13_signature_weapon_axe +# trigger = { +# var:signature_weapon = flag:axe +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_13_signature_weapon_hammer +# trigger = { +# var:signature_weapon = flag:hammer +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_13_signature_weapon_spear +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_13_signature_weapon_dagger +# trigger = { +# var:signature_weapon = flag:dagger +# } +# } +#} +# +#DE_1_SignatureWeaponAction = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_sword_draw +# trigger = { +# var:signature_weapon = flag:sword +# } +# fallback = yes +# } +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_mace_lift +# trigger = { +# var:signature_weapon = flag:mace +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_axe_heft +# trigger = { +# var:signature_weapon = flag:axe +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_hammer_raise +# trigger = { +# var:signature_weapon = flag:hammer +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_spear_couch +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_dagger_brandish +# trigger = { +# var:signature_weapon = flag:dagger +# } +# } +#} +# +#DE_2_SignatureWeaponAction = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_sword_draw +# trigger = { +# var:signature_weapon = flag:sword +# } +# fallback = yes +# } +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_mace_lift +# trigger = { +# var:signature_weapon = flag:mace +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_axe_heft +# trigger = { +# var:signature_weapon = flag:axe +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_hammer_raise +# trigger = { +# var:signature_weapon = flag:hammer +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_spear_couch +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_dagger_brandish +# trigger = { +# var:signature_weapon = flag:dagger +# } +# } +#} +# +#DE_3_SignatureWeaponAction = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_sword_draw +# trigger = { +# var:signature_weapon = flag:sword +# } +# fallback = yes +# } +# +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_mace_lift +# trigger = { +# var:signature_weapon = flag:mace +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_axe_heft +# trigger = { +# var:signature_weapon = flag:axe +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_hammer_raise +# trigger = { +# var:signature_weapon = flag:hammer +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_spear_couch +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_dagger_brandish +# trigger = { +# var:signature_weapon = flag:dagger +# } +# } +#} +# +#DE_4_SignatureWeaponAction = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_4_signature_weapon_sword_draw +# trigger = { +# var:signature_weapon = flag:sword +# } +# fallback = yes +# } +# +# text = { +# localization_key = CustomLoc_DE_4_signature_weapon_mace_lift +# trigger = { +# var:signature_weapon = flag:mace +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_4_signature_weapon_axe_heft +# trigger = { +# var:signature_weapon = flag:axe +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_4_signature_weapon_hammer_raise +# trigger = { +# var:signature_weapon = flag:hammer +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_4_signature_weapon_spear_couch +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +# +# text = { +# localization_key = CustomLoc_DE_4_signature_weapon_dagger_brandish +# trigger = { +# var:signature_weapon = flag:dagger +# } +# } +#} +# +#DE_1_SignatureWeaponCriticalPresent = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_slash_present +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:axe +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_crush_present +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_pierce_present +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +#} +# +#DE_1_SignatureWeaponAttemptedHeavy = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_attempted_heavy_slash +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:axe +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_attempted_heavy_crush +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_attempted_heavy_pierce +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +#} +# +#DE_2_SignatureWeaponAttemptedHeavy = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_attempted_heavy_slash +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:axe +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_attempted_heavy_crush +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_attempted_heavy_pierce +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +#} +# +#DE_3_SignatureWeaponAttemptedHeavy = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_attempted_heavy_slash +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:axe +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_attempted_heavy_crush +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_attempted_heavy_pierce +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +#} +# +#DE_4_SignatureWeaponAttemptedHeavy = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_4_signature_weapon_attempted_heavy_slash +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:axe +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_4_signature_weapon_attempted_heavy_crush +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_4_signature_weapon_attempted_heavy_pierce +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +#} +# +#DE_1_SignatureWeaponAttemptedLight = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_attempted_light_slash +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:axe +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_attempted_light_crush +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_attempted_light_pierce +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +#} +# +#DE_2_SignatureWeaponAttemptedLight = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_attempted_light_slash +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:axe +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_attempted_light_crush +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_attempted_light_pierce +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +#} +# +#DE_3_SignatureWeaponAttemptedLight = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_attempted_light_slash +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:axe +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_attempted_light_crush +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_attempted_light_pierce +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +#} +# +#DE_4_SignatureWeaponAttemptedLight = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_4_signature_weapon_attempted_light_slash +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:axe +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_4_signature_weapon_attempted_light_crush +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_4_signature_weapon_attempted_light_pierce +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +#} +# +#DE_1_SignatureWeaponAttemptedHeavyPlural = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_attempted_heavy_plural_slash +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:axe +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_attempted_heavy_plural_crush +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_attempted_heavy_plural_pierce +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +#} +# +#DE_2_SignatureWeaponAttemptedHeavyPlural = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_attempted_heavy_plural_slash +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:axe +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_attempted_heavy_plural_crush +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_attempted_heavy_plural_pierce +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +#} +# +#DE_3_SignatureWeaponAttemptedHeavyPlural = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_attempted_heavy_plural_slash +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:axe +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_attempted_heavy_plural_crush +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_attempted_heavy_plural_pierce +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +#} +# +#DE_4_SignatureWeaponAttemptedHeavyPlural = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_4_signature_weapon_attempted_heavy_plural_slash +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:axe +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_4_signature_weapon_attempted_heavy_plural_crush +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_4_signature_weapon_attempted_heavy_plural_pierce +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +#} +# +#DE_5_SignatureWeaponAttemptedHeavyPlural = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_5_signature_weapon_attempted_heavy_plural_slash +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:axe +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_5_signature_weapon_attempted_heavy_plural_crush +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_5_signature_weapon_attempted_heavy_plural_pierce +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +#} +# +#DE_1_SignatureWeaponAttemptedLightPlural = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_attempted_light_plural_slash +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:axe +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_attempted_light_plural_crush +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_attempted_light_plural_pierce +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +#} +# +#DE_2_SignatureWeaponAttemptedLightPlural = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_attempted_light_plural_slash +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:axe +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_attempted_light_plural_crush +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_attempted_light_plural_pierce +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +#} +# +#DE_3_SignatureWeaponAttemptedLightPlural = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_attempted_light_plural_slash +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:axe +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_attempted_light_plural_crush +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_attempted_light_plural_pierce +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +#} +# +#DE_1_SignatureWeaponFlourishPresentParticiple = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_flourish_whirling +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:axe +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_flourish_flailing +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# var:signature_weapon = flag:dagger +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_flourish_swinging +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +#} +# +#DE_2_SignatureWeaponFlourishPresentParticiple = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_flourish_whirling +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:axe +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_flourish_flailing +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# var:signature_weapon = flag:dagger +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_flourish_swinging +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +#} +# +#DE_3_SignatureWeaponFlourishPresentParticiple = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_flourish_whirling +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:axe +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_flourish_flailing +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# var:signature_weapon = flag:dagger +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_flourish_swinging +# trigger = { +# var:signature_weapon = flag:spear +# } +# } +#} +# +#DE_1_SignatureWeaponWoundVerb1ThirdPersonPresent = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_attack_verb_hews +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:axe +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_attack_verb_smashes +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_attack_verb_stabs +# trigger = { +# OR = { +# var:signature_weapon = flag:spear +# var:signature_weapon = flag:dagger +# } +# } +# } +#} +# +#DE_1_SignatureWeaponWoundVerb2 = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_attack_verb_bite +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:axe +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_attack_verb_crack +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_attack_verb_puncture +# trigger = { +# OR = { +# var:signature_weapon = flag:spear +# var:signature_weapon = flag:dagger +# } +# } +# } +#} +# +#DE_2_SignatureWeaponWoundVerb2 = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_attack_verb_bite +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:axe +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_attack_verb_crack +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_attack_verb_puncture +# trigger = { +# OR = { +# var:signature_weapon = flag:spear +# var:signature_weapon = flag:dagger +# } +# } +# } +#} +# +#DE_1_SignatureWeaponWoundVerb5 = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_attack_verb_plunge +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:axe +# var:signature_weapon = flag:spear +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_attack_verb_drive +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +#} +# +#DE_2_SignatureWeaponWoundVerb5 = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_attack_verb_plunge +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:axe +# var:signature_weapon = flag:spear +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_attack_verb_drive +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +#} +# +#DE_1_SignatureWeaponEndMaterial = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_end_wood +# trigger = { +# OR = { +# var:signature_weapon = flag:spear +# var:signature_weapon = flag:axe +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_end_metal +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:dagger +# var:signature_weapon = flag:hammer +# var:signature_weapon = flag:mace +# } +# } +# fallback = yes +# } +#} +# +#DE_1_SignatureWeaponTipType = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_point +# trigger = { +# OR = { +# var:signature_weapon = flag:spear +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_head +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_edge +# trigger = { var:signature_weapon = flag:axe } +# } +#} +# +#DE_2_SignatureWeaponTipType = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_point +# trigger = { +# OR = { +# var:signature_weapon = flag:spear +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_head +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_edge +# trigger = { var:signature_weapon = flag:axe } +# } +#} +# +#DE_3_SignatureWeaponTipType = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_point +# trigger = { +# OR = { +# var:signature_weapon = flag:spear +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_head +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_edge +# trigger = { var:signature_weapon = flag:axe } +# } +#} +# +#DE_4_SignatureWeaponTipType = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_4_signature_weapon_point +# trigger = { +# OR = { +# var:signature_weapon = flag:spear +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_4_signature_weapon_head +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_4_signature_weapon_edge +# trigger = { var:signature_weapon = flag:axe } +# } +#} +# +#DE_5_SignatureWeaponTipType = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_5_signature_weapon_point +# trigger = { +# OR = { +# var:signature_weapon = flag:spear +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_5_signature_weapon_head +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_5_signature_weapon_edge +# trigger = { var:signature_weapon = flag:axe } +# } +#} +# +#DE_1_SignatureWeaponBreaksVerbPresentParticiple = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_breaks_bending_the_blade +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:dagger +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_breaks_snapping_the_haft +# trigger = { +# OR = { +# var:signature_weapon = flag:spear +# var:signature_weapon = flag:axe +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_breaks_bending_the_haft +# trigger = { +# OR = { +# var:signature_weapon = flag:hammer +# var:signature_weapon = flag:mace +# } +# } +# fallback = yes +# } +#} +# +#DE_2_SignatureWeaponBreaksVerbPresentParticiple = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_breaks_bending_the_blade +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:dagger +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_breaks_snapping_the_haft +# trigger = { +# OR = { +# var:signature_weapon = flag:spear +# var:signature_weapon = flag:axe +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_breaks_bending_the_haft +# trigger = { +# OR = { +# var:signature_weapon = flag:hammer +# var:signature_weapon = flag:mace +# } +# } +# fallback = yes +# } +#} +# +#DE_1_SignatureWeaponBreaksVerbPastTense = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_breaks_bend_the_blade +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:dagger +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_breaks_snap_the_haft +# trigger = { +# OR = { +# var:signature_weapon = flag:spear +# var:signature_weapon = flag:axe +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_breaks_bend_the_haft +# trigger = { +# OR = { +# var:signature_weapon = flag:hammer +# var:signature_weapon = flag:mace +# } +# } +# fallback = yes +# } +#} +# +#DE_2_SignatureWeaponBreaksVerbPastTense = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_breaks_bend_the_blade +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:dagger +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_breaks_snap_the_haft +# trigger = { +# OR = { +# var:signature_weapon = flag:spear +# var:signature_weapon = flag:axe +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_breaks_bend_the_haft +# trigger = { +# OR = { +# var:signature_weapon = flag:hammer +# var:signature_weapon = flag:mace +# } +# } +# fallback = yes +# } +#} +# +#DE_1_SignatureWeaponBreaksVerbPastTense2 = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_breaks_bent_the_blade +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:dagger +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_breaks_snapped_the_haft +# trigger = { +# OR = { +# var:signature_weapon = flag:spear +# var:signature_weapon = flag:axe +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_breaks_bent_the_haft +# trigger = { +# OR = { +# var:signature_weapon = flag:hammer +# var:signature_weapon = flag:mace +# } +# } +# fallback = yes +# } +#} +# +#DE_2_SignatureWeaponBreaksVerbPastTense2 = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_breaks_bent_the_blade +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:dagger +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_breaks_snapped_the_haft +# trigger = { +# OR = { +# var:signature_weapon = flag:spear +# var:signature_weapon = flag:axe +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_breaks_bent_the_haft +# trigger = { +# OR = { +# var:signature_weapon = flag:hammer +# var:signature_weapon = flag:mace +# } +# } +# fallback = yes +# } +#} +# +#DE_1_SignatureWeaponKillType = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_crush +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_run_through +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:spear +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_cut_down +# trigger = { var:signature_weapon = flag:axe } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_gut +# trigger = { var:signature_weapon = flag:dagger } +# } +#} +# +#DE_1_SignatureWeaponKillTypeFirstPersonFuture = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_crush_me +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_run_me_through +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:spear +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_cut_me_down +# trigger = { var:signature_weapon = flag:axe } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_gut_me +# trigger = { var:signature_weapon = flag:dagger } +# } +#} +# +#DE_1_SignatureWeaponKillTypeThirdPersonFutureGendered = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_crush_herhim +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_run_herhim_through +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:spear +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_cut_herhim_down +# trigger = { var:signature_weapon = flag:axe } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_gut_herhim +# trigger = { var:signature_weapon = flag:dagger } +# } +#} +# +#DE_2_SignatureWeaponKillTypeThirdPersonFutureGendered = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_killed_crush_herhim +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_killed_run_herhim_through +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:spear +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_killed_cut_herhim_down +# trigger = { var:signature_weapon = flag:axe } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_killed_gut_herhim +# trigger = { var:signature_weapon = flag:dagger } +# } +#} +# +#DE_3_SignatureWeaponKillTypeThirdPersonFutureGendered = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_killed_crush_herhim +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_killed_run_herhim_through +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:spear +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_killed_cut_herhim_down +# trigger = { var:signature_weapon = flag:axe } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_killed_gut_herhim +# trigger = { var:signature_weapon = flag:dagger } +# } +#} +# +#DE_4_SignatureWeaponKillTypeThirdPersonFutureGendered = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_4_signature_weapon_killed_crush_herhim +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_4_signature_weapon_killed_run_herhim_through +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:spear +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_4_signature_weapon_killed_cut_herhim_down +# trigger = { var:signature_weapon = flag:axe } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_4_signature_weapon_killed_gut_herhim +# trigger = { var:signature_weapon = flag:dagger } +# } +#} +# +#DE_1_SignatureWeaponKillTypeThirdPersonPresentParticipleGendered = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_crushing_herhim +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_running_herhim_through +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:spear +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_cutting_herhim_down +# trigger = { var:signature_weapon = flag:axe } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_gutting_herhim +# trigger = { var:signature_weapon = flag:dagger } +# } +#} +# +#DE_2_SignatureWeaponKillTypeThirdPersonPresentParticipleGendered = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_killed_crushing_herhim +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_killed_running_herhim_through +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:spear +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_killed_cutting_herhim_down +# trigger = { var:signature_weapon = flag:axe } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_killed_gutting_herhim +# trigger = { var:signature_weapon = flag:dagger } +# } +#} +# +#DE_1_SignatureWeaponKillTypeGroinFirstPersonFuture = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_pulverise_my_waist +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_unseam_me_groin_to_neck +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:spear +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_split_my_groin_in_two +# trigger = { var:signature_weapon = flag:axe } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_stab_me_repeatedly_in_the_groin +# trigger = { var:signature_weapon = flag:dagger } +# } +#} +# +#DE_2_SignatureWeaponKillTypeGroinFirstPersonFuture = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_killed_pulverise_my_waist +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_killed_unseam_me_groin_to_neck +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:spear +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_killed_split_my_groin_in_two +# trigger = { var:signature_weapon = flag:axe } +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_killed_stab_me_repeatedly_in_the_groin +# trigger = { var:signature_weapon = flag:dagger } +# } +#} +# +#DE_1_SignatureWeaponKillTypeGroinThirdPersonFutureGendered = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_pulverise_herhis_waist +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_unseam_herhim_groin_to_neck +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:spear +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_split_herhis_groin_in_two +# trigger = { var:signature_weapon = flag:axe } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_stab_herhim_repeatedly_in_the_groin +# trigger = { var:signature_weapon = flag:dagger } +# } +#} +# +#DE_2_SignatureWeaponKillTypeGroinThirdPersonFutureGendered = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_killed_pulverise_herhis_waist +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_killed_unseam_herhim_groin_to_neck +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:spear +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_killed_split_herhis_groin_in_two +# trigger = { var:signature_weapon = flag:axe } +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_killed_stab_herhim_repeatedly_in_the_groin +# trigger = { var:signature_weapon = flag:dagger } +# } +#} +# +#DE_1_SignatureWeaponKillTypeGroinThirdPersonActive = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_pulverises_my_waist +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_unseams_me_groin_to_neck +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:spear +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_splits_my_groin_in_two +# trigger = { var:signature_weapon = flag:axe } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_stabs_me_repeatedly_in_the_groin +# trigger = { var:signature_weapon = flag:dagger } +# } +#} +# +#DE_1_SignatureWeaponKillTypeGroinThirdPersonPresentParticipleGendered = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_pulverising_herhis_waist +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_unseaming_herhim_groin_to_neck +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:spear +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_splitting_herhis_groin_in_two +# trigger = { var:signature_weapon = flag:axe } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_stabbing_herhim_repeatedly_in_the_groin +# trigger = { var:signature_weapon = flag:dagger } +# } +#} +# +#DE_2_SignatureWeaponKillTypeGroinThirdPersonPresentParticipleGendered = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_killed_pulverising_herhis_waist +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_killed_unseaming_herhim_groin_to_neck +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:spear +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_killed_splitting_herhis_groin_in_two +# trigger = { var:signature_weapon = flag:axe } +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_killed_stabbing_herhim_repeatedly_in_the_groin +# trigger = { var:signature_weapon = flag:dagger } +# } +#} +# +#DE_1_SignatureWeaponKillTypeHeadFirstPersonFuture = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_crush_my_skull +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_cut_my_throat +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:spear +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_hack_off_my_head +# trigger = { var:signature_weapon = flag:axe } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_stab_me_in_the_brain +# trigger = { var:signature_weapon = flag:dagger } +# } +#} +# +#DE_2_SignatureWeaponKillTypeHeadFirstPersonFuture = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_killed_crush_my_skull +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_killed_cut_my_throat +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:spear +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_killed_hack_off_my_head +# trigger = { var:signature_weapon = flag:axe } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_killed_stab_me_in_the_brain +# trigger = { var:signature_weapon = flag:dagger } +# } +#} +# +#DE_1_SignatureWeaponKillTypeHead2ThirdPersonActive = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_shatters_my_jaw +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_cuts_my_throat +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:spear +# var:signature_weapon = flag:dagger +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_hacks_out_my_throat +# trigger = { var:signature_weapon = flag:axe } +# fallback = yes +# } +#} +# +#DE_1_SignatureWeaponKillTypeHead2ThirdPersonActiveGendered = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_shatters_herhis_jaw +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_cuts_herhis_throat +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:spear +# var:signature_weapon = flag:dagger +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_hacks_out_herhis_throat +# trigger = { var:signature_weapon = flag:axe } +# fallback = yes +# } +#} +# +#DE_2_SignatureWeaponKillTypeHead2ThirdPersonActiveGendered = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_killed_shatters_herhis_jaw +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_killed_cuts_herhis_throat +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:spear +# var:signature_weapon = flag:dagger +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_killed_hacks_out_herhis_throat +# trigger = { var:signature_weapon = flag:axe } +# fallback = yes +# } +#} +# +#DE_1_SignatureWeaponKillTypeTorsoThirdPersonActive = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_crushes_my_sternum +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_punches_through_my_sternum +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:spear +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_hews_into_my_sternum +# trigger = { var:signature_weapon = flag:axe } +# } +#} +# +#DE_1_SignatureWeaponKillTypeTorsoThirdPersonActiveGendered = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_crushes_herhis_sternum +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_punches_through_herhis_sternum +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:spear +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_hews_into_herhis_sternum +# trigger = { var:signature_weapon = flag:axe } +# } +#} +# +#DE_1_SignatureWeaponKillTypeTorsoPresentParticiple = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_crushing_my_sternum +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_punching_through_my_sternum +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:spear +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_hewing_into_my_sternum +# trigger = { var:signature_weapon = flag:axe } +# } +#} +# +#DE_1_SignatureWeaponKillTypeTorsoThirdPersonPresentParticipleGendered = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_crushing_herhis_sternum +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_punching_through_herhis_sternum +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:spear +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_killed_hewing_into_herhis_sternum +# trigger = { var:signature_weapon = flag:axe } +# } +#} +# +#DE_1_SignatureWeaponKillTypeTorso2PresentParticiple = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_attack_verb_sliding_between_my_ribs +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:spear +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_attack_verb_stoving_in_my_ribs +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_attack_verb_hacking_through_my_ribs +# trigger = { var:signature_weapon = flag:axe } +# } +#} +# +#DE_2_SignatureWeaponKillTypeTorso2PresentParticiple = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_attack_verb_sliding_between_my_ribs +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:spear +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_attack_verb_stoving_in_my_ribs +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_attack_verb_hacking_through_my_ribs +# trigger = { var:signature_weapon = flag:axe } +# } +#} +# +#DE_1_SignatureWeaponKillTypeTorso2ThirdPersonSimplePresentGendered = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_attack_verb_stab_between_herhis_ribs +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:spear +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_attack_verb_stove_in_herhis_ribs +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_1_signature_weapon_attack_verb_hack_through_herhis_ribs +# trigger = { var:signature_weapon = flag:axe } +# } +#} +# +#DE_2_SignatureWeaponKillTypeTorso2ThirdPersonSimplePresentGendered = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_attack_verb_stab_between_herhis_ribs +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:spear +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_attack_verb_stove_in_herhis_ribs +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_2_signature_weapon_attack_verb_hack_through_herhis_ribs +# trigger = { var:signature_weapon = flag:axe } +# } +#} +# +#DE_3_SignatureWeaponKillTypeTorso2ThirdPersonSimplePresentGendered = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_attack_verb_stab_between_herhis_ribs +# trigger = { +# OR = { +# var:signature_weapon = flag:sword +# var:signature_weapon = flag:spear +# var:signature_weapon = flag:dagger +# } +# } +# fallback = yes +# } +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_attack_verb_stove_in_herhis_ribs +# trigger = { +# OR = { +# var:signature_weapon = flag:mace +# var:signature_weapon = flag:hammer +# } +# } +# } +# text = { +# localization_key = CustomLoc_DE_3_signature_weapon_attack_verb_hack_through_herhis_ribs +# trigger = { var:signature_weapon = flag:axe } +# } +#} \ No newline at end of file diff --git a/common/customizable_localization/00_de_single_combat_custom_loc.txt b/common/customizable_localization/00_de_single_combat_custom_loc.txt new file mode 100644 index 00000000..eb6be1b7 --- /dev/null +++ b/common/customizable_localization/00_de_single_combat_custom_loc.txt @@ -0,0 +1,1131 @@ +############################################# +### Scripted Localization for German Loc ## +#### BY Kai Bagehorn ### +############################################# +# +#DE_1_GritType = { +# log_loc_errors = no +# +# type = character +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = mountains +# terrain = desert_mountains +# } +# } +# } +# localization_key = CustomLoc_DE_1_grit_type_grit +# fallback = yes +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = plains +# terrain = farmlands +# terrain = hills +# terrain = floodplains +# } +# } +# } +# localization_key = CustomLoc_DE_1_grit_type_dirt +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = desert +# terrain = oasis +# } +# } +# } +# localization_key = CustomLoc_DE_1_grit_type_sand +# } +# +# text = { +# trigger = { +# location = { terrain = wetlands } +# } +# localization_key = CustomLoc_DE_1_grit_type_bog_water +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = forest +# terrain = taiga +# } +# } +# } +# localization_key = CustomLoc_DE_1_grit_type_twigs +# } +# +# text = { +# trigger = { +# location = { terrain = jungle } +# } +# localization_key = CustomLoc_DE_1_grit_type_wet_leaves +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = steppe +# terrain = drylands +# } +# } +# } +# localization_key = CustomLoc_DE_1_grit_type_dry_grass +# } +#} +# +#DE_2_GritType = { +# log_loc_errors = no +# +# type = character +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = mountains +# terrain = desert_mountains +# } +# } +# } +# localization_key = CustomLoc_DE_2_grit_type_grit +# fallback = yes +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = plains +# terrain = farmlands +# terrain = hills +# terrain = floodplains +# } +# } +# } +# localization_key = CustomLoc_DE_2_grit_type_dirt +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = desert +# terrain = oasis +# } +# } +# } +# localization_key = CustomLoc_DE_2_grit_type_sand +# } +# +# text = { +# trigger = { +# location = { terrain = wetlands } +# } +# localization_key = CustomLoc_DE_2_grit_type_bog_water +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = forest +# terrain = taiga +# } +# } +# } +# localization_key = CustomLoc_DE_2_grit_type_twigs +# } +# +# text = { +# trigger = { +# location = { terrain = jungle } +# } +# localization_key = CustomLoc_DE_2_grit_type_wet_leaves +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = steppe +# terrain = drylands +# } +# } +# } +# localization_key = CustomLoc_DE_2_grit_type_dry_grass +# } +#} +# +#DE_3_GritType = { +# log_loc_errors = no +# +# type = character +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = mountains +# terrain = desert_mountains +# } +# } +# } +# localization_key = CustomLoc_DE_3_grit_type_grit +# fallback = yes +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = plains +# terrain = farmlands +# terrain = hills +# terrain = floodplains +# } +# } +# } +# localization_key = CustomLoc_DE_3_grit_type_dirt +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = desert +# terrain = oasis +# } +# } +# } +# localization_key = CustomLoc_DE_3_grit_type_sand +# } +# +# text = { +# trigger = { +# location = { terrain = wetlands } +# } +# localization_key = CustomLoc_DE_3_grit_type_bog_water +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = forest +# terrain = taiga +# } +# } +# } +# localization_key = CustomLoc_DE_3_grit_type_twigs +# } +# +# text = { +# trigger = { +# location = { terrain = jungle } +# } +# localization_key = CustomLoc_DE_3_grit_type_wet_leaves +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = steppe +# terrain = drylands +# } +# } +# } +# localization_key = CustomLoc_DE_3_grit_type_dry_grass +# } +#} +# +#DE_4_GritType = { +# log_loc_errors = no +# +# type = character +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = mountains +# terrain = desert_mountains +# } +# } +# } +# localization_key = CustomLoc_DE_4_grit_type_grit +# fallback = yes +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = plains +# terrain = farmlands +# terrain = hills +# terrain = floodplains +# } +# } +# } +# localization_key = CustomLoc_DE_4_grit_type_dirt +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = desert +# terrain = oasis +# } +# } +# } +# localization_key = CustomLoc_DE_4_grit_type_sand +# } +# +# text = { +# trigger = { +# location = { terrain = wetlands } +# } +# localization_key = CustomLoc_DE_4_grit_type_bog_water +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = forest +# terrain = taiga +# } +# } +# } +# localization_key = CustomLoc_DE_4_grit_type_twigs +# } +# +# text = { +# trigger = { +# location = { terrain = jungle } +# } +# localization_key = CustomLoc_DE_4_grit_type_wet_leaves +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = steppe +# terrain = drylands +# } +# } +# } +# localization_key = CustomLoc_DE_4_grit_type_dry_grass +# } +#} +# +#DE_5_GritType = { +# log_loc_errors = no +# +# type = character +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = mountains +# terrain = desert_mountains +# } +# } +# } +# localization_key = CustomLoc_DE_5_grit_type_grit +# fallback = yes +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = plains +# terrain = farmlands +# terrain = hills +# terrain = floodplains +# } +# } +# } +# localization_key = CustomLoc_DE_5_grit_type_dirt +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = desert +# terrain = oasis +# } +# } +# } +# localization_key = CustomLoc_DE_5_grit_type_sand +# } +# +# text = { +# trigger = { +# location = { terrain = wetlands } +# } +# localization_key = CustomLoc_DE_5_grit_type_bog_water +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = forest +# terrain = taiga +# } +# } +# } +# localization_key = CustomLoc_DE_5_grit_type_twigs +# } +# +# text = { +# trigger = { +# location = { terrain = jungle } +# } +# localization_key = CustomLoc_DE_5_grit_type_wet_leaves +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = steppe +# terrain = drylands +# } +# } +# } +# localization_key = CustomLoc_DE_5_grit_type_dry_grass +# } +#} +# +#DE_6_GritType = { +# log_loc_errors = no +# +# type = character +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = mountains +# terrain = desert_mountains +# } +# } +# } +# localization_key = CustomLoc_DE_6_grit_type_grit +# fallback = yes +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = plains +# terrain = farmlands +# terrain = hills +# terrain = floodplains +# } +# } +# } +# localization_key = CustomLoc_DE_6_grit_type_dirt +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = desert +# terrain = oasis +# } +# } +# } +# localization_key = CustomLoc_DE_6_grit_type_sand +# } +# +# text = { +# trigger = { +# location = { terrain = wetlands } +# } +# localization_key = CustomLoc_DE_6_grit_type_bog_water +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = forest +# terrain = taiga +# } +# } +# } +# localization_key = CustomLoc_DE_6_grit_type_twigs +# } +# +# text = { +# trigger = { +# location = { terrain = jungle } +# } +# localization_key = CustomLoc_DE_6_grit_type_wet_leaves +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = steppe +# terrain = drylands +# } +# } +# } +# localization_key = CustomLoc_DE_6_grit_type_dry_grass +# } +#} +# +#DE_7_GritType = { +# log_loc_errors = no +# +# type = character +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = mountains +# terrain = desert_mountains +# } +# } +# } +# localization_key = CustomLoc_DE_7_grit_type_grit +# fallback = yes +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = plains +# terrain = farmlands +# terrain = hills +# terrain = floodplains +# } +# } +# } +# localization_key = CustomLoc_DE_7_grit_type_dirt +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = desert +# terrain = oasis +# } +# } +# } +# localization_key = CustomLoc_DE_7_grit_type_sand +# } +# +# text = { +# trigger = { +# location = { terrain = wetlands } +# } +# localization_key = CustomLoc_DE_7_grit_type_bog_water +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = forest +# terrain = taiga +# } +# } +# } +# localization_key = CustomLoc_DE_7_grit_type_twigs +# } +# +# text = { +# trigger = { +# location = { terrain = jungle } +# } +# localization_key = CustomLoc_DE_7_grit_type_wet_leaves +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = steppe +# terrain = drylands +# } +# } +# } +# localization_key = CustomLoc_DE_7_grit_type_dry_grass +# } +#} +# +#DE_1_GroundType = { +# log_loc_errors = no +# +# type = character +# +# text = { +# trigger = { +# exists = scope:locale +# #NOT = { scope:locale = flag:wilderness } +# } +# localization_key = CustomLoc_DE_1_ground_type_dust +# fallback = yes +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = farmlands +# terrain = hills +# terrain = drylands +# } +# } +# } +# localization_key = CustomLoc_DE_1_ground_type_dirt +# } +# +# text = { +# trigger = { +# location = { terrain = mountains } +# } +# localization_key = CustomLoc_DE_1_ground_type_rocks +# } +# +# text = { +# trigger = { +# location = { terrain = desert_mountains } +# } +# localization_key = CustomLoc_DE_1_ground_type_sandy_rocks +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = desert +# terrain = oasis +# } +# } +# } +# localization_key = CustomLoc_DE_1_ground_type_sand +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = wetlands +# terrain = floodplains +# } +# } +# } +# localization_key = CustomLoc_DE_1_ground_type_wet_grass +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = forest +# terrain = taiga +# terrain = jungle +# } +# } +# } +# localization_key = CustomLoc_DE_1_ground_type_mulch +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = steppe +# terrain = plains +# } +# } +# } +# localization_key = CustomLoc_DE_1_ground_type_grass +# } +#} +# +#DE_2_GroundType = { +# log_loc_errors = no +# +# type = character +# +# text = { +# trigger = { +# exists = scope:locale +# #NOT = { scope:locale = flag:wilderness } +# } +# localization_key = CustomLoc_DE_2_ground_type_dust +# fallback = yes +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = farmlands +# terrain = hills +# terrain = drylands +# } +# } +# } +# localization_key = CustomLoc_DE_2_ground_type_dirt +# } +# +# text = { +# trigger = { +# location = { terrain = mountains } +# } +# localization_key = CustomLoc_DE_2_ground_type_rocks +# } +# +# text = { +# trigger = { +# location = { terrain = desert_mountains } +# } +# localization_key = CustomLoc_DE_2_ground_type_sandy_rocks +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = desert +# terrain = oasis +# } +# } +# } +# localization_key = CustomLoc_DE_2_ground_type_sand +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = wetlands +# terrain = floodplains +# } +# } +# } +# localization_key = CustomLoc_DE_2_ground_type_wet_grass +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = forest +# terrain = taiga +# terrain = jungle +# } +# } +# } +# localization_key = CustomLoc_DE_2_ground_type_mulch +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = steppe +# terrain = plains +# } +# } +# } +# localization_key = CustomLoc_DE_2_ground_type_grass +# } +#} +# +#DE_3_GroundType = { +# log_loc_errors = no +# +# type = character +# +# text = { +# trigger = { +# exists = scope:locale +# #NOT = { scope:locale = flag:wilderness } +# } +# localization_key = CustomLoc_DE_3_ground_type_dust +# fallback = yes +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = farmlands +# terrain = hills +# terrain = drylands +# } +# } +# } +# localization_key = CustomLoc_DE_3_ground_type_dirt +# } +# +# text = { +# trigger = { +# location = { terrain = mountains } +# } +# localization_key = CustomLoc_DE_3_ground_type_rocks +# } +# +# text = { +# trigger = { +# location = { terrain = desert_mountains } +# } +# localization_key = CustomLoc_DE_3_ground_type_sandy_rocks +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = desert +# terrain = oasis +# } +# } +# } +# localization_key = CustomLoc_DE_3_ground_type_sand +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = wetlands +# terrain = floodplains +# } +# } +# } +# localization_key = CustomLoc_DE_3_ground_type_wet_grass +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = forest +# terrain = taiga +# terrain = jungle +# } +# } +# } +# localization_key = CustomLoc_DE_3_ground_type_mulch +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = steppe +# terrain = plains +# } +# } +# } +# localization_key = CustomLoc_DE_3_ground_type_grass +# } +#} +# +#DE_4_GroundType = { +# log_loc_errors = no +# +# type = character +# +# text = { +# trigger = { +# exists = scope:locale +# #NOT = { scope:locale = flag:wilderness } +# } +# localization_key = CustomLoc_DE_4_ground_type_dust +# fallback = yes +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = farmlands +# terrain = hills +# terrain = drylands +# } +# } +# } +# localization_key = CustomLoc_DE_4_ground_type_dirt +# } +# +# text = { +# trigger = { +# location = { terrain = mountains } +# } +# localization_key = CustomLoc_DE_4_ground_type_rocks +# } +# +# text = { +# trigger = { +# location = { terrain = desert_mountains } +# } +# localization_key = CustomLoc_DE_4_ground_type_sandy_rocks +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = desert +# terrain = oasis +# } +# } +# } +# localization_key = CustomLoc_DE_4_ground_type_sand +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = wetlands +# terrain = floodplains +# } +# } +# } +# localization_key = CustomLoc_DE_4_ground_type_wet_grass +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = forest +# terrain = taiga +# terrain = jungle +# } +# } +# } +# localization_key = CustomLoc_DE_4_ground_type_mulch +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = steppe +# terrain = plains +# } +# } +# } +# localization_key = CustomLoc_DE_4_ground_type_grass +# } +#} +# +#DE_5_GroundType = { +# log_loc_errors = no +# +# type = character +# +# text = { +# trigger = { +# exists = scope:locale +# #NOT = { scope:locale = flag:wilderness } +# } +# localization_key = CustomLoc_DE_5_ground_type_dust +# fallback = yes +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = farmlands +# terrain = hills +# terrain = drylands +# } +# } +# } +# localization_key = CustomLoc_DE_5_ground_type_dirt +# } +# +# text = { +# trigger = { +# location = { terrain = mountains } +# } +# localization_key = CustomLoc_DE_5_ground_type_rocks +# } +# +# text = { +# trigger = { +# location = { terrain = desert_mountains } +# } +# localization_key = CustomLoc_DE_5_ground_type_sandy_rocks +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = desert +# terrain = oasis +# } +# } +# } +# localization_key = CustomLoc_DE_5_ground_type_sand +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = wetlands +# terrain = floodplains +# } +# } +# } +# localization_key = CustomLoc_DE_5_ground_type_wet_grass +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = forest +# terrain = taiga +# terrain = jungle +# } +# } +# } +# localization_key = CustomLoc_DE_5_ground_type_mulch +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = steppe +# terrain = plains +# } +# } +# } +# localization_key = CustomLoc_DE_5_ground_type_grass +# } +#} +# +#DE_6_GroundType = { +# log_loc_errors = no +# +# type = character +# +# text = { +# trigger = { +# exists = scope:locale +# #NOT = { scope:locale = flag:wilderness } +# } +# localization_key = CustomLoc_DE_6_ground_type_dust +# fallback = yes +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = farmlands +# terrain = hills +# terrain = drylands +# } +# } +# } +# localization_key = CustomLoc_DE_6_ground_type_dirt +# } +# +# text = { +# trigger = { +# location = { terrain = mountains } +# } +# localization_key = CustomLoc_DE_6_ground_type_rocks +# } +# +# text = { +# trigger = { +# location = { terrain = desert_mountains } +# } +# localization_key = CustomLoc_DE_6_ground_type_sandy_rocks +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = desert +# terrain = oasis +# } +# } +# } +# localization_key = CustomLoc_DE_6_ground_type_sand +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = wetlands +# terrain = floodplains +# } +# } +# } +# localization_key = CustomLoc_DE_6_ground_type_wet_grass +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = forest +# terrain = taiga +# terrain = jungle +# } +# } +# } +# localization_key = CustomLoc_DE_6_ground_type_mulch +# } +# +# text = { +# trigger = { +# location = { +# OR = { +# terrain = steppe +# terrain = plains +# } +# } +# } +# localization_key = CustomLoc_DE_6_ground_type_grass +# } +#} \ No newline at end of file diff --git a/common/customizable_localization/00_de_special_gender_cases.txt b/common/customizable_localization/00_de_special_gender_cases.txt new file mode 100644 index 00000000..3164c54f --- /dev/null +++ b/common/customizable_localization/00_de_special_gender_cases.txt @@ -0,0 +1,70 @@ +############################################# +#### Scripted Localization for German ### +#### BY Kai Bagehorn ### +############################################# +# +#DE_MutterlichVaterlich = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_Vaterlich +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_Mutterlich +# trigger = { is_female = yes } +# } +#} +# +#DE_RivalinRivale = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_Rivale +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_Rivalin +# trigger = { is_female = yes } +# } +#} +# +#DE_RivalinRivalen = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_Rivalen +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_Rivalin +# trigger = { is_female = yes } +# } +#} +# +#DE_DasDen = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_Den +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_Das +# trigger = { is_female = yes } +# } +#} +# +#DE_ART_IND_A_Opp = { +# type = character +# log_loc_errors = no +# text = { +# localization_key = CustomLoc_DE_ART_IND_A_female +# trigger = { is_female = no } +# } +# text = { +# localization_key = CustomLoc_DE_ART_IND_A_male +# trigger = { is_female = yes } +# } +#} +# \ No newline at end of file diff --git a/common/customizable_localization/00_es_custom_loc.txt b/common/customizable_localization/00_es_custom_loc.txt new file mode 100644 index 00000000..9f126c25 --- /dev/null +++ b/common/customizable_localization/00_es_custom_loc.txt @@ -0,0 +1,3766 @@ +#### SPANISH CUSTOM LOCALIZATION +#### Por Jaime Ortega +# +### I. PERSONAJES, HOMBRE O MUJER +# +### TERMINACIONES +################### +## ES_XA (luchador/luchadora ; Permite S, sin espacio delante) +## ES_XAOpp (luchadora/luchador Permite S, sin espacio delante) +## ES_OA (loco/loca ; Permite S, sin espacio delante) +## ES_OAOpp (loca/loco ; Permite S, sin espacio delante) +## ES_EEsa (conde/condesa ; sin espacio delante) +## ES_EsEsa (marqués, maarquesa ; sin espacio delante) +## ES_InIna (parlanchín/parlanchina ; Sin espacio delante) +## ES_OnOnesa (barón/baronesa ; Permite S, sin espacio delante) +## ES_TaTisa (poeta/poetisa ; Permite S, sin espacio delante) +## ES_TeTisa (sacerdote/sacerdotisa ; Permite S, sin espacio delante) +## ES_AnAna (rufián/rufiana; Permite S, sin espacio delante) +## ES_DorTriz (enmperador/emperatriz ; Permite S, sin espacio delante) +## ES_InoIna (lechuguino/lechuguina ; Sin espacio delante) +## ES_LLla (doncel/doncella ; Permite S, sin espacio delante) +## ES_NnoNna (extraño/extraña ; Permite S, sin espacio delante) +## ES_OnOna (simplón/simplona ; Permite S, sin espacio delante) +## ES_XIssa (sebastocrátor/sebastocrátorissa ; Sin espacio delante) +## ES_EA (este/esta ; Sin espacio delante) +## ES_EAOpp (esta/este; Sin espacio delante) +## ES_UxOgaresa (dux/ogaresa ; Sin espacio delante) +## ES_OsAs (vasallos/vasallas, todos/todas ; Plural) +## ES_EsSas (duques/duquesas, barones/baronesas ; Plural) +## ES_SesSas (marqueses/marquesas ; Plural) +# +################### +##### ARTICLES #### +################### +## ES_AlAla (al/a la ; Sin espacio delante) +## ES_DelDela (del/de la ; Sin espacio delante) +## ES_LoLa (lo/la ; Sin espacio delante) +## ES_LoLaOpp (la/lo ; Sin espacio delante) +## ES_RleRla (callarle/callarla ; Sin espacio delante) +## ES_RleRlaOpp (callarla/callarle ; Sin espacio delante) +## ES_LeLa (le/la ; Sin espacio delante) +## ES_LeLaOpp (le/la ; Sin espacio delante) +## ES_ElLa (el/la ; Sin espacio delante) +## ES_ElElla (él/ella ; Sin espacio delante) +# +################### +####### NOMBRESS ###### +################### +## ES_SennorSennora (señor/señora) +## ES_CaballeroDama (caballero/dama) +## ES_EsposoEsposa (esposo/esposa) +## ES_EsposoEsposaOpp (esposa/esposo) +## ES_HeroeHeroina (héroe/heroína) +## ES_ConsorConcub (concubino/concubina) +## ES_ConsorConcubOpp (concubina/concubino) +## ES_ReyReina (rey/reina) +## ES_HijoHija (hijo/hija) +## ES_SirvienteSirvienta (sirviente/sirvienta) +# +################################### +## II. REEMPLAZO DE COMANDOS EN INGLÉS +################################### +## ES_FaithGenderedAdj - GetFaith.GetAdjective\GetFaith.GetAdherentName (scope: CHARACTER) +# +################################### +## II. ARTICULOS DELANTE DE COMANDOS # +################################### +## ES_only_el_GetTitledFirstName delante de TitledFirstName, TitleAsName +## ES_only_del_GetTitledFirstName delante de TitledFirstName, TitleAsName +## ES_only_al_GetTitledFirstName delante de TitledFirstName, TitleAsName +## ES_only_el_GetShortUIName delante de GetShortUIName, GetUIName +## ES_only_de_GetShortUIName delante de GetShortUIName, GetUIName +## ES_only_a_GetShortUIName delante de GetShortUIName, GetUIName +# +################################################################### +################################################################### +# +#ES_XA = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_XA_female +# } +# text = { +# localization_key = CustomLoc_ES_XA_male +# fallback = yes +# } +#} +# +#ES_XAOpp = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_XAOpp_female +# } +# text = { +# localization_key = CustomLoc_ES_XAOpp_male +# fallback = yes +# } +#} +# +#ES_OnOnesa = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_OnOnesa_female +# } +# text = { +# localization_key = CustomLoc_ES_OnOnesa_male +# fallback = yes +# } +#} +# +#ES_AlAla = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_AlAla_female +# } +# text = { +# localization_key = CustomLoc_ES_AlAla_male +# fallback = yes +# } +#} +# +#ES_LeLa = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_LeLa_female +# } +# text = { +# localization_key = CustomLoc_ES_LeLa_male +# fallback = yes +# } +#} +# +#ES_LeLaOpp = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_LeLaOpp_female +# } +# text = { +# localization_key = CustomLoc_ES_LeLaOpp_male +# fallback = yes +# } +#} +# +#ES_OAOpp = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_OAOpp_female +# } +# text = { +# localization_key = CustomLoc_ES_OAOpp_male +# fallback = yes +# } +#} +# +# +#ES_DelDela = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_DelDela_female +# } +# text = { +# localization_key = CustomLoc_ES_DelDela_male +# fallback = yes +# } +#} +# +#ES_OA = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_OA_female +# } +# text = { +# localization_key = CustomLoc_ES_OA_male +# fallback = yes +# } +#} +# +#ES_OsAs = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_OsAs_female +# } +# text = { +# localization_key = CustomLoc_ES_OsAs_male +# fallback = yes +# } +#} +# +#ES_EEsa = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_EEsa_female +# } +# text = { +# localization_key = CustomLoc_ES_EEsa_male +# fallback = yes +# } +#} +# +#ES_EsEsa = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_EsEsa_female +# } +# text = { +# localization_key = CustomLoc_ES_EsEsa_male +# fallback = yes +# } +#} +# +#ES_EsSas = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_EsSas_female +# } +# text = { +# localization_key = CustomLoc_ES_EsSas_male +# fallback = yes +# } +#} +# +#ES_InIna = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_InIna_female +# } +# text = { +# localization_key = CustomLoc_ES_InIna_male +# fallback = yes +# } +#} +# +#ES_TaTisa = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_TaTisa_female +# } +# text = { +# localization_key = CustomLoc_ES_TaTisa_male +# fallback = yes +# } +#} +# +#ES_TeTisa = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_TeTisa_female +# } +# text = { +# localization_key = CustomLoc_ES_TeTisa_male +# fallback = yes +# } +#} +# +#ES_AnAna = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_AnAna_female +# } +# text = { +# localization_key = CustomLoc_ES_AnAna_male +# fallback = yes +# } +#} +# +#ES_DorTriz = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_DorTriz_female +# } +# text = { +# localization_key = CustomLoc_ES_DorTriz_male +# fallback = yes +# } +#} +# +#ES_InoIna = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_InoIna_female +# } +# text = { +# localization_key = CustomLoc_ES_InoIna_male +# fallback = yes +# } +#} +# +#ES_ElLa = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_ElLa_female +# } +# text = { +# localization_key = CustomLoc_ES_ElLa_male +# fallback = yes +# } +#} +# +#ES_RleRla = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_RleRla_female +# } +# text = { +# localization_key = CustomLoc_ES_RleRla_male +# fallback = yes +# } +#} +# +#ES_RleRlaOpp = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_RleRlaOpp_female +# } +# text = { +# localization_key = CustomLoc_ES_RleRlaOpp_male +# fallback = yes +# } +#} +# +#ES_LLla = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_LLla_female +# } +# text = { +# localization_key = CustomLoc_ES_LLla_male +# fallback = yes +# } +#} +# +#ES_ElElla = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_ElElla_female +# } +# text = { +# localization_key = CustomLoc_ES_ElElla_male +# fallback = yes +# } +#} +# +#ES_NnoNna = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_NnoNna_female +# } +# text = { +# localization_key = CustomLoc_ES_NnoNna_male +# fallback = yes +# } +#} +# +#ES_LoLa = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_LoLa_female +# } +# text = { +# localization_key = CustomLoc_ES_LoLa_male +# fallback = yes +# } +#} +# +#ES_LoLaOpp = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_LoLaOpp_female +# } +# text = { +# localization_key = CustomLoc_ES_LoLaOpp_male +# fallback = yes +# } +#} +# +#ES_OnOna = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_OnOna_female +# } +# text = { +# localization_key = CustomLoc_ES_OnOna_male +# fallback = yes +# } +#} +# +#ES_XIssa = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_XIssa_female +# } +# text = { +# localization_key = CustomLoc_ES_XIssa_male +# fallback = yes +# } +#} +# +#ES_EA = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_EA_female +# } +# text = { +# localization_key = CustomLoc_ES_EA_male +# fallback = yes +# } +#} +# +#ES_EAOpp = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_EAOpp_female +# } +# text = { +# localization_key = CustomLoc_ES_EAOpp_male +# fallback = yes +# } +#} +# +#ES_UxOgaresa = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_UxOgaresa_female +# } +# text = { +# localization_key = CustomLoc_ES_UxOgaresa_male +# fallback = yes +# } +#} +# +#ES_SesSas = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_SesSas_female +# } +# text = { +# localization_key = CustomLoc_ES_SesSas_male +# fallback = yes +# } +#} +# +#ES_SennorSennora = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_SennorSennora_female +# } +# text = { +# localization_key = CustomLoc_ES_SennorSennora_male +# fallback = yes +# } +#} +# +#ES_CaballeroDama = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_CaballeroDama_female +# } +# text = { +# localization_key = CustomLoc_ES_CaballeroDama_male +# fallback = yes +# } +#} +# +#ES_HeroeHeroina = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_HeroeHeroina_female +# } +# text = { +# localization_key = CustomLoc_ES_HeroeHeroina_male +# fallback = yes +# } +#} +# +#ES_EsposoEsposa = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_EsposoEsposa_female +# } +# text = { +# localization_key = CustomLoc_ES_EsposoEsposa_male +# fallback = yes +# } +#} +# +#ES_EsposoEsposaOpp = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_EsposoEsposaOpp_female +# } +# text = { +# localization_key = CustomLoc_ES_EsposoEsposaOpp_male +# fallback = yes +# } +#} +# +#ES_ConsorConcub = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_ConsorConcub_female +# } +# text = { +# localization_key = CustomLoc_ES_ConsorConcub_male +# fallback = yes +# } +#} +# +#ES_ConsorConcubOpp = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_ConsorConcubOpp_female +# } +# text = { +# localization_key = CustomLoc_ES_ConsorConcubOpp_male +# fallback = yes +# } +#} +# +#ES_ReyReina = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_ReyReina_female +# } +# text = { +# localization_key = CustomLoc_ES_ReyReina_male +# fallback = yes +# } +#} +# +#ES_HijoHija = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_HijoHija_female +# } +# text = { +# localization_key = CustomLoc_ES_HijoHija_male +# fallback = yes +# } +#} +# +#ES_SirvienteSirvienta = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# NOT = { exists = scope:second } +# } +# this = { is_female = yes } +# } +# trigger_if = { +# limit = { +# exists = this +# exists = scope:second +# } +# this = { is_female = yes } +# scope:second = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_SirvienteSirvienta_female +# } +# text = { +# localization_key = CustomLoc_ES_SirvienteSirvienta_male +# fallback = yes +# } +#} +# +#ES_ElLa_Relation = { +# type = character +# log_loc_errors = no +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_motherwife +# trigger = { +# scope:second = { +# OR = { +# this = root.mother +# this = root.mother.mother +# this = root.father.mother +# } +# any_spouse = { this = root } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_sisterwife +# trigger = { +# scope:second = { +# any_sibling = { this = root } +# is_female = yes +# any_spouse = { this = root } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_daughterwife +# trigger = { +# scope:second = { +# OR = { +# any_parent = { this = root } +# any_parent = { any_parent = { this = root } } +# } +# is_female = yes +# any_spouse = { this = root } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_fatherhusband +# trigger = { +# scope:second = { +# OR = { +# this = root.father +# this = root.father.father +# this = root.mother.father +# } +# any_spouse = { this = root } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_brotherhusband +# trigger = { +# scope:second = { +# any_sibling = { this = root } +# is_female = no +# any_spouse = { this = root } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_sonhusband +# trigger = { +# scope:second = { +# OR = { +# any_parent = { this = root } +# any_parent = { +# even_if_dead = yes +# any_parent = { +# this = root +# } +# } +# } +# is_female = no +# any_spouse = { this = root } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_wife +# trigger = { +# scope:second = { +# is_female = yes +# any_spouse = { +# even_if_dead = yes +# this = root +# } +# is_alive = yes +# is_concubine = no +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_husband +# trigger = { +# scope:second = { +# is_male = yes +# any_spouse = { +# even_if_dead = yes +# this = root +# } +# is_alive = yes +# is_concubine = no +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_wife_departed +# trigger = { +# scope:second = { +# is_female = yes +# any_spouse = { +# even_if_dead = yes +# this = root +# } +# is_alive = no +# is_concubine = no +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_husband_departed +# trigger = { +# scope:second = { +# is_male = yes +# any_spouse = { +# even_if_dead = yes +# this = root +# } +# is_alive = no +# is_concubine = no +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_concubine_female +# trigger = { +# scope:second = { +# is_female = yes +# any_consort = { this = root } +# is_concubine = yes +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_concubine_male +# trigger = { +# scope:second = { +# is_male = yes +# any_consort = { this = root } +# is_concubine = yes +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_mother +# trigger = { +# scope:second = { +# is_female = yes +# any_child = { +# this = root +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_father +# trigger = { +# scope:second = { +# is_female = no +# any_child = { +# this = root +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_grandmother +# trigger = { +# scope:second = { +# is_female = yes +# is_grandparent_of = root +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_great_grandmother +# trigger = { +# scope:second = { +# is_female = yes +# is_great_grandparent_of = root +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_grandfather +# trigger = { +# scope:second = { +# is_male = yes +# is_grandparent_of = root +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_great_grandfather +# trigger = { +# scope:second = { +# is_male = yes +# is_great_grandparent_of = root +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_heir_daughter +# trigger = { +# player_heir ?= scope:second +# scope:second = { +# is_female = yes +# is_child_of = root +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_heir_son +# trigger = { +# player_heir ?= scope:second +# scope:second = { +# is_male = yes +# is_child_of = root +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_daughter +# trigger = { +# scope:second = { +# is_female = yes +# is_child_of = root +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_son +# trigger = { +# scope:second = { +# is_female = no +# is_child_of = root +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_religious_head +# trigger = { +# faith.religious_head = scope:second +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_granddaughter +# trigger = { +# scope:second = { +# is_female = yes +# is_grandchild_of = root +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_grandson +# trigger = { +# scope:second = { +# is_female = no +# is_grandchild_of = root +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_greatgranddaughter +# trigger = { +# scope:second = { +# is_female = yes +# is_great_grandchild_of = root +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_greatgrandson +# trigger = { +# scope:second = { +# is_female = no +# is_great_grandchild_of = root +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_half_sister +# trigger = { +# scope:second = { +# is_female = yes +# any_sibling = { +# this = root +# } +# OR = { +# AND = { +# mother ?= { any_child = { this != root } } +# } +# AND = { +# father ?= { any_child = { this != root } } +# } +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_half_brother +# trigger = { +# scope:second = { +# is_female = no +# any_sibling = { +# this = root +# } +# OR = { +# AND = { +# mother ?= { any_child = { this != root } } +# } +# AND = { +# father ?= { any_child = { this != root } } +# } +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_daughter_in_law +# trigger = { +# scope:second = { +# is_female = yes +# any_spouse = { +# is_child_of = root +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_son_in_law +# trigger = { +# scope:second = { +# is_female = no +# any_spouse = { +# is_child_of = root +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_sister_rival +# trigger = { +# scope:second = { +# has_relation_rival = root +# is_female = yes +# any_sibling = { +# this = root +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_brother_rival +# trigger = { +# scope:second = { +# has_relation_rival = root +# is_female = no +# any_sibling = { +# this = root +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_sister_friend +# trigger = { +# scope:second = { +# is_female = yes +# any_relation = { +# type = friend +# this = root +# } +# any_sibling = { +# this = root +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_brother_friend +# trigger = { +# scope:second = { +# is_female = no +# any_relation = { +# type = friend +# this = root +# } +# any_sibling = { +# this = root +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_sister_bully +# trigger = { +# scope:second = { +# is_female = yes +# any_relation = { +# type = victim +# this = root +# } +# any_sibling = { +# this = root +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_brother_bully +# trigger = { +# scope:second = { +# is_female = no +# any_relation = { +# type = victim +# this = root +# } +# any_sibling = { +# this = root +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_sister_victim +# trigger = { +# scope:second = { +# is_female = yes +# any_relation = { +# type = bully +# this = root +# } +# any_sibling = { +# this = root +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_brother_victim +# trigger = { +# scope:second = { +# is_female = no +# any_relation = { +# type = bully +# this = root +# } +# any_sibling = { +# this = root +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_sister +# trigger = { +# scope:second = { +# is_female = yes +# is_sibling_of = root +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_brother +# trigger = { +# scope:second = { +# is_female = no +# is_sibling_of = root +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_niece +# trigger = { +# scope:second = { +# is_female = yes +# is_sibling_child_of_root_trigger = yes +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_nephew +# trigger = { +# scope:second = { +# is_female = no +# is_sibling_child_of_root_trigger = yes +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_aunt +# trigger = { +# scope:second = { +# is_female = yes +# is_parent_sibling_of_root_trigger = yes +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_uncle +# trigger = { +# scope:second = { +# is_female = no +# is_parent_sibling_of_root_trigger = yes +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_cousin +# trigger = { +# scope:second = { +# is_cousin_of_root_trigger = yes +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_stepdaughter +# trigger = { +# scope:second = { +# is_female = yes +# any_parent = { +# any_spouse = { +# this = root +# NOT = { is_parent_of = scope:second } +# } +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_stepson +# trigger = { +# scope:second = { +# is_male = yes +# any_parent = { +# any_spouse = { +# this = root +# NOT = { is_parent_of = scope:second } +# } +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_stepsister +# trigger = { +# scope:second = { +# is_female = yes +# any_parent = { +# any_spouse = { +# any_child = { +# this = root +# NOT = { is_sibling_of = scope:second } +# } +# } +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_stepbrother +# trigger = { +# scope:second = { +# is_male = yes +# any_parent = { +# any_spouse = { +# any_child = { +# this = root +# NOT = { is_sibling_of = scope:second } +# } +# } +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_stepmother +# trigger = { +# scope:second = { +# is_female = yes +# any_spouse = { +# any_child = { +# this = root +# NOT = { is_child_of = scope:second } +# } +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_stepfather +# trigger = { +# scope:second = { +# is_male = yes +# any_spouse = { +# any_child = { +# this = root +# NOT = { is_child_of = scope:second } +# } +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_liege_female_lover +# trigger = { +# scope:second = { +# has_relation_lover = root +# is_female = yes +# any_vassal_or_below = { +# this = root +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_liege_male_lover +# trigger = { +# scope:second = { +# has_relation_lover = root +# is_female = no +# any_vassal_or_below = { +# this = root +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_lover_female +# trigger = { +# scope:second = { +# any_relation = { +# type = lover +# this = root +# } +# is_female = yes +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_lover_male +# trigger = { +# scope:second = { +# any_relation = { +# type = lover +# this = root +# } +# is_female = no +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_friend_female +# trigger = { +# scope:second = { +# has_relation_friend = root +# is_female = yes +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_friend_male +# trigger = { +# scope:second = { +# has_relation_friend = root +# is_female = no +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_liege_female_rival +# trigger = { +# scope:second = { +# has_relation_rival = root +# is_female = yes +# any_vassal_or_below = { +# this = root +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_liege_male_rival +# trigger = { +# scope:second = { +# has_relation_rival = root +# is_female = no +# any_vassal_or_below = { +# this = root +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_vassal_female_rival +# trigger = { +# scope:second = { +# is_female = yes +# has_relation_rival = root +# } +# any_vassal_or_below = { +# this = scope:second +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_vassal_male_rival +# trigger = { +# scope:second = { +# is_female = no +# has_relation_rival = root +# } +# any_vassal_or_below = { +# this = scope:second +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_rival_female +# trigger = { +# scope:second = { +# any_relation = { +# type = rival +# this = root +# } +# is_female = yes +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_rival_male +# trigger = { +# scope:second = { +# any_relation = { +# type = rival +# this = root +# } +# is_female = no +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_crush +# trigger = { +# any_relation = { +# type = crush +# this = scope:second +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_bully +# trigger = { +# scope:second = { +# any_relation = { +# type = victim +# this = root +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_victim +# trigger = { +# scope:second = { +# any_relation = { +# type = bully +# this = root +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_ward +# trigger = { +# scope:second = { +# any_relation = { +# type = guardian +# this = root +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_guardian +# trigger = { +# scope:second = { +# any_relation = { +# type = ward +# this = root +# } +# } +# } +# } +# +# text = { #intrigue-mentor +# localization_key = CustomLoc_ES_ElLa_Relation_mentor +# trigger = { +# scope:second = { +# any_relation = { +# type = intrigue_student +# this = root +# } +# } +# } +# } +# +# text = { #intrigue-mentor +# localization_key = CustomLoc_ES_ElLa_Relation_student +# trigger = { +# scope:second = { +# any_relation = { +# type = intrigue_mentor +# this = root +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_mentor +# trigger = { +# scope:second = { +# any_relation = { +# type = student +# this = root +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_student +# trigger = { +# scope:second = { +# any_relation = { +# type = mentor +# this = root +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_sisterinlaw +# trigger = { +# scope:second = { +# is_female = yes +# any_sibling = { +# any_spouse = { +# this = root +# } +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_brotherinlaw +# trigger = { +# scope:second = { +# is_female = no +# any_sibling = { +# any_spouse = { +# this = root +# } +# } +# } +# } +# } +# +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_liege_female +# trigger = { +# scope:second = { +# is_female = yes +# OR = { +# any_vassal_or_below = { +# this = root +# } +# any_courtier = { +# this = root +# } +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_liege_male +# trigger = { +# scope:second = { +# is_female = no +# OR = { +# any_vassal_or_below = { +# this = root +# } +# any_courtier = { +# this = root +# } +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_councillor_female +# trigger = { +# scope:second = { +# is_female = yes +# is_councillor_of = root +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_councillor_male +# trigger = { +# scope:second = { +# is_female = no +# is_councillor_of = root +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_court_physician_female +# trigger = { +# scope:second = { is_female = yes } +# has_court_position = court_physician_court_position +# is_court_position_employer = { +# court_position = court_physician_court_position +# who = root +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_court_physician_female +# trigger = { +# scope:second = { is_male = yes } +# has_court_position = court_physician_court_position +# is_court_position_employer = { +# court_position = court_physician_court_position +# who = root +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_vassal_female +# trigger = { +# scope:second = { +# is_female = yes +# } +# any_vassal_or_below = { +# this = scope:second +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_vassal_male +# trigger = { +# scope:second = { +# is_female = no +# } +# any_vassal_or_below = { +# this = scope:second +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_knight +# trigger = { +# scope:second = { is_knight_of = root } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_kinswoman +# trigger = { +# scope:second = { is_female = yes } +# scope:second.dynasty = root.dynasty +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_kinsman +# trigger = { +# scope:second = { is_male = yes } +# scope:second.dynasty = root.dynasty +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_courtier_female +# trigger = { +# scope:second = { +# is_courtier_of = root +# is_female = yes +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_courtier_male +# trigger = { +# scope:second = { +# is_courtier_of = root +# is_male = yes +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_peasant_affair_female +# trigger = { +# any_owned_story = { +# type = story_peasant_affair +# var:peasant_character = { +# this = scope:second +# is_female = yes +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_peasant_affair_male +# trigger = { +# any_owned_story = { +# type = story_peasant_affair +# var:peasant_character = { +# this = scope:second +# is_male = yes +# } +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_agent +# trigger = { +# any_scheme = { +# scheme_is_character_agent = scope:second +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_host_female +# trigger = { +# host ?= scope:second +# scope:second = { is_female = yes } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_host_male +# trigger = { +# host ?= scope:second +# scope:second = { is_male = yes } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_guest_female +# trigger = { +# scope:second = { +# is_female = yes +# host ?= root +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_guest_female +# trigger = { +# scope:second = { +# is_male = yes +# host ?= root +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_acquaintance_female +# trigger = { +# scope:second = { +# is_female = yes +# } +# } +# } +# +# text = { +# localization_key = CustomLoc_ES_ElLa_Relation_acquaintance_male +# trigger = { +# scope:second = { +# is_male = yes +# } +# } +# } +#} +# +#ES_FaithGenderedAdj = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# trigger_if = { +# limit = { +# exists = this +# } +# this = { is_female = yes } +# } +# } +# localization_key = CustomLoc_ES_FaithGenderedAdj_female +# } +# text = { +# localization_key = CustomLoc_ES_FaithGenderedAdj_male +# fallback = yes +# } +#} +# +#ES_only_el_GetTitledFirstName = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { # Príncipe +# is_female = no +# primary_title.tier <= tier_kingdom +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# } +# OR = { +# AND = { +# exists = mother.primary_title +# mother.primary_title.tier >= tier_kingdom +# } +# AND = { +# exists = father.primary_title +# father.primary_title.tier >= tier_kingdom +# } +# } +# } +# localization_key = CustomLoc_ES_el +# } +# text = { +# trigger = { # Princesa +# is_female = yes +# primary_title.tier <= tier_kingdom +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# } +# OR = { +# AND = { +# exists = mother.primary_title +# mother.primary_title.tier >= tier_kingdom +# } +# AND = { +# exists = father.primary_title +# father.primary_title.tier >= tier_kingdom +# } +# } +# } +# localization_key = CustomLoc_ES_la +# } +# text = { +# trigger = { # Reina madre +# is_female = yes +# government_has_flag = government_is_feudal +# any_child = { primary_title.tier = tier_kingdom } +# primary_title.tier < tier_kingdom +# } +# localization_key = CustomLoc_ES_la +# } +# text = { +# trigger = { +# OR = { +# AND = { # emperor (Emperador), emperor_female (Emperatriz) +# holds_landed_title = yes +# primary_title.tier = tier_empire +# NOT = { +# culture = { has_cultural_pillar = heritage_central_germanic } # Kaiser +# culture = { has_name_list = name_list_greek } # Basileus +# has_title = title:d_shiite # Califa +# has_title = title:d_sunni # Califa +# has_title = title:k_papal_state +# has_title = title:k_orthodox +# has_title = title:d_iconoclast +# has_title = title:d_conversos +# has_title = title:d_karaism +# has_title = title:d_haymanot +# has_title = title:d_malabarism +# has_title = title:d_samaritan +# has_title = title:d_kabarism +# has_title = title:d_mazdayasna +# has_title = title:d_zurvanism +# has_title = title:d_gayomarthianism +# has_title = title:d_khurmazta +# has_title = title:d_mazdakism +# has_title = title:d_khurramism +# has_title = title:d_urartuism +# } +# } +# AND = { # duke_theocracy_male_paganism_religion (Arcipreste), duke_theocracy_female_paganism_religion (Archisacerdotisa) +# holds_landed_title = yes +# primary_title.tier = tier_duchy +# government_has_flag = government_is_theocracy +# religion = religion:paganism_religion +# religion = religion:taoism_religion +# religion = religion:bon_religion +# religion = religion:germanic_religion +# religion = religion:tengrism_religion +# religion = religion:west_african_religion +# religion = religion:west_african_bori_religion +# religion = religion:west_african_roog_religion +# religion = religion:zunism_religion +# } +# AND = { # king_feudal_male_uyghur (Idiqut), king_feudal_female_uyghur (Idiqut) +# holds_landed_title = yes +# primary_title.tier = tier_kingdom +# culture = { has_name_list = name_list_uyghur } +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# government_has_flag = government_is_tribal +# } +# } +# AND = { # prince_male_iberian_group (Infante), prince_female_iberian_group (Infanta) +# age < 16 +# holds_landed_title = yes +# primary_title.tier >= tier_kingdom +# culture = { has_cultural_pillar = heritage_iberian } +# government_has_flag = government_is_feudal +# } +# AND = { # duke_feudal_male_sogdian (Ikhshide) +# is_female = no +# culture = { has_name_list = name_list_sogdian } +# holds_landed_title = yes +# primary_title.tier = tier_duchy +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# } +# } +# AND = { +# is_female = no +# holds_landed_title = yes +# primary_title.tier = tier_county +# OR = { +# AND = { # count_feudal_male_english (Earl) +# government_has_flag = government_is_feudal +# primary_title = { target_is_de_jure_liege_or_above = title:e_britannia } +# } +# AND = { # count_feudal_male_e_britannia (Earl) +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_tribal +# } +# culture = { has_name_list = name_list_english } +# culture = { has_name_list = name_list_anglo_saxon } +# culture = { has_name_list = name_list_scottish } +# } +# } +# } +# AND = { # count_theocracy_male_ismaili (Ayatolá), count_theocracy_female_ismaili (Ayatolá) +# holds_landed_title = yes +# primary_title.tier = tier_county +# government_has_flag = government_is_theocracy +# faith = faith:ismaili +# } +# AND = { # baron_theocracy_male_zoroastrianism_religion (Ervad), baron_theocracy_female_zoroastrianism_religion (Ervad) +# holds_landed_title = yes +# primary_title.tier = tier_barony +# government_has_flag = government_is_theocracy +# religion = religion:zoroastrianism_religion +# } +# AND = { # baron_theocracy_male_west_african_bori_religion (Adjingi) +# holds_landed_title = yes +# primary_title.tier = tier_barony +# government_has_flag = government_is_theocracy +# religion = religion:west_african_bori_religion +# } +# AND = { # baron_feudal_male_iranian_group (Argbadh) +# holds_landed_title = yes +# primary_title.tier = tier_barony +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# } +# culture = { has_cultural_pillar = heritage_iranian } +# } +# primary_title = title:k_austria # archduke (Archiduque), archduchess (Archiduquesa) +# } +# } +# localization_key = CustomLoc_ES_el +# } +# text = { +# trigger = { +# is_female = no +# OR = { +# primary_title.tier >= tier_barony +# any_spouse = { primary_title.tier >= tier_barony } +# } +# } +# localization_key = CustomLoc_ES_la +# } +# text = { +# trigger = { +# is_female = yes +# OR = { +# primary_title.tier >= tier_barony +# any_spouse = { primary_title.tier >= tier_barony } +# } +# } +# localization_key = CustomLoc_ES_la +# } +# text = { +# localization_key = "" +# fallback = yes +# } +#} +# +#ES_only_del_GetTitledFirstName = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { # Príncipe +# is_female = no +# primary_title.tier <= tier_kingdom +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# } +# OR = { +# AND = { +# exists = mother.primary_title +# mother.primary_title.tier >= tier_kingdom +# } +# AND = { +# exists = father.primary_title +# father.primary_title.tier >= tier_kingdom +# } +# } +# } +# localization_key = CustomLoc_ES_del +# } +# text = { +# trigger = { # Princesa +# is_female = yes +# primary_title.tier <= tier_kingdom +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# } +# OR = { +# AND = { +# exists = mother.primary_title +# mother.primary_title.tier >= tier_kingdom +# } +# AND = { +# exists = father.primary_title +# father.primary_title.tier >= tier_kingdom +# } +# } +# } +# localization_key = CustomLoc_ES_dela +# } +# text = { +# trigger = { # Reina madre +# is_female = yes +# government_has_flag = government_is_feudal +# any_child = { primary_title.tier = tier_kingdom } +# primary_title.tier < tier_kingdom +# } +# localization_key = CustomLoc_ES_dela +# } +# text = { +# trigger = { +# OR = { +# AND = { # emperor (Emperador), emperor_female (Emperatriz) +# holds_landed_title = yes +# primary_title.tier = tier_empire +# NOT = { +# culture = { has_cultural_pillar = heritage_central_germanic } # Kaiser +# culture = { has_name_list = name_list_greek } # Basileus +# has_title = title:d_shiite # Califa +# has_title = title:d_sunni # Califa +# has_title = title:k_papal_state +# has_title = title:k_orthodox +# has_title = title:d_iconoclast +# has_title = title:d_conversos +# has_title = title:d_karaism +# has_title = title:d_haymanot +# has_title = title:d_malabarism +# has_title = title:d_samaritan +# has_title = title:d_kabarism +# has_title = title:d_mazdayasna +# has_title = title:d_zurvanism +# has_title = title:d_gayomarthianism +# has_title = title:d_khurmazta +# has_title = title:d_mazdakism +# has_title = title:d_khurramism +# has_title = title:d_urartuism +# } +# } +# AND = { # duke_theocracy_male_paganism_religion (Arcipreste), duke_theocracy_female_paganism_religion (Archisacerdotisa) +# holds_landed_title = yes +# primary_title.tier = tier_duchy +# government_has_flag = government_is_theocracy +# religion = religion:paganism_religion +# religion = religion:taoism_religion +# religion = religion:bon_religion +# religion = religion:germanic_religion +# religion = religion:tengrism_religion +# religion = religion:west_african_religion +# religion = religion:west_african_bori_religion +# religion = religion:west_african_roog_religion +# religion = religion:zunism_religion +# } +# AND = { # king_feudal_male_uyghur (Idiqut), king_feudal_female_uyghur (Idiqut) +# holds_landed_title = yes +# primary_title.tier = tier_kingdom +# culture = { has_name_list = name_list_uyghur } +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# government_has_flag = government_is_tribal +# } +# } +# AND = { # prince_male_iberian_group (Infante), prince_female_iberian_group (Infanta) +# age < 16 +# holds_landed_title = yes +# primary_title.tier >= tier_kingdom +# culture = { has_cultural_pillar = heritage_iberian } +# government_has_flag = government_is_feudal +# } +# AND = { # duke_feudal_male_sogdian (Ikhshide) +# is_female = no +# culture = { has_name_list = name_list_sogdian } +# holds_landed_title = yes +# primary_title.tier = tier_duchy +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# } +# } +# AND = { +# is_female = no +# holds_landed_title = yes +# primary_title.tier = tier_county +# OR = { +# AND = { # count_feudal_male_english (Earl) +# government_has_flag = government_is_feudal +# primary_title = { target_is_de_jure_liege_or_above = title:e_britannia } +# } +# AND = { # count_feudal_male_e_britannia (Earl) +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_tribal +# } +# culture = { has_name_list = name_list_english } +# culture = { has_name_list = name_list_anglo_saxon } +# culture = { has_name_list = name_list_scottish } +# } +# } +# } +# AND = { # count_theocracy_male_ismaili (Ayatolá), count_theocracy_female_ismaili (Ayatolá) +# holds_landed_title = yes +# primary_title.tier = tier_county +# government_has_flag = government_is_theocracy +# faith = faith:ismaili +# } +# AND = { # baron_theocracy_male_zoroastrianism_religion (Ervad), baron_theocracy_female_zoroastrianism_religion (Ervad) +# holds_landed_title = yes +# primary_title.tier = tier_barony +# government_has_flag = government_is_theocracy +# religion = religion:zoroastrianism_religion +# } +# AND = { # baron_theocracy_male_west_african_bori_religion (Adjingi) +# holds_landed_title = yes +# primary_title.tier = tier_barony +# government_has_flag = government_is_theocracy +# religion = religion:west_african_bori_religion +# } +# AND = { # baron_feudal_male_iranian_group (Argbadh) +# holds_landed_title = yes +# primary_title.tier = tier_barony +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# } +# culture = { has_cultural_pillar = heritage_iranian } +# } +# primary_title = title:k_austria # archduke (Archiduque), archduchess (Archiduquesa) +# } +# } +# localization_key = CustomLoc_ES_del +# } +# text = { +# trigger = { +# is_female = no +# OR = { +# primary_title.tier >= tier_barony +# any_spouse = { primary_title.tier >= tier_barony } +# } +# } +# localization_key = CustomLoc_ES_del +# } +# text = { +# trigger = { +# is_female = yes +# OR = { +# primary_title.tier >= tier_barony +# any_spouse = { primary_title.tier >= tier_barony } +# } +# } +# localization_key = CustomLoc_ES_dela +# } +# text = { +# localization_key = CustomLoc_ES_del +# fallback = yes +# } +#} +# +#ES_only_al_GetTitledFirstName = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { # Príncipe +# is_female = no +# primary_title.tier <= tier_kingdom +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# } +# OR = { +# AND = { +# exists = mother.primary_title +# mother.primary_title.tier >= tier_kingdom +# } +# AND = { +# exists = father.primary_title +# father.primary_title.tier >= tier_kingdom +# } +# } +# } +# localization_key = CustomLoc_ES_al +# } +# text = { +# trigger = { # Princesa +# is_female = yes +# primary_title.tier <= tier_kingdom +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# } +# OR = { +# AND = { +# exists = mother.primary_title +# mother.primary_title.tier >= tier_kingdom +# } +# AND = { +# exists = father.primary_title +# father.primary_title.tier >= tier_kingdom +# } +# } +# } +# localization_key = CustomLoc_ES_ala +# } +# text = { +# trigger = { # Reina madre +# is_female = yes +# government_has_flag = government_is_feudal +# any_child = { primary_title.tier = tier_kingdom } +# primary_title.tier < tier_kingdom +# } +# localization_key = CustomLoc_ES_ala +# } +# text = { +# trigger = { +# OR = { +# AND = { # emperor (Emperador), emperor_female (Emperatriz) +# holds_landed_title = yes +# primary_title.tier = tier_empire +# NOT = { +# culture = { has_cultural_pillar = heritage_central_germanic } # Kaiser +# culture = { has_name_list = name_list_greek } # Basileus +# has_title = title:d_shiite # Califa +# has_title = title:d_sunni # Califa +# has_title = title:k_papal_state +# has_title = title:k_orthodox +# has_title = title:d_iconoclast +# has_title = title:d_conversos +# has_title = title:d_karaism +# has_title = title:d_haymanot +# has_title = title:d_malabarism +# has_title = title:d_samaritan +# has_title = title:d_kabarism +# has_title = title:d_mazdayasna +# has_title = title:d_zurvanism +# has_title = title:d_gayomarthianism +# has_title = title:d_khurmazta +# has_title = title:d_mazdakism +# has_title = title:d_khurramism +# has_title = title:d_urartuism +# } +# } +# AND = { # duke_theocracy_male_paganism_religion (Arcipreste), duke_theocracy_female_paganism_religion (Archisacerdotisa) +# holds_landed_title = yes +# primary_title.tier = tier_duchy +# government_has_flag = government_is_theocracy +# religion = religion:paganism_religion +# religion = religion:taoism_religion +# religion = religion:bon_religion +# religion = religion:germanic_religion +# religion = religion:tengrism_religion +# religion = religion:west_african_religion +# religion = religion:west_african_bori_religion +# religion = religion:west_african_roog_religion +# religion = religion:zunism_religion +# } +# AND = { # king_feudal_male_uyghur (Idiqut), king_feudal_female_uyghur (Idiqut) +# holds_landed_title = yes +# primary_title.tier = tier_kingdom +# culture = { has_name_list = name_list_uyghur } +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# government_has_flag = government_is_tribal +# } +# } +# AND = { # prince_male_iberian_group (Infante), prince_female_iberian_group (Infanta) +# age < 16 +# holds_landed_title = yes +# primary_title.tier >= tier_kingdom +# culture = { has_cultural_pillar = heritage_iberian } +# government_has_flag = government_is_feudal +# } +# AND = { # duke_feudal_male_sogdian (Ikhshide) +# is_female = no +# culture = { has_name_list = name_list_sogdian } +# holds_landed_title = yes +# primary_title.tier = tier_duchy +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# } +# } +# AND = { +# is_female = no +# holds_landed_title = yes +# primary_title.tier = tier_county +# OR = { +# AND = { # count_feudal_male_english (Earl) +# government_has_flag = government_is_feudal +# primary_title = { target_is_de_jure_liege_or_above = title:e_britannia } +# } +# AND = { # count_feudal_male_e_britannia (Earl) +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_tribal +# } +# culture = { has_name_list = name_list_english } +# culture = { has_name_list = name_list_anglo_saxon } +# culture = { has_name_list = name_list_scottish } +# } +# } +# } +# AND = { # count_theocracy_male_ismaili (Ayatolá), count_theocracy_female_ismaili (Ayatolá) +# holds_landed_title = yes +# primary_title.tier = tier_county +# government_has_flag = government_is_theocracy +# faith = faith:ismaili +# } +# AND = { # baron_theocracy_male_zoroastrianism_religion (Ervad), baron_theocracy_female_zoroastrianism_religion (Ervad) +# holds_landed_title = yes +# primary_title.tier = tier_barony +# government_has_flag = government_is_theocracy +# religion = religion:zoroastrianism_religion +# } +# AND = { # baron_theocracy_male_west_african_bori_religion (Adjingi) +# holds_landed_title = yes +# primary_title.tier = tier_barony +# government_has_flag = government_is_theocracy +# religion = religion:west_african_bori_religion +# } +# AND = { # baron_feudal_male_iranian_group (Argbadh) +# holds_landed_title = yes +# primary_title.tier = tier_barony +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# } +# culture = { has_cultural_pillar = heritage_iranian } +# } +# primary_title = title:k_austria # archduke (Archiduque), archduchess (Archiduquesa) +# } +# } +# localization_key = CustomLoc_ES_al +# } +# text = { +# trigger = { +# is_female = no +# OR = { +# primary_title.tier >= tier_barony +# any_spouse = { primary_title.tier >= tier_barony } +# } +# } +# localization_key = CustomLoc_ES_al +# } +# text = { +# trigger = { +# is_female = yes +# OR = { +# primary_title.tier >= tier_barony +# any_spouse = { primary_title.tier >= tier_barony } +# } +# } +# localization_key = CustomLoc_ES_ala +# } +# text = { +# localization_key = CustomLoc_ES_al +# fallback = yes +# } +#} +# +#ES_only_el_GetShortUIName = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# is_local_player = yes +# } +# localization_key = "" +# } +# text = { +# trigger = { # Príncipe +# is_female = no +# primary_title.tier <= tier_kingdom +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# } +# OR = { +# AND = { +# exists = mother.primary_title +# mother.primary_title.tier >= tier_kingdom +# } +# AND = { +# exists = father.primary_title +# father.primary_title.tier >= tier_kingdom +# } +# } +# } +# localization_key = CustomLoc_ES_el +# } +# text = { +# trigger = { # Princesa +# is_female = yes +# primary_title.tier <= tier_kingdom +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# } +# OR = { +# AND = { +# exists = mother.primary_title +# mother.primary_title.tier >= tier_kingdom +# } +# AND = { +# exists = father.primary_title +# father.primary_title.tier >= tier_kingdom +# } +# } +# } +# localization_key = CustomLoc_ES_la +# } +# text = { +# trigger = { # Reina madre +# is_female = yes +# government_has_flag = government_is_feudal +# any_child = { primary_title.tier = tier_kingdom } +# primary_title.tier < tier_kingdom +# } +# localization_key = CustomLoc_ES_la +# } +# text = { +# trigger = { +# OR = { +# AND = { # emperor (Emperador), emperor_female (Emperatriz) +# holds_landed_title = yes +# primary_title.tier = tier_empire +# NOT = { +# culture = { has_cultural_pillar = heritage_central_germanic } # Kaiser +# culture = { has_name_list = name_list_greek } # Basileus +# has_title = title:d_shiite # Califa +# has_title = title:d_sunni # Califa +# has_title = title:k_papal_state +# has_title = title:k_orthodox +# has_title = title:d_iconoclast +# has_title = title:d_conversos +# has_title = title:d_karaism +# has_title = title:d_haymanot +# has_title = title:d_malabarism +# has_title = title:d_samaritan +# has_title = title:d_kabarism +# has_title = title:d_mazdayasna +# has_title = title:d_zurvanism +# has_title = title:d_gayomarthianism +# has_title = title:d_khurmazta +# has_title = title:d_mazdakism +# has_title = title:d_khurramism +# has_title = title:d_urartuism +# } +# } +# AND = { # duke_theocracy_male_paganism_religion (Arcipreste), duke_theocracy_female_paganism_religion (Archisacerdotisa) +# holds_landed_title = yes +# primary_title.tier = tier_duchy +# government_has_flag = government_is_theocracy +# religion = religion:paganism_religion +# religion = religion:taoism_religion +# religion = religion:bon_religion +# religion = religion:germanic_religion +# religion = religion:tengrism_religion +# religion = religion:west_african_religion +# religion = religion:west_african_bori_religion +# religion = religion:west_african_roog_religion +# religion = religion:zunism_religion +# } +# AND = { # king_feudal_male_uyghur (Idiqut), king_feudal_female_uyghur (Idiqut) +# holds_landed_title = yes +# primary_title.tier = tier_kingdom +# culture = { has_name_list = name_list_uyghur } +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# government_has_flag = government_is_tribal +# } +# } +# AND = { # prince_male_iberian_group (Infante), prince_female_iberian_group (Infante) +# age < 16 +# holds_landed_title = yes +# primary_title.tier >= tier_kingdom +# culture = { has_cultural_pillar = heritage_iberian } +# government_has_flag = government_is_feudal +# } +# AND = { # duke_feudal_male_sogdian (Ikhshide) +# is_female = no +# culture = { has_name_list = name_list_sogdian } +# holds_landed_title = yes +# primary_title.tier = tier_duchy +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# } +# } +# AND = { +# is_female = no +# holds_landed_title = yes +# primary_title.tier = tier_county +# OR = { +# AND = { # count_feudal_male_english (Earl) +# government_has_flag = government_is_feudal +# primary_title = { target_is_de_jure_liege_or_above = title:e_britannia } +# } +# AND = { # count_feudal_male_e_britannia (Earl) +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_tribal +# } +# culture = { has_name_list = name_list_english } +# culture = { has_name_list = name_list_anglo_saxon } +# culture = { has_name_list = name_list_scottish } +# } +# } +# } +# AND = { # count_theocracy_male_ismaili (Ayatolá), count_theocracy_female_ismaili (Ayatolá) +# holds_landed_title = yes +# primary_title.tier = tier_county +# government_has_flag = government_is_theocracy +# faith = faith:ismaili +# } +# AND = { # baron_theocracy_male_zoroastrianism_religion (Ervad), baron_theocracy_female_zoroastrianism_religion (Ervad) +# holds_landed_title = yes +# primary_title.tier = tier_barony +# government_has_flag = government_is_theocracy +# religion = religion:zoroastrianism_religion +# } +# AND = { # baron_theocracy_male_west_african_bori_religion (Adjingi) +# holds_landed_title = yes +# primary_title.tier = tier_barony +# government_has_flag = government_is_theocracy +# religion = religion:west_african_bori_religion +# } +# AND = { # baron_feudal_male_iranian_group (Argbadh) +# holds_landed_title = yes +# primary_title.tier = tier_barony +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# } +# culture = { has_cultural_pillar = heritage_iranian } +# } +# primary_title = title:k_austria # archduke (Archiduque), archduchess (Archiduquesa) +# } +# } +# localization_key = CustomLoc_ES_el +# } +# text = { +# trigger = { +# is_female = no +# OR = { +# primary_title.tier >= tier_barony +# any_spouse = { primary_title.tier >= tier_barony } +# } +# } +# localization_key = CustomLoc_ES_el +# } +# text = { +# trigger = { +# is_female = yes +# OR = { +# primary_title.tier >= tier_barony +# any_spouse = { primary_title.tier >= tier_barony } +# } +# } +# localization_key = CustomLoc_ES_la +# } +# text = { +# localization_key = "" +# fallback = yes +# } +#} +# +#ES_only_de_GetShortUIName = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# is_local_player = yes +# } +# localization_key = CustomLoc_ES_del +# } +# text = { +# trigger = { # Príncipe +# is_female = no +# primary_title.tier <= tier_kingdom +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# } +# OR = { +# AND = { +# exists = mother.primary_title +# mother.primary_title.tier >= tier_kingdom +# } +# AND = { +# exists = father.primary_title +# father.primary_title.tier >= tier_kingdom +# } +# } +# } +# localization_key = CustomLoc_ES_del +# } +# text = { +# trigger = { # Princesa +# is_female = yes +# primary_title.tier <= tier_kingdom +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# } +# OR = { +# AND = { +# exists = mother.primary_title +# mother.primary_title.tier >= tier_kingdom +# } +# AND = { +# exists = father.primary_title +# father.primary_title.tier >= tier_kingdom +# } +# } +# } +# localization_key = CustomLoc_ES_dela +# } +# text = { +# trigger = { # Reina madre +# is_female = yes +# government_has_flag = government_is_feudal +# any_child = { primary_title.tier = tier_kingdom } +# primary_title.tier < tier_kingdom +# } +# localization_key = CustomLoc_ES_dela +# } +# text = { +# trigger = { +# OR = { +# AND = { # emperor (Emperador), emperor_female (Emperatriz) +# holds_landed_title = yes +# primary_title.tier = tier_empire +# NOT = { +# culture = { has_cultural_pillar = heritage_central_germanic } # Kaiser +# culture = { has_name_list = name_list_greek } # Basileus +# has_title = title:d_shiite # Califa +# has_title = title:d_sunni # Califa +# has_title = title:k_papal_state +# has_title = title:k_orthodox +# has_title = title:d_iconoclast +# has_title = title:d_conversos +# has_title = title:d_karaism +# has_title = title:d_haymanot +# has_title = title:d_malabarism +# has_title = title:d_samaritan +# has_title = title:d_kabarism +# has_title = title:d_mazdayasna +# has_title = title:d_zurvanism +# has_title = title:d_gayomarthianism +# has_title = title:d_khurmazta +# has_title = title:d_mazdakism +# has_title = title:d_khurramism +# has_title = title:d_urartuism +# } +# } +# AND = { # duke_theocracy_male_paganism_religion (Arcipreste), duke_theocracy_female_paganism_religion (Archisacerdotisa) +# holds_landed_title = yes +# primary_title.tier = tier_duchy +# government_has_flag = government_is_theocracy +# religion = religion:paganism_religion +# religion = religion:taoism_religion +# religion = religion:bon_religion +# religion = religion:germanic_religion +# religion = religion:tengrism_religion +# religion = religion:west_african_religion +# religion = religion:west_african_bori_religion +# religion = religion:west_african_roog_religion +# religion = religion:zunism_religion +# } +# AND = { # king_feudal_male_uyghur (Idiqut), king_feudal_female_uyghur (Idiqut) +# holds_landed_title = yes +# primary_title.tier = tier_kingdom +# culture = { has_name_list = name_list_uyghur } +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# government_has_flag = government_is_tribal +# } +# } +# AND = { # prince_male_iberian_group (Infante), prince_female_iberian_group (Infante) +# age < 16 +# holds_landed_title = yes +# primary_title.tier >= tier_kingdom +# culture = { has_cultural_pillar = heritage_iberian } +# government_has_flag = government_is_feudal +# } +# AND = { # duke_feudal_male_sogdian (Ikhshide) +# is_female = no +# culture = { has_name_list = name_list_sogdian } +# holds_landed_title = yes +# primary_title.tier = tier_duchy +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# } +# } +# AND = { +# is_female = no +# holds_landed_title = yes +# primary_title.tier = tier_county +# OR = { +# AND = { # count_feudal_male_english (Earl) +# government_has_flag = government_is_feudal +# primary_title = { target_is_de_jure_liege_or_above = title:e_britannia } +# } +# AND = { # count_feudal_male_e_britannia (Earl) +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_tribal +# } +# culture = { has_name_list = name_list_english } +# culture = { has_name_list = name_list_anglo_saxon } +# culture = { has_name_list = name_list_scottish } +# } +# } +# } +# AND = { # count_theocracy_male_ismaili (Ayatolá), count_theocracy_female_ismaili (Ayatolá) +# holds_landed_title = yes +# primary_title.tier = tier_county +# government_has_flag = government_is_theocracy +# faith = faith:ismaili +# } +# AND = { # baron_theocracy_male_zoroastrianism_religion (Ervad), baron_theocracy_female_zoroastrianism_religion (Ervad) +# holds_landed_title = yes +# primary_title.tier = tier_barony +# government_has_flag = government_is_theocracy +# religion = religion:zoroastrianism_religion +# } +# AND = { # baron_theocracy_male_west_african_bori_religion (Adjingi) +# holds_landed_title = yes +# primary_title.tier = tier_barony +# government_has_flag = government_is_theocracy +# religion = religion:west_african_bori_religion +# } +# AND = { # baron_feudal_male_iranian_group (Argbadh) +# holds_landed_title = yes +# primary_title.tier = tier_barony +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# } +# culture = { has_cultural_pillar = heritage_iranian } +# } +# primary_title = title:k_austria # archduke (Archiduque), archduchess (Archiduquesa) +# } +# } +# localization_key = CustomLoc_ES_del +# } +# text = { +# trigger = { +# is_female = no +# OR = { +# primary_title.tier >= tier_barony +# any_spouse = { primary_title.tier >= tier_barony } +# } +# } +# localization_key = CustomLoc_ES_del +# } +# text = { +# trigger = { +# is_female = yes +# OR = { +# primary_title.tier >= tier_barony +# any_spouse = { primary_title.tier >= tier_barony } +# } +# } +# localization_key = CustomLoc_ES_dela +# } +# text = { +# localization_key = CustomLoc_ES_del +# fallback = yes +# } +#} +# +#ES_only_a_GetShortUIName = { +# type = character +# log_loc_errors = no +# text = { +# trigger = { +# is_local_player = yes +# } +# localization_key = CustomLoc_ES_al +# } +# text = { +# trigger = { # Príncipe +# is_female = no +# primary_title.tier <= tier_kingdom +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# } +# OR = { +# AND = { +# exists = mother.primary_title +# mother.primary_title.tier >= tier_kingdom +# } +# AND = { +# exists = father.primary_title +# father.primary_title.tier >= tier_kingdom +# } +# } +# } +# localization_key = CustomLoc_ES_al +# } +# text = { +# trigger = { # Princesa +# is_female = yes +# primary_title.tier <= tier_kingdom +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# } +# OR = { +# AND = { +# exists = mother.primary_title +# mother.primary_title.tier >= tier_kingdom +# } +# AND = { +# exists = father.primary_title +# father.primary_title.tier >= tier_kingdom +# } +# } +# } +# localization_key = CustomLoc_ES_ala +# } +# text = { +# trigger = { # Reina madre +# is_female = yes +# government_has_flag = government_is_feudal +# any_child = { primary_title.tier = tier_kingdom } +# primary_title.tier < tier_kingdom +# } +# localization_key = CustomLoc_ES_ala +# } +# text = { +# trigger = { +# OR = { +# AND = { # emperor (Emperador), emperor_female (Emperatriz) +# holds_landed_title = yes +# primary_title.tier = tier_empire +# NOT = { +# culture = { has_cultural_pillar = heritage_central_germanic } # Kaiser +# culture = { has_name_list = name_list_greek } # Basileus +# has_title = title:d_shiite # Califa +# has_title = title:d_sunni # Califa +# has_title = title:k_papal_state +# has_title = title:k_orthodox +# has_title = title:d_iconoclast +# has_title = title:d_conversos +# has_title = title:d_karaism +# has_title = title:d_haymanot +# has_title = title:d_malabarism +# has_title = title:d_samaritan +# has_title = title:d_kabarism +# has_title = title:d_mazdayasna +# has_title = title:d_zurvanism +# has_title = title:d_gayomarthianism +# has_title = title:d_khurmazta +# has_title = title:d_mazdakism +# has_title = title:d_khurramism +# has_title = title:d_urartuism +# } +# } +# AND = { # duke_theocracy_male_paganism_religion (Arcipreste), duke_theocracy_female_paganism_religion (Archisacerdotisa) +# holds_landed_title = yes +# primary_title.tier = tier_duchy +# government_has_flag = government_is_theocracy +# religion = religion:paganism_religion +# religion = religion:taoism_religion +# religion = religion:bon_religion +# religion = religion:germanic_religion +# religion = religion:tengrism_religion +# religion = religion:west_african_religion +# religion = religion:west_african_bori_religion +# religion = religion:west_african_roog_religion +# religion = religion:zunism_religion +# } +# AND = { # king_feudal_male_uyghur (Idiqut), king_feudal_female_uyghur (Idiqut) +# holds_landed_title = yes +# primary_title.tier = tier_kingdom +# culture = { has_name_list = name_list_uyghur } +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# government_has_flag = government_is_tribal +# } +# } +# AND = { # prince_male_iberian_group (Infante), prince_female_iberian_group (Infante) +# age < 16 +# holds_landed_title = yes +# primary_title.tier >= tier_kingdom +# culture = { has_cultural_pillar = heritage_iberian } +# government_has_flag = government_is_feudal +# } +# AND = { # duke_feudal_male_sogdian (Ikhshide) +# is_female = no +# culture = { has_name_list = name_list_sogdian } +# holds_landed_title = yes +# primary_title.tier = tier_duchy +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# } +# } +# AND = { +# is_female = no +# holds_landed_title = yes +# primary_title.tier = tier_county +# OR = { +# AND = { # count_feudal_male_english (Earl) +# government_has_flag = government_is_feudal +# primary_title = { target_is_de_jure_liege_or_above = title:e_britannia } +# } +# AND = { # count_feudal_male_e_britannia (Earl) +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_tribal +# } +# culture = { has_name_list = name_list_english } +# culture = { has_name_list = name_list_anglo_saxon } +# culture = { has_name_list = name_list_scottish } +# } +# } +# } +# AND = { # count_theocracy_male_ismaili (Ayatolá), count_theocracy_female_ismaili (Ayatolá) +# holds_landed_title = yes +# primary_title.tier = tier_county +# government_has_flag = government_is_theocracy +# faith = faith:ismaili +# } +# AND = { # baron_theocracy_male_zoroastrianism_religion (Ervad), baron_theocracy_female_zoroastrianism_religion (Ervad) +# holds_landed_title = yes +# primary_title.tier = tier_barony +# government_has_flag = government_is_theocracy +# religion = religion:zoroastrianism_religion +# } +# AND = { # baron_theocracy_male_west_african_bori_religion (Adjingi) +# holds_landed_title = yes +# primary_title.tier = tier_barony +# government_has_flag = government_is_theocracy +# religion = religion:west_african_bori_religion +# } +# AND = { # baron_feudal_male_iranian_group (Argbadh) +# holds_landed_title = yes +# primary_title.tier = tier_barony +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# } +# culture = { has_cultural_pillar = heritage_iranian } +# } +# primary_title = title:k_austria # archduke (Archiduque), archduchess (Archiduquesa) +# } +# } +# localization_key = CustomLoc_ES_al +# } +# text = { +# trigger = { +# is_female = no +# OR = { +# primary_title.tier >= tier_barony +# any_spouse = { primary_title.tier >= tier_barony } +# } +# } +# localization_key = CustomLoc_ES_al +# } +# text = { +# trigger = { +# is_female = yes +# OR = { +# primary_title.tier >= tier_barony +# any_spouse = { primary_title.tier >= tier_barony } +# } +# } +# localization_key = CustomLoc_ES_ala +# } +# text = { +# localization_key = CustomLoc_ES_al +# fallback = yes +# } +#} +# \ No newline at end of file diff --git a/common/customizable_localization/00_language_custom_loc.txt b/common/customizable_localization/00_language_custom_loc.txt index 89f1f0dc..0e99c800 100644 --- a/common/customizable_localization/00_language_custom_loc.txt +++ b/common/customizable_localization/00_language_custom_loc.txt @@ -64,18 +64,14 @@ GetFaithSacredLanguage = { localization_key = language_latin_name #Latin } - text = { - trigger = { faith = faith:armenian_apostolic } - localization_key = language_armenian_name #Armenian - } +# text = { +# trigger = { faith = faith:armenian_apostolic } +# localization_key = language_armenian_name #Armenian +# } text = { trigger = { - OR = { - religion = religion:eastern_orthodox_religion - religion = religion:catholic_religion - religion = religion:protestant_religion - } + religion = religion:eastern_orthodox_religion } localization_key = language_greek_name #Greek } @@ -100,21 +96,21 @@ GetFaithSacredLanguage = { localization_key = language_pali_name #Pali } - text = { - trigger = { - OR = { - faith = faith:lamaism - religion = religion:bon_religion - AND = { - faith = faith:vajrayana - culture = { - has_cultural_pillar = heritage_tibetan - } - } - } - } - localization_key = language_classical_tibetan_name #Classical Tibetan - } +# text = { +# trigger = { +# OR = { +# faith = faith:lamaism +# religion = religion:bon_religion +# AND = { +# faith = faith:vajrayana +# culture = { +# has_cultural_pillar = heritage_tibetan +# } +# } +# } +# } +# localization_key = language_classical_tibetan_name #Classical Tibetan +# } text = { trigger = { @@ -126,21 +122,14 @@ GetFaithSacredLanguage = { text = { #Could also be Vedic & Old Tamil trigger = { OR = { -# religion = religion:hinduism_religion + religion = religion:hinduism_religion religion = religion:buddhism_religion -# religion = religion:jainism_religion + religion = religion:jainism_religion } } localization_key = language_sanskrit_name #Sanskrit } - text = { - trigger = { - religion = religion:hellenism_religion - } - localization_key = language_greek_name #Greek - } - text = { trigger = { always = yes @@ -156,25 +145,11 @@ GetFaithSacredLanguageCharacter = { text = { trigger = { - OR = { - religion = religion:catholic_religion - } + religion = religion:catholic_religion } localization_key = language_latin_name #Latin } -# text = { -# trigger = { -# faith = faith:cathar -# } -# localization_key = language_occitano_romance_name #Occitan -# } - -# text = { -# trigger = { faith = faith:nestorian } -# localization_key = language_aramaic_name #Armaic -# } - # text = { # trigger = { faith = faith:armenian_apostolic } # localization_key = language_armenian_name #Armenian @@ -182,11 +157,7 @@ GetFaithSacredLanguageCharacter = { text = { trigger = { - OR = { - religion = religion:eastern_orthodox_religion - religion = religion:catholic_religion - religion = religion:protestant_religion - } + religion = religion:eastern_orthodox_religion } localization_key = language_greek_name #Greek } @@ -237,20 +208,13 @@ GetFaithSacredLanguageCharacter = { text = { #Could also be Vedic & Old Tamil trigger = { OR = { -# religion = religion:hinduism_religion + religion = religion:hinduism_religion religion = religion:buddhism_religion -# religion = religion:jainism_religion + religion = religion:jainism_religion } } localization_key = language_sanskrit_name #Sanskrit } - - text = { - trigger = { - religion = religion:hellenism_religion - } - localization_key = language_greek_name #Greek - } text = { trigger = { always = yes diff --git a/common/customizable_localization/00_ruler_transition_loc.txt b/common/customizable_localization/00_ruler_transition_loc.txt index de22c9a5..2710435c 100644 --- a/common/customizable_localization/00_ruler_transition_loc.txt +++ b/common/customizable_localization/00_ruler_transition_loc.txt @@ -1998,224 +1998,4 @@ GameOverMessageNotableAchievements = { dynasty = global_var:flag_restored_roman_empire.dynasty } } - text = { - localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_RESTORED_DUMNONIA_DESC - trigger = { - exists = global_var:flag_restored_dumnonia - dynasty = global_var:flag_restored_dumnonia.dynasty - } - } - text = { - localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_RESTORED_CAROLINGIAN_DESC - trigger = { - exists = global_var:flag_reformed_carolingian_empire - dynasty = global_var:flag_reformed_carolingian_empire.dynasty - } - } - text = { - localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_RESTORED_HOLY_ROMAN_EMPIRE_DESC - trigger = { - exists = global_var:restore_holy_roman_empire_decision - dynasty = global_var:restore_holy_roman_empire_decision.dynasty - } - } - text = { - localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_RESTORED_OLD_VASCONIA_DESC - trigger = { - exists = global_var:flag_restored_old_vasconia - dynasty = global_var:flag_restored_old_vasconia.dynasty - } - } - - # Have you ever unified a kingdom/empire/etc.? - text = { - localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_UNIFICATION_SPANISH_DESC - trigger = { - exists = global_var:unite_the_spanish_thrones_decision - exists = global_var:unite_the_spanish_thrones_decision.dynasty - dynasty = global_var:unite_the_spanish_thrones_decision.dynasty - } - } - - text = { - localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_UNIFICATION_SLAVS_DESC - trigger = { - exists = global_var:unite_the_slavs_decision - exists = global_var:unite_the_slavs_decision.dynasty - dynasty = global_var:unite_the_slavs_decision.dynasty - } - } - - text = { - localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_UNIFICATION_SOUTHERN_SLAVS_DESC - trigger = { - exists = global_var:unite_the_southern_slavs_decision - exists = global_var:unite_the_southern_slavs_decision.dynasty - dynasty = global_var:unite_the_southern_slavs_decision.dynasty - } - } - - text = { - localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_UNIFICATION_WESTERN_SLAVS_DESC - trigger = { - exists = global_var:unite_the_western_slavs_decision - exists = global_var:unite_the_western_slavs_decision.dynasty - dynasty = global_var:unite_the_western_slavs_decision.dynasty - } - } - - text = { - localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_UNIFICATION_BURGUNDY_DESC - trigger = { - exists = global_var:flag_unified_burgundy_kingdom - exists = global_var:flag_unified_burgundy_kingdom.dynasty - dynasty = global_var:flag_unified_burgundy_kingdom.dynasty - } - } - - text = { - localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_UNIFICATION_ITALY_DESC - trigger = { - exists = global_var:flag_unified_italian_empire - exists = global_var:flag_unified_italian_empire.dynasty - dynasty = global_var:flag_unified_italian_empire.dynasty - } - } - - text = { - localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_UNIFICATION_AFRICA_DESC - trigger = { - exists = global_var:unite_africa_decision - exists = global_var:unite_africa_decision.dynasty - dynasty = global_var:unite_africa_decision.dynasty - } - } - - # Have you ever formed/created/founded a kingdom/empire/etc.? - text = { - localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_PORTUGAL_DESC - trigger = { - exists = global_var:form_portugal_decision - dynasty = global_var:form_portugal_decision.dynasty - } - } - text = { - localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_CANARIAS_DESC - trigger = { - exists = global_var:declare_canarias_decision - dynasty = global_var:declare_canarias_decision.dynasty - } - } - - text = { - localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_BOSNIA_DESC - trigger = { - exists = global_var:flag_founded_kingdom_of_bosnia - dynasty = global_var:flag_founded_kingdom_of_bosnia.dynasty - } - } - - text = { - localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_ARMENIA_DESC - trigger = { - exists = global_var:flag_created_armenian_empire - dynasty = global_var:flag_created_armenian_empire.dynasty - } - } - - text = { - localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_VIET_DESC - trigger = { - exists = global_var:flag_created_dai_viet_empire - dynasty = global_var:flag_created_dai_viet_empire.dynasty - } - } - - text = { - localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_MAJAPAHIT_DESC - trigger = { - exists = global_var:flag_created_majapahit_empire - dynasty = global_var:flag_created_majapahit_empire.dynasty - } - } - - text = { - localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_RYUKYU_DESC - trigger = { - exists = global_var:flag_created_ryukyu_empire - dynasty = global_var:flag_created_ryukyu_empire.dynasty - } - } - - text = { - localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_SIAM_DESC - trigger = { - exists = global_var:flag_created_siam_kingdom - dynasty = global_var:flag_created_siam_kingdom.dynasty - } - } - - text = { - localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_BRUNEI_KINGDOM_DESC - trigger = { - exists = global_var:flag_created_brunei_kingdom - dynasty = global_var:flag_created_brunei_kingdom.dynasty - } - } - - text = { - localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_BRUNEI_EMPIRE_DESC - trigger = { - exists = global_var:flag_created_brunei_empire - dynasty = global_var:flag_created_brunei_empire.dynasty - } - } - - text = { - localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_RUM_DESC - trigger = { - exists = global_var:flag_formed_rum_sultanate - dynasty = global_var:flag_formed_rum_sultanate.dynasty - } - } - - text = { - localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_ISRAEL_DESC - trigger = { - exists = global_var:create_israel_kingdom - dynasty = global_var:create_israel_kingdom.dynasty - } - } - - text = { - localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_OUTREMER_DESC - trigger = { - exists = global_var:flag_created_outremer_empire - dynasty = global_var:flag_created_outremer_empire.dynasty - } - } - - text = { - localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_SWITZERLAND_DESC - trigger = { - exists = global_var:flag_formed_switzerland_kingdom - dynasty = global_var:flag_formed_switzerland_kingdom.dynasty - } - } - - text = { - localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_AUSTRIA_DESC - trigger = { - exists = global_var:flag_formed_austria_kingdom - dynasty = global_var:flag_formed_austria_kingdom.dynasty - } - } - - text = { - localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_ARAGON_DESC - trigger = { - exists = global_var:flag_formed_kingdom_of_aragon - dynasty = global_var:flag_formed_kingdom_of_aragon.dynasty - } - } } diff --git a/common/customizable_localization/05_bp2_custom_loc.txt b/common/customizable_localization/05_bp2_custom_loc.txt index 2f6031f4..91a192c9 100644 --- a/common/customizable_localization/05_bp2_custom_loc.txt +++ b/common/customizable_localization/05_bp2_custom_loc.txt @@ -334,7 +334,7 @@ GetLearningBuilding = { trigger = { OR = { has_culture = culture:levantine - has_faith = faith:ashari + has_faith = faith:aqlani } } localization_key = building_type_petra_01 @@ -351,7 +351,7 @@ GetLearningBuilding = { text = { trigger = { OR = { - has_culture = culture:greek + culture = { has_cultural_pillar = heritage_greek } has_faith = faith:orthodox } } @@ -361,7 +361,7 @@ GetLearningBuilding = { trigger = { OR = { has_culture = culture:bedouin - has_faith = faith:ashari + has_faith = faith:aqlani } } localization_key = building_type_holy_site_great_mosque_of_mecca_01 diff --git a/common/decisions/00_artifact_decisions.txt b/common/decisions/00_artifact_decisions.txt new file mode 100644 index 00000000..922e9e2d --- /dev/null +++ b/common/decisions/00_artifact_decisions.txt @@ -0,0 +1,590 @@ +### Commission Artifact ### +commission_artifact_decision = { + picture = { + trigger = { culture = { has_graphical_east_asia_culture_group_trigger = yes } } + reference = "gfx/interface/illustrations/decisions/tgp_retire.dds" + } + picture = { + trigger = { government_has_flag = government_is_nomadic } + reference = "gfx/interface/illustrations/event_scenes/mpo_hunt_steppe.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_smith.dds" + } + cooldown = { days = standard_commission_artifact_cooldown_time } + sort_order = 100 + + is_shown = { + is_landed_or_landless_administrative = yes + highest_held_title_tier >= tier_county + exists = capital_province + } + + is_valid_showing_failures_only = { + # Only valid for characters with an antiquarian. + employs_court_position = antiquarian_court_position + trigger_if = { + limit = { + government_has_flag = government_is_nomadic + } + custom_tooltip = { + text = commission_artifact_decision.nomad_requirements + NOR = { + has_character_modifier = mpo_artifact_material_modifier + culture ?= { + has_cultural_parameter = nomadic_metal_artifact_unlock + } + } + } + } + } + + minimum_cost = { + # Matches the cost defined in 00_inspirations.txt + gold = { + value = basic_fund_inspiration_cost + if = { + limit = { # Estate discount bonus + domicile ?= { has_domicile_parameter = estate_reduce_commission_artifact_cost } + } + multiply = estate_reduce_commission_artifact_cost_value + } + else_if = { + limit = { + scope:commission_weapon ?= yes + domicile ?= { has_domicile_parameter = cheaper_commission_weapon_artifact_parameter_1 } + } + multiply = estate_reduce_commission_artifact_cost_value + } + else_if = { + limit = { + scope:commission_armor ?= yes + domicile ?= { has_domicile_parameter = cheaper_commission_armor_artifact_parameter_1 } + } + multiply = estate_reduce_commission_artifact_cost_value + } + else_if = { + limit = { + scope:commission_furniture ?= yes + domicile ?= { has_domicile_parameter = cheaper_commission_furniture_artifact_parameter_1 } + } + multiply = estate_reduce_commission_artifact_cost_value + } + if = { + limit = { + confederation ?= { has_cohesion_level_parameter = any_member_commission_and_inspiration_reduced } + } + multiply = { + value = 0.9 + desc = CB_COHESION_PARAMETER_DISCOUNT + } + } + if = { + limit = { + has_character_modifier = mpo_artifact_material_modifier + } + multiply = 0 + } + } + } + + widget = { + gui = "decision_view_widget_commission_artifact" + controller = decision_option_list_controller + decision_to_second_step_button = "COMMISSION_ARTIFACT_DECISION_NEXT_STEP_BUTTON" + + # Commission a Kris + item = { + value = commission_kris + current_description = { + desc = commission_artifact_decision_option_kris_desc + } + localization = { + desc = commission_artifact_decision_option_kris + } + icon = "gfx/interface/icons/artifact/kris.dds" + + is_shown = { + culture = { + has_cultural_parameter = may_commission_kris + } + } + + ai_chance = { + value = 0 + if = { + limit = { + # Only make this choice if we don't already have an artifact of this type. + NOT = { + any_character_artifact = { + has_variable = is_kris + } + } + } + add = 5000 + } + } + } + + # Personal Artifacts are always valid to commission + item = { + value = commission_weapon + current_description = { + desc = commission_artifact_decision_option_weapon_desc + } + localization = { + desc = commission_artifact_decision_option_weapon + } + icon = "gfx/interface/icons/artifact/artifact_sword.dds" + + ai_chance = { + value = 0 + if = { + limit = { + # Only make this choice if we don't already have an artifact of this type. + NOT = { + any_character_artifact = { + artifact_slot_type = primary_armament + } + } + } + add = 100 + } + } + } + + item = { + value = commission_armor + current_description = { + desc = commission_artifact_decision_option_armor_desc + } + localization = { + desc = commission_artifact_decision_option_armor + } + icon = "gfx/interface/icons/artifact/artifact_armor.dds" + + ai_chance = { + value = 0 + if = { + limit = { + # Only make this choice if we don't already have an artifact of this type. + NOT = { + any_character_artifact = { + artifact_slot_type = armor + } + } + } + add = 100 + } + } + } + + item = { + value = commission_crown + current_description = { + desc = commission_artifact_decision_option_crown_desc + } + localization = { + desc = commission_artifact_decision_option_crown + } + icon = "gfx/interface/icons/artifact/artifact_crown.dds" + + ai_chance = { + value = 0 + if = { + limit = { + # Only make this choice if we don't already have an artifact of this type. + NOT = { + any_character_artifact = { + artifact_slot_type = helmet + } + } + } + add = 100 + } + } + } + + item = { + value = commission_regalia + current_description = { + desc = commission_artifact_decision_option_regalia_desc + } + localization = { + desc = commission_artifact_decision_option_regalia + } + icon = "gfx/interface/icons/artifact/artifact_regalia.dds" + + is_valid = { + trigger_if = { + limit = { + government_has_flag = government_is_nomadic + } + custom_tooltip = { + text = commission_artifact_decision.nomad_requirements + NOT = { + has_character_modifier = mpo_artifact_material_modifier + } + } + } + } + + ai_chance = { + value = 0 + if = { + limit = { + # Only make this choice if we don't already have an artifact of this type. + NOT = { + any_character_artifact = { + artifact_slot_type = regalia + } + } + } + add = 100 + } + } + } + + # Court Artifacts only appear if you have the Royal Court DLC, and are only valid if you have an active Royal Court + + item = { + value = commission_tapestry + is_shown = { has_dlc_feature = royal_court } + is_valid = { + has_royal_court = yes + trigger_if = { + limit = { + government_has_flag = government_is_nomadic + } + custom_tooltip = { + text = commission_artifact_decision.nomad_requirements + NOT = { + has_character_modifier = mpo_artifact_material_modifier + } + } + } + } + current_description = { + desc = commission_artifact_decision_option_tapestry_desc + } + + localization = { + desc = commission_artifact_decision_option_tapestry + } + icon = "gfx/interface/icons/artifact/artifact_tapestry.dds" + + ai_chance = { + value = 0 + if = { + limit = { + has_royal_court = yes + has_dlc_feature = court_artifacts + # Only make this choice if we don't already have an artifact of this type. + NOR = { + any_character_artifact = { + artifact_slot_type = wall_big + } + any_character_artifact = { + artifact_slot_type = wall_small + } + } + } + add = 100 + } + } + } + + item = { + value = commission_furniture + is_shown = { has_dlc_feature = royal_court } + is_valid = { + has_royal_court = yes + trigger_if = { + limit = { + government_has_flag = government_is_nomadic + } + custom_tooltip = { + text = commission_artifact_decision.nomad_requirements + NOT = { + has_character_modifier = mpo_artifact_material_modifier + } + } + } + } + current_description = { + desc = commission_artifact_decision_option_furniture_desc + } + + localization = { + desc = commission_artifact_decision_option_furniture + } + icon = "gfx/interface/icons/artifact/artifact_cabinet.dds" + + ai_chance = { + value = 0 + if = { + limit = { + has_royal_court = yes + has_dlc_feature = court_artifacts + # Only make this choice if we don't already have an artifact of this type. + NOT = { + any_character_artifact = { + artifact_slot_type = sculpture + } + } + } + add = 100 + } + } + } + + item = { + value = commission_book + is_shown = { has_dlc_feature = royal_court } + is_valid = { + has_royal_court = yes + trigger_if = { + limit = { + government_has_flag = government_is_nomadic + } + custom_tooltip = { + text = commission_artifact_decision.nomad_requirements + NOT = { + has_character_modifier = mpo_artifact_material_modifier + } + } + } + } + current_description = { + desc = commission_artifact_decision_option_book_desc + } + localization = { + desc = commission_artifact_decision_option_book + } + icon = "gfx/interface/icons/artifact/artifact_book.dds" + + ai_chance = { + value = 0 + if = { + limit = { + has_royal_court = yes + has_dlc_feature = court_artifacts + # Only make this choice if we don't already have an artifact of this type. + NOT = { + any_character_artifact = { + artifact_slot_type = book + } + } + } + add = 100 + } + } + } + + #Alchemy isn't included here since that inspiration is much more tied to the pursuit of knowledge initiated by the inspired person + } + + effect = { + if = { + limit = { + any_court_position_holder = { + type = antiquarian_court_position + } + } + random_court_position_holder = { + type = antiquarian_court_position + save_scope_as = antiquarian + } + } + # Explanatory Tooltips + custom_tooltip = commission_artifact_decision_effect + if = { + limit = { has_dlc_feature = royal_court } + custom_description_no_bullet = { + text = commission_artifact_decision_warning_effect + } + } + + if = { + limit = { + any_pool_character = { + province = root.capital_province + has_no_particular_noble_roots_trigger = yes + is_available_healthy_ai_adult = yes + NOR = { + exists = inspiration + has_trait = peasant_leader + } + } + } + random_pool_character = { + province = root.capital_province + limit = { + has_no_particular_noble_roots_trigger = yes + is_available_healthy_ai_adult = yes + NOR = { + exists = inspiration + has_trait = peasant_leader + } + } + save_scope_as = local_artisan + hidden_effect = { + add_character_modifier = local_artisan_modifier + } + } + } + else = { + # Artisan Generation + hidden_effect = { + create_character = { + template = local_artisan_template + location = root.capital_province + gender_female_chance = root_faith_dominant_gender_adjusted_female_chance + save_scope_as = local_artisan + } + scope:local_artisan = { + hidden_effect = { + add_character_modifier = local_artisan_modifier + } + } + } + } + + hidden_effect = { + if = { + # Conditional exists to avoid false-positives during tooltip generation, but 'local_artisan' should always exist on execution! + limit = { exists = scope:local_artisan } + root = { add_courtier = scope:local_artisan } + scope:local_artisan = { + add_character_flag = local_artisan + switch = { + trigger = yes + scope:commission_kris = { + set_variable = { + name = artifact_weapon_type + value = flag:artifact_weapon_type_dagger + } + set_variable = is_inspiration_for_kris_dagger + create_inspiration = weapon_inspiration + } + scope:commission_weapon = { create_inspiration = weapon_inspiration } + scope:commission_armor = { + set_variable = { + name = force_armor + value = flag:force_armor_true + } + create_inspiration = armor_inspiration + } + scope:commission_crown = { + set_variable = { + name = artifact_smith_type + value = flag:smith_type_crown + } + create_inspiration = smith_inspiration + } + scope:commission_regalia = { + set_variable = { + name = artifact_smith_type + value = flag:smith_type_regalia + } + create_inspiration = smith_inspiration + } + scope:commission_tapestry = { + root = { trigger_event = fund_inspiration.0044 } + } + scope:commission_furniture = { create_inspiration = artisan_inspiration } + scope:commission_book = { create_inspiration = book_inspiration } + } + if = { + limit = { exists = inspiration } + inspiration = { save_scope_as = this_inspiration } + root = { sponsor_inspiration = scope:this_inspiration } + } + } + } + } + + #Mandala Creation Aspect + if = { + limit = { + government_has_flag = government_is_mandala + house = { has_house_aspiration_parameter = aspect_of_creation } + is_house_head = yes + } + increment_variable_effect = { + VAR = num_commissioned_artifacts + VAL = 1 + } + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 36 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + ai_potential = { + is_at_war = no + ai_greed < medium_positive_ai_value + short_term_gold > ai_war_chest_desired_gold_value + war_chest_gold >= halved_ai_war_chest_gold_maximum + NOT = { has_variable = conqueror } + ai_should_focus_on_building_in_their_capital = no + } + + ai_will_do = { + base = 100 + + modifier = { + factor = 0 + has_royal_court = yes + any_character_artifact = { + artifact_slot_type = primary_armament + } + any_character_artifact = { + artifact_slot_type = armor + } + any_character_artifact = { + artifact_slot_type = helmet + } + any_character_artifact = { + artifact_slot_type = regalia + } + OR = { + any_character_artifact = { + artifact_slot_type = wall_big + } + any_character_artifact = { + artifact_slot_type = wall_small + } + } + any_character_artifact = { + artifact_slot_type = sculpture + } + any_character_artifact = { + artifact_slot_type = book + } + } + + modifier = { + factor = 0 + has_royal_court = no + any_character_artifact = { + artifact_slot_type = primary_armament + } + any_character_artifact = { + artifact_slot_type = armor + } + any_character_artifact = { + artifact_slot_type = helmet + } + any_character_artifact = { + artifact_slot_type = regalia + } + } + } +} diff --git a/common/decisions/00_diarchy_decisions.txt b/common/decisions/00_diarchy_decisions.txt new file mode 100644 index 00000000..316753bd --- /dev/null +++ b/common/decisions/00_diarchy_decisions.txt @@ -0,0 +1,273 @@ +################################################## +# #Decisions +# diarch_attempt_to_overthrow_liege Diarch attempts to coup Liege +# + +############################################# +# Attempt Overthrow of Liege +# by Ewan Cowhig Croft +############################################# + +diarch_attempt_to_overthrow_liege = { + desc = diarch_attempt_to_overthrow_liege_desc + confirm_text = { + first_valid = { + triggered_desc = { + trigger = { scope:coup_prowess = yes } + desc = diarch_attempt_to_overthrow_liege_confirm.prowess + } + desc = diarch_attempt_to_overthrow_liege_confirm + } + } + selection_tooltip = diarch_attempt_to_overthrow_liege_tooltip + picture = { + trigger = { + NOR = { + government_has_flag = government_is_tribal + government_has_flag = government_is_theocracy + top_liege ?= { government_has_flag = government_is_tribal } + top_liege ?= { government_has_flag = government_is_theocracy } + } + OR = { + culture = { has_cultural_pillar = heritage_byzantine } + top_liege ?= { + OR = { + culture = { has_cultural_pillar = heritage_byzantine } + capital_barony ?= title:b_constantinople + is_roman_emperor_primary_title_trigger = yes + } + } + } + } + reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_knight_kneeling.dds" + } + decision_group_type = major + + is_shown = { + # If you're not in a diarchy, we don't care. + OR = { + AND = { + exists = liege + is_diarch_of_target = liege + } + is_designated_diarch = yes + } + } + + is_valid = { + diarch_coup_attempt_is_valid_trigger = { LIEGE = root.liege } + + # Extra condition for Vizier + trigger_if = { + limit = { has_diarchy_active_parameter = diarchy_is_vizierate } + prestige_level >= very_high_prestige_level + trigger_if = { + limit = { + exists = liege.house + house ?= liege.house + } + house = { has_house_unity_stage = antagonistic } + } + } + } + + is_valid_showing_failures_only = { + diarch_coup_attempt_is_valid_showing_failure_only_trigger = { DIARCH = root } + } + + widget = { + gui = "decision_view_widget_option_list_generic" + controller = decision_option_list_controller + decision_to_second_step_button = "diarch_attempt_to_overthrow_liege.second_step" + + # Diplomacy Coup. + item = { + value = coup_diplomacy + current_description = diarch_attempt_to_overthrow_liege.tt.coup_diplomacy_desc + localization = diarch_attempt_to_overthrow_liege.tt.coup_diplomacy + icon = "gfx/interface/icons/message_feed/diplomacy.dds" + is_valid = { always = yes } + ai_chance = { + value = 0 + # If this is our highest skill, weight it up. + if = { + limit = { + highest_skill = diplomacy + diplomacy >= prowess + } + add = 100 + } + } + } + # Intrigue Coup. + item = { + value = coup_intrigue + current_description = diarch_attempt_to_overthrow_liege.tt.coup_intrigue_desc + localization = diarch_attempt_to_overthrow_liege.tt.coup_intrigue + icon = "gfx/interface/icons/message_feed/intrigue.dds" + is_valid = { always = yes } + ai_chance = { + value = 0 + # If this is our highest skill, weight it up. + if = { + limit = { + highest_skill = intrigue + intrigue >= prowess + } + add = 100 + } + } + } + # Prowess Coup. + item = { + value = coup_prowess + current_description = diarch_attempt_to_overthrow_liege.tt.coup_prowess_desc + localization = diarch_attempt_to_overthrow_liege.tt.coup_prowess + icon = "gfx/interface/icons/icon_prowess.dds" + is_valid = { always = yes } + ai_chance = { + value = 0 + # If this is our highest skill, weight it up. + if = { + limit = { + prowess >= diplomacy + prowess >= martial + prowess >= stewardship + prowess >= intrigue + prowess >= learning + } + add = 100 + + } + } + } + } + + effect = { + # Save some scopes for loc. + save_scope_as = usurper + liege = { save_scope_as = liege } + # Fire the misc assorted effects we want here & for the AI path. + diarch_coup_preamble_effects_effect = yes + # Right, so how does this work? + custom_tooltip = diarch_attempt_to_overthrow_liege.tt.coup_types + custom_tooltip = diarch_attempt_to_overthrow_liege.tt.liege_response + custom_tooltip = diarch_attempt_to_overthrow_liege.tt.liege_response.information_on_converting_councillors + custom_tooltip = diarch_attempt_to_overthrow_liege.tt.consequences + # Now, show what's gonna happen. + random_list = { + # If scope:liege accepts their fate, this can all end peacefully. + 100 = { + desc = diarch_attempt_to_overthrow_liege.tt.liege_accepts + show_chance = no + # You take all top-tier titles. + custom_tooltip = diarch_attempt_to_overthrow_liege.tt.liege_accepts.usurp_targets.primary + # If there's a suitable kingdom title, you'll absorb that too. + ## By suitable, we mean "one that has some lands within the sub-realm". + if = { + limit = { + liege = { + diarch_coup_attempt_grabbable_kingdom_trigger = { TARGET = root.liege } + } + } + custom_tooltip = diarch_attempt_to_overthrow_liege.tt.liege_accepts.usurp_targets.kingdom + } + # If they hold the de jure capital & its duchy, you'll take _those_, thank you. + if = { + limit = { + liege = { + any_held_title = { + diarch_coup_attempt_grabbable_capital_and_duchies_trigger = { TARGET = root.liege } + } + } + } + custom_tooltip = diarch_attempt_to_overthrow_liege.tt.liege_accepts.usurp_targets.capital + } + # Remaining lands stay with scope:liege. + custom_tooltip = diarch_attempt_to_overthrow_liege.tt.liege_accepts.keep_more_titles + custom_tooltip = diarch_attempt_to_overthrow_liege.tt.liege_accepts.remains_ruling + } + # If scope:liege puts up a fight and loses, you bust them down. + 100 = { + desc = diarch_attempt_to_overthrow_liege.tt.liege_fights_and_loses + show_chance = no + # Most lands stay with scope:liege. + custom_tooltip = diarch_attempt_to_overthrow_liege.tt.liege_fights_and_loses.take_more_titles + custom_tooltip = diarch_attempt_to_overthrow_liege.tt.liege_fights_and_loses.may_lose_everything + } + # And if things go wrong? + ## Diplomacy Coup. + 100 = { + desc = diarch_attempt_to_overthrow_liege.tt.diplomacy_coup + show_chance = no + custom_tooltip = diarch_attempt_to_overthrow_liege.tt.win.liege_lives + custom_tooltip = diarch_attempt_to_overthrow_liege.tt.win.considered_merciful + custom_tooltip = diarch_attempt_to_overthrow_liege.tt.lose.usurper_captured + } + ## Intrigue Coup. + 100 = { + desc = diarch_attempt_to_overthrow_liege.tt.intrigue_coup + show_chance = no + custom_tooltip = diarch_attempt_to_overthrow_liege.tt.win.liege_captured + custom_tooltip = diarch_attempt_to_overthrow_liege.tt.lose.usurper_captured + } + ## Prowess Coup. + 100 = { + desc = diarch_attempt_to_overthrow_liege.tt.prowess_coup + show_chance = no + custom_tooltip = diarch_attempt_to_overthrow_liege.tt.win.liege_dies + custom_tooltip = diarch_attempt_to_overthrow_liege.tt.loss.usurper_dies + } + } + # Compile our final conspirator list. + diarch_finalise_conspirators_for_overthrow_list_effect = yes + # Send out the actual events. + liege = { + # Diplomacy. + if = { + limit = { scope:coup_diplomacy = yes } + trigger_event = diarchy.9001 + } + # Intrigue. + if = { + limit = { scope:coup_intrigue = yes } + trigger_event = diarchy.9011 + } + # Prowess. + if = { + limit = { scope:coup_prowess = yes } + trigger_event = diarchy.9021 + } + } + } + + cost = { + gold = { + value = major_gold_value + if = { + limit = { + has_character_flag = laid_coup_groundwork_flag + } + multiply = 0.1 + } + } + prestige = { + value = 1000 + if = { + limit = { + has_character_flag = laid_coup_groundwork_flag + } + multiply = 0.1 + } + } + } + + # The AI takes this via interaction, as we need to account for landless characters. + ai_check_interval = 0 + + # Handled via interaction. + ai_potential = { always = no } +} diff --git a/common/decisions/00_dynasty_decisions.txt b/common/decisions/00_dynasty_decisions.txt new file mode 100644 index 00000000..e4914b2e --- /dev/null +++ b/common/decisions/00_dynasty_decisions.txt @@ -0,0 +1,320 @@ +### Create Cadet Branch ### +create_cadet_branch_decision = { + picture = { + trigger = { + government_is_japanese_trigger = yes + } + reference = "gfx/interface/illustrations/decisions/tgp_poet.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds" + } + + decision_group_type = major + ai_check_interval_by_tier = { + barony = 0 + county = 6 + duchy = 6 + kingdom = 6 + empire = 6 + hegemony = 6 + } + + is_shown = { + is_playable_character = yes + exists = house.house_head + is_house_head = no + highest_held_title_tier > tier_barony + NOR = { + government_has_flag = government_is_holy_order + government_has_flag = government_is_theocracy + AND = { + faith = { has_doctrine = doctrine_theocracy_temporal } + has_council_position = councillor_court_chaplain + } + AND = { + has_tgp_dlc_trigger = yes + tgp_is_in_ceremonial_house_trigger = yes + } + } + } + + is_valid = { + is_adult = yes + government_allows = create_cadet_branches + # Must have living children of same house + custom_tooltip = { + text = create_cadet_branch_decision_living_children + any_child = { + count >= 1 + is_alive = yes + house ?= root.house + } + } + # No direct descendant is liege or above + custom_tooltip = { + text = create_cadet_branch_decision_liege_is_descendant + any_liege_or_above_is_descendant = no + } + # If you are Clan, you cannot be in the same realm as your House Head. For simplicity, we'll just force you to be independent. + trigger_if = { + limit = { + government_has_flag = government_is_clan + } + top_liege = this + } + # If you are Administrative, we let the player create a new House much easier, as to have easy access to their own Family Title and Estate. + trigger_else_if = { + limit = { government_allows = administrative } + trigger_if = { + limit = { + is_ai = yes # We don't want the AI to create cadet branches willy nilly, so they have additional restrictions. + top_liege = house.house_head.top_liege # But we do want the AI to create a cadet branch ASAP if the house head is in a different realm + } + NOT = { is_close_or_extended_family_of = house.house_head } + custom_description = { + text = create_cadet_branch_decision_succession_line + house.house_head = { + NOT = { + any_held_title = { + place_in_line_of_succession = { + target = root + value <=3 + } + } + } + } + } + } + # No triggers for players. + } + # For everyone else, you cannot be too close in the line of succession. + trigger_else = { + custom_description = { + text = create_cadet_branch_decision_succession_line + house.house_head = { + NOT = { + any_held_title = { + place_in_line_of_succession = { + target = root + value <= 3 + } + } + } + } + } + } + # Marriage restrictions + trigger_if = { + limit = { is_male = yes } + trigger_if = { + limit = { + OR = { + is_married = yes + faith = { has_doctrine = doctrine_gender_female_dominated } + } + } + patrilinear_marriage = yes + } + } + trigger_else = { + trigger_if = { + limit = { + OR = { + is_married = yes + faith = { has_doctrine = doctrine_gender_male_dominated } + } + } + matrilinear_marriage = yes + } + } + # Monks need not apply + trigger_if = { + limit = { has_trait = devoted } + NOT = { has_trait = devoted } + } + trigger_if = { + limit = { has_trait = bastard } + NOT = { has_trait = bastard } + } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + is_playable_character = yes + } + + effect = { + house.house_head ?= { save_scope_as = old_head } + if = { + limit = { + has_tgp_dlc_trigger = yes + culture = { + OR = { + has_cultural_pillar = language_japonic + has_name_list = name_list_yamato + } + } + } + add_character_flag = found_cadet_branch + trigger_event = tgp_japan_decision.9001 + show_as_tooltip = { + create_cadet_branch = { save_scope_as = new_house } + if = { + limit = { government_allows = create_cadet_branches } + create_noble_family_effect = { GOVERNMENT_GIVER = scope:old_head } + } + } + } + else = { + found_cadet_house_decision_effect = { + CHARACTER = root + PRESTIGE = major_prestige_gain + } + } + } + + ai_potential = { + exists = house.house_head + is_adult = yes + highest_held_title_tier > tier_barony + any_child = { is_alive = yes } + } + + ai_will_do = { + base = 30 + + modifier = { # Dukes and above are more keen + add = 70 + exists = primary_title + primary_title.tier > tier_county + } + + modifier = { # Prefer to stay in liege's dynasty + add = -50 + government_is_japanese_trigger = no + top_liege != this + any_liege_or_above = { + dynasty = root.dynasty + } + } + + modifier = { # Childless rulers should not found houses + factor = 0 + any_child = { + is_alive = yes + count < 3 + } + } + + modifier = { # Stop stealing player's house members + factor = 0 + any_player = { + OR = { + any_child = { + OR = { + is_child_of = root + is_grandchild_of = root + is_great_grandchild_of = root + } + } + any_child = { + even_if_dead = yes + any_child = { + OR = { + is_child_of = root + is_grandchild_of = root + is_great_grandchild_of = root + } + } + } + any_child = { + even_if_dead = yes + any_child = { + even_if_dead = yes + any_child = { + OR = { + is_child_of = root + is_grandchild_of = root + is_great_grandchild_of = root + } + } + } + } + } + } + } + + # we don't want AI to split from their House unless they dislike their house head + modifier = { + factor = 0 + government_has_flag = government_is_clan + opinion = { + target = house.house_head + value >= -50 + } + } + + # If an admin top liege ever ends up having their house head in a different realm, they should create a cadet branch ASAP + modifier = { + add = 1000 + government_allows = administrative + top_liege = this + this != house.house_head.top_liege + } + + modifier = { + add = -250 + years_from_game_start < 5 + } + + ### TGP + + modifier = { # Prefer not to branch away from ruling close family + government_is_japanese_trigger = yes + top_liege.primary_title = { + any_past_holder = { is_close_family_of = root } + } + add = -25 + } + + modifier = { # Prefer to branch away from leading house if distant to split up blocs + government_is_japanese_trigger = yes + is_landed = yes + top_liege.house = root.house + NOT = { is_close_or_extended_family_of = top_liege } + add = 50 + } + + modifier = { # Prefer to branch away from house head + government_is_japanese_trigger = yes + NOT = { is_close_or_extended_family_of = house.house_head } + add = 50 + } + + modifier = { # Ruler should not break family apart + government_is_japanese_trigger = yes + is_independent_ruler = yes + add = -1000 + } + + modifier = { # Close and extended family prefer to stay with Ritsuryo house heads + government_is_japanese_trigger = yes + government_allows = administrative + OR = { + is_close_or_extended_family_of = house.house_head + AND = { + top_liege.house ?= house + is_close_or_extended_family_of = top_liege + } + house.house_head = { + any_held_title = { + is_noble_family_title = yes + any_past_holder = { is_close_or_extended_family_of = root } + } + } + } + add = -1000 + } + } +} diff --git a/common/decisions/00_fp3_decisions.txt b/common/decisions/00_fp3_decisions.txt new file mode 100644 index 00000000..93d51834 --- /dev/null +++ b/common/decisions/00_fp3_decisions.txt @@ -0,0 +1,619 @@ + +### Find a New Faith for Persia ### +adopt_a_new_faith_for_persia_decision = { + ai_check_interval_by_tier = { + barony = 0 + county = 36 + duchy = 12 + kingdom = 12 + empire = 12 + hegemony = 12 + } + picture = { + reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_foundation.dds" + } + sort_order = -20 + decision_group_type = major + + cooldown = { years = 30 } + + is_shown = { + any_character_struggle = { is_struggle_type = persian_struggle } + is_landed = yes + has_trait = fp3_struggle_detractor + } + + is_valid_showing_failures_only = { + faith.religion = religion:islam_religion + } + + is_valid = { + + } + + widget = { + gui = "decision_view_widget_generic_multichoice_with_effects" + controller = decision_option_list_controller + decision_to_second_step_button = "CHOOSE_PERSIAN_FAITH" + show_from_start = yes + + ### imami + item = { + value = choose_imami + is_valid = { + NOT = { faith = faith:imami } + } + current_description = choose_imami_desc + localization = choose_imami_name + icon = "gfx/interface/icons/faith/imami.dds" + ai_chance = { + value = 0 + if = { + limit = { + highest_held_title_tier >= tier_kingdom + ai_boldness >= 25 + } + add = 20 + } + if = { + limit = { + any_sub_realm_county = { + faith = faith:imami + } + } + add = 10 + } + if = { + limit = { + exists = title:d_sunni.holder + opinion = { + target = title:d_sunni.holder + value < -20 + } + } + add = 20 + } + if = { + limit = { + any_independent_ruler = { + any_character_struggle = { is_struggle_type = persian_struggle } + faith = faith:imami + } + } + multiply = 4 + } + } + } + ### alevi + item = { + value = choose_alevi + is_valid = { + NOT = { faith = faith:alevi } + } + current_description = choose_alevi_desc + localization = choose_alevi_name + icon = "gfx/interface/icons/faith/alevi.dds" + ai_chance = { + value = 0 + if = { + limit = { + any_sub_realm_county = { + faith = faith:alevi + } + } + add = 10 + } + if = { + limit = { + exists = title:d_sunni.holder + opinion = { + target = title:d_sunni.holder + value < -20 + } + culture = { has_cultural_pillar = heritage_turkic } + } + add = 50 + } + if = { + limit = { + any_independent_ruler = { + any_character_struggle = { is_struggle_type = persian_struggle } + faith = faith:alevi + } + culture = { has_cultural_pillar = heritage_turkic } + } + multiply = 4 + } + } + } + ### nizari + item = { + value = choose_nizari + is_valid = { + NOT = { faith = faith:nizari } + } + current_description = choose_nizari_desc + localization = choose_nizari_name + icon = "gfx/interface/icons/faith/nizari.dds" + ai_chance = { + value = 0 + if = { + limit = { + any_sub_realm_county = { + faith = faith:nizari + } + } + add = 10 + } + if = { + limit = { + highest_held_title_tier >= tier_kingdom + ai_boldness >= 25 + } + add = 10 + } + if = { + limit = { + exists = title:d_sunni.holder + opinion = { + target = title:d_sunni.holder + value < -20 + } + } + add = 20 + } + if = { + limit = { + any_independent_ruler = { + any_character_struggle = { is_struggle_type = persian_struggle } + faith = faith:nizari + } + } + multiply = 4 + } + } + } + ### zayidi + item = { + value = choose_zayidi + is_valid = { + NOT = { faith = faith:zayidi } + } + current_description = choose_zayidi_desc + localization = choose_zayidi_name + icon = "gfx/interface/icons/faith/zayidi.dds" + ai_chance = { + value = 0 + if = { + limit = { + any_sub_realm_county = { + faith = faith:zayidi + } + } + add = 10 + } + if = { + limit = { + any_independent_ruler = { + any_character_struggle = { is_struggle_type = persian_struggle } + faith = faith:zayidi + piety_level >= 3 + } + } + add = 100 + } + if = { + limit = { + OR = { + culture = culture:daylamite + culture = { any_parent_culture_or_above = { this = culture:daylamite } } + } + } + add = 50 + } + if = { + limit = { + any_independent_ruler = { + any_character_struggle = { is_struggle_type = persian_struggle } + faith = faith:zayidi + root = { + opinion = { + target = prev + value >= 20 + } + } + } + } + add = 20 + } + } + } + + ### Maturidi + item = { + value = choose_maturidi + is_valid = { + NOT = { faith = faith:maturidi } + } + current_description = choose_maturidi_desc + localization = choose_maturidi_name + icon = "gfx/interface/icons/faith/maturidi.dds" + ai_chance = { + value = 0 + if = { + limit = { + any_sub_realm_county = { + count >= 4 + faith = faith:maturidi + } + } + add = 5 + } + if = { + limit = { + exists = title:d_sunni.holder + opinion = { + target = title:d_sunni.holder + value >= -20 + } + } + add = 10 + } + if = { + limit = { + any_independent_ruler = { + any_character_struggle = { is_struggle_type = persian_struggle } + faith = faith:maturidi + } + } + multiply = 2 + } + if = { + limit = { + title:d_sunni.holder.faith ?= faith:maturidi + } + multiply = 0 + } + } + } + ### Mutazili + item = { + value = choose_mutazila + is_valid = { + NOT = { faith = faith:mutazila } + } + current_description = choose_mutazila_desc + localization = choose_mutazila_name + icon = "gfx/interface/icons/faith/mutazila.dds" + ai_chance = { + value = 0 + if = { + limit = { + any_sub_realm_county = { + count >= 4 + faith = faith:mutazila + } + } + add = 5 + } + if = { + limit = { + exists = title:d_sunni.holder + opinion = { + target = title:d_sunni.holder + value >= -20 + } + } + add = 10 + } + if = { + limit = { + any_independent_ruler = { + any_character_struggle = { is_struggle_type = persian_struggle } + faith = faith:mutazila + } + } + multiply = 2 + } + if = { + limit = { + title:d_sunni.holder.faith ?= faith:mutazila + } + multiply = 0 + } + } + } + ### azariqa + item = { + value = choose_azariqa + is_valid = { + NOT = { faith = faith:azariqa } + } + current_description = choose_azariqa_desc + localization = choose_azariqa_name + icon = "gfx/interface/icons/faith/azariqa.dds" + ai_chance = { + value = 0 + if = { # If the Azariqa revolt is successful, then Azariqa will start to dominate! + limit = { + exists = faith:azariqa.religious_head + } + add = 100 + } + if = { # Or if someone _truly_ fits the bill... + limit = { + ai_zeal >= 50 + ai_boldness >= 75 + OR = { + has_trait = vengeful + has_trait = peasant_leader + } + } + add = 10 + } + } + } + ### zurvanism (behafaridism) + item = { + value = choose_zurvanism + is_valid = { + NOT = { faith = faith:zurvanism } + has_trait = eccentric + } + current_description = choose_zurvanism_desc + localization = choose_zurvanism_name + icon = "gfx/interface/icons/faith/zurvanism.dds" + ai_chance = { + value = 100 + } + } + } + + effect = { + if = { + limit = { scope:choose_maturidi = yes } + + if = { + limit = { + capital_county.faith = faith + } + capital_county = { set_county_faith = faith:maturidi } + } + show_as_tooltip = { set_character_faith = faith:maturidi } + hidden_effect = { + set_character_faith_with_conversion = faith:maturidi + } + faith:maturidi = { + change_fervor = { + value = 15 + desc = fervor_gain_persian_fervor + } + } + } + else_if = { + limit = { scope:choose_mutazila = yes } + + if = { + limit = { + capital_county.faith = faith + } + capital_county = { set_county_faith = faith:mutazila } + } + show_as_tooltip = { set_character_faith = faith:mutazila } + hidden_effect = { + set_character_faith_with_conversion = faith:mutazila + } + faith:mutazila = { + change_fervor = { + value = 15 + desc = fervor_gain_persian_fervor + } + } + } + else_if = { + limit = { scope:choose_imami = yes } + + if = { + limit = { + capital_county.faith = faith + } + capital_county = { set_county_faith = faith:imami } + } + show_as_tooltip = { set_character_faith = faith:imami } + hidden_effect = { + set_character_faith_with_conversion = faith:imami + } + faith:imami = { + change_fervor = { + value = 15 + desc = fervor_gain_persian_fervor + } + } + } + else_if = { + limit = { scope:choose_alevi = yes } + + if = { + limit = { + capital_county.faith = faith + } + capital_county = { set_county_faith = faith:alevi } + } + show_as_tooltip = { set_character_faith = faith:alevi } + hidden_effect = { + set_character_faith_with_conversion = faith:alevi + } + faith:alevi = { + change_fervor = { + value = 15 + desc = fervor_gain_persian_fervor + } + } + } + else_if = { + limit = { scope:choose_nizari = yes } + + if = { + limit = { + capital_county.faith = faith + } + capital_county = { set_county_faith = faith:nizari } + } + show_as_tooltip = { set_character_faith = faith:nizari } + hidden_effect = { + set_character_faith_with_conversion = faith:nizari + } + faith:nizari = { + change_fervor = { + value = 15 + desc = fervor_gain_persian_fervor + } + } + } + else_if = { + limit = { scope:choose_zayidi = yes } + + if = { + limit = { + capital_county.faith = faith + } + capital_county = { set_county_faith = faith:zayidi } + } + show_as_tooltip = { set_character_faith = faith:zayidi } + hidden_effect = { + set_character_faith_with_conversion = faith:zayidi + } + faith:zayidi = { + change_fervor = { + value = 15 + desc = fervor_gain_persian_fervor + } + } + } + else_if = { + limit = { scope:choose_azariqa = yes } + + if = { + limit = { + capital_county.faith = faith + } + capital_county = { set_county_faith = faith:azariqa } + } + show_as_tooltip = { set_character_faith = faith:azariqa } + hidden_effect = { + set_character_faith_with_conversion = faith:azariqa + } + faith:azariqa = { + change_fervor = { + value = 15 + desc = fervor_gain_persian_fervor + } + } + } + else_if = { + limit = { scope:choose_zurvanism = yes } + + if = { + limit = { + capital_county.faith = faith + } + capital_county = { set_county_faith = faith:zurvanism } + } + show_as_tooltip = { set_character_faith = faith:zurvanism } + hidden_effect = { + set_character_faith_with_conversion = faith:zurvanism + } + faith:zurvanism = { + change_fervor = { + value = 15 + desc = fervor_gain_persian_fervor + } + } + } + capital_county = { + add_county_modifier = { + modifier = religious_settler_influx + years = 25 + } + } + if = { + limit = { + any_character_struggle = { + involvement = involved + phase_has_catalyst = catalyst_ruler_chooses_persian_faith + } + } + every_character_struggle = { + involvement = involved + limit = { + phase_has_catalyst = catalyst_ruler_chooses_persian_faith + } + activate_struggle_catalyst = { + catalyst = catalyst_ruler_chooses_persian_faith + character = root + } + } + } + } + + cost = { + piety = { + value = major_piety_value + } + } + + ai_potential = { + highest_held_title_tier >= tier_county + title:d_sunni.holder.faith ?= faith + is_landed = yes + is_at_war = no + } + + ai_will_do = { + base = 20 + + modifier = { + add = { + value = ai_zeal + multiply = -0.5 + } + } + + modifier = { + add = -20 + has_trait = craven + } + + modifier = { + add = 20 + has_trait = ambitious + } + + modifier = { + add = -20 + NOT = { + any_character_struggle = { + involvement = involved + phase_has_catalyst = catalyst_ruler_chooses_persian_faith + } + } + } + + modifier = { + add = 20 + any_character_struggle = { + involvement = involved + phase_has_catalyst = catalyst_ruler_chooses_persian_faith + } + } + + modifier = { + add = 40 + top_liege = this + any_character_struggle = { + involvement = involved + phase_has_catalyst = catalyst_ruler_chooses_persian_faith + } + } + } +} diff --git a/common/decisions/00_guest_decisions.txt b/common/decisions/00_guest_decisions.txt new file mode 100644 index 00000000..fe3f0f3f --- /dev/null +++ b/common/decisions/00_guest_decisions.txt @@ -0,0 +1,305 @@ +### Invite Knights ### +invite_knights_decision = { + picture = { + trigger = { government_is_japanese_trigger = yes } + reference = "gfx/interface/illustrations/men_at_arms_big/japanese_horse_archers.dds" + } + picture = { + trigger = { culture = { has_graphical_east_asia_culture_group_trigger = yes } } + reference = "gfx/interface/illustrations/men_at_arms_big/heavy_cavalry_asia.dds" + } + picture = { + trigger = { culture = { has_graphical_india_culture_group_trigger = yes } } + reference = "gfx/interface/illustrations/decisions/hindu_soldiers.dds" + } + picture = { + trigger = { + NOT = { government_has_flag = government_is_nomadic } + } + reference = "gfx/interface/illustrations/decisions/decision_invite_knights.dds" + } + picture = { + trigger = { + government_has_flag = government_is_nomadic + } + reference = "gfx/interface/illustrations/decisions/mpo_decision_confederation.dds" + } + desc = invite_knights_decision_desc + ai_check_interval = 0 + decision_group_type = courtier + + cooldown = { years = invite_knights_decision_cooldown_value } + + is_shown = { + is_landless_adventurer = no + max_number_of_knights > 0 + } + + is_valid = { + trigger_if = { + limit = { + government_has_flag = government_is_nomadic + } + domicile ?= { + has_domicile_building_or_higher = character_warfare_yurt_01 + } + } + } + + effect = { + #A flag to increase weights for knights in regular guest invites + add_character_flag = { + flag = invite_knights_decision_active + years = 3 + } + #A counter for the free "extra knights", will be reduced by 1 for every extra knight and extra knights stops when it reaches 0 + set_variable = { + name = number_of_invite_knights_countdown + value = 3 #If this number changes make sure the tooltips change + days = 1000 + } + if = { + limit = { + culture = { + has_cultural_parameter = frugal_blacksmith_better_invite_knight_decision + } + } + change_variable = { + name = number_of_invite_knights_countdown + add = 2 + } + } + trigger_event = { + id = minor_decisions.0001 + days = { 20 40 } + } + + #Effect tooltip + if = { + limit = { culture = { has_cultural_parameter = martial_custom_male_only_combatant } } + custom_tooltip = invite_knights_decision.men.tt + } + else_if = { + limit = { culture = { has_cultural_parameter = martial_custom_female_only_combatant } } + custom_tooltip = invite_knights_decision.women.tt + } + else = { + custom_tooltip = invite_knights_decision.warriors.tt + } + } + + cost = { + prestige = { + value = medium_prestige_value + if = { + limit = { + root.culture = { + has_cultural_parameter = frugal_blacksmith_cheaper_invite_knight_decision + } + } + multiply = 0.5 + } + # Dynasty Legacies + if = { + limit = { + dynasty ?= { has_dynasty_perk = ep2_activities_legacy_5 } + involved_activity ?= { has_activity_type = activity_tournament } + } + multiply = 0 + } + } + } + + ai_potential = { + always = no + } + + ai_will_do = { + base = 0 + } +} + +### Invite Claimants ### +invite_claimants_decision = { + picture = { + trigger = { culture = { has_graphical_east_asia_culture_group_trigger = yes } } + reference = "gfx/interface/illustrations/event_scenes/tgp_asia_estate.dds" + } + picture = { + trigger = { culture = { has_graphical_india_culture_group_trigger = yes } } + reference = "gfx/interface/illustrations/decisions/hindu_religious.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_realm.dds" + } + ai_check_interval = 0 + desc = invite_claimants_decision_desc + decision_group_type = courtier + + cooldown = { days = 3650 } + + is_shown = { + is_landed_or_landless_administrative = yes + primary_title.tier > tier_county + NOT = { government_has_flag = government_is_nomadic } + } + + effect = { + #A flag to increase weights for claimants in regular guest invites + add_character_flag = { + flag = invite_claimants_decision_active + days = 1825 + } + #A counter for the free "extra claimants", will be reduced by 1 for every extra claimant and extra claimants stops when it reaches 0 + set_variable = { + name = number_of_invite_claimants_countdown + value = 3 #If this number changes make sure the tooltips change + days = 1825 + } + trigger_event = { + id = minor_decisions.0002 + days = { 20 40 } + } + + #Effect tooltip + custom_tooltip = invite_claimants_decision.tt + } + + cost = { prestige = invite_claimants_decision_prestige_value } + + ai_potential = { + always = no + } + + ai_will_do = { + base = 0 + } +} + +### Scrape the Barrel ### +scrape_the_barrel_decision = { + picture = { + trigger = { + NOR = { + government_has_flag = government_is_tribal + government_has_flag = government_is_theocracy + top_liege ?= { government_has_flag = government_is_tribal } + top_liege ?= { government_has_flag = government_is_theocracy } + } + OR = { + culture = { has_cultural_pillar = heritage_byzantine } + top_liege ?= { + OR = { + culture = { has_cultural_pillar = heritage_byzantine } + capital_barony ?= title:b_constantinople + is_roman_emperor_primary_title_trigger = yes + } + } + } + } + reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_knight_kneeling.dds" + } + ai_check_interval = 0 + sort_order = 80 + desc = scrape_the_barrel_decision_desc + decision_group_type = courtier + + cooldown = { years = 2 } + + is_shown = { + is_landed_or_landless_administrative = yes + has_royal_court = yes + has_dlc_feature = royal_court + court_grandeur_current_level <= 4 + } + + effect = { + trigger_event = minor_decisions.0003 + + #Effect tooltip + custom_tooltip = scrape_the_barrel_decision.tt + } + + cost = { prestige = 150 } + + ai_potential = { + OR = { + has_trait = humble + has_trait = ambitious + has_trait = deviant + has_trait = intellect_bad + } + } + + ai_will_do = { + base = 10 + modifier = { + add = 10 + has_trait = humble + } + modifier = { + add = 10 + has_trait = ambitious + } + modifier = { + add = 10 + has_trait = deviant + } + modifier = { + add = 10 + has_trait = intellect_bad + } + } +} + +### Invite Poets ### +invite_poets_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_recruitment.dds" + } + desc = invite_poets_decision_desc + ai_check_interval = 0 + decision_group_type = courtier + + cooldown = { years = 10 } + + is_shown = { + employs_court_position = laureate_camp_officer + } + + effect = { + #A counter for the free "extra poets", will be reduced by 1 for every extra poet and extra poets stops when it reaches 0 + set_variable = { + name = number_of_invite_poets_countdown + value = 3 #If this number changes make sure the tooltips change + days = 1000 + } + trigger_event = { + id = minor_decisions.0004 + days = { 1 2 } + } + + #Effect tooltip + custom_tooltip = invite_poets_decision.tt + } + + cost = { + prestige = { + value = minor_prestige_value + } + gold = { + value = minor_gold_value + } + } + + ai_potential = { + always = no + } + + ai_will_do = { + base = 0 + } +} diff --git a/common/decisions/00_holy_order_decisions.txt b/common/decisions/00_holy_order_decisions.txt new file mode 100644 index 00000000..1483218f --- /dev/null +++ b/common/decisions/00_holy_order_decisions.txt @@ -0,0 +1,485 @@ +### Found Holy Order ### +create_holy_order_decision = { + picture = { + trigger = { + culture = { has_graphical_east_asia_culture_group_trigger = yes } + } + reference = "gfx/interface/illustrations/holding_types/tgp_chinese_pagoda.dds" + } + picture = { + trigger = { + culture = { has_graphical_india_culture_group_trigger = yes } + } + reference = "gfx/interface/illustrations/holding_types/tgp_castle_se_asia.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" + } + decision_group_type = major + + ai_goal = yes + + is_shown = { + is_landed = yes + NOR = { + faith = { + has_doctrine = special_doctrine_immaterial_harmony + } + faith = { + any_faith_holy_order = { + holy_order_patron = root + save_temporary_scope_as = order + } + } + } + # Jomsvikings should use their special decision if appropriate. + trigger_if = { + limit = { has_fp1_dlc_trigger = yes } + faith = { + NOT = { fp1_valid_norse_faith_for_jomsvikings_trigger = yes } + } + } + + trigger_if = { + limit = { + any_character_struggle = { + involvement = involved + has_struggle_phase_parameter = holy_order_can_be_created_by_dukes + } + highest_held_title_tier >= tier_duchy + } + NOT = { + any_sub_realm_barony = { + is_under_holy_order_lease = yes + } + } + } + OR = { + AND = { + any_character_struggle = { + involvement = involved + has_struggle_phase_parameter = holy_order_can_be_created_by_dukes + } + highest_held_title_tier >= tier_duchy + } + highest_held_title_tier >= tier_kingdom + any_held_county = { + any_in_de_jure_hierarchy = { + barony_is_valid_for_holy_order_lease_trigger = { CHARACTER = root } + } + } + } + } + + widget = { + controller = create_holy_order + barony_valid = { + trigger_if = { + limit = { exists = this } + barony_is_valid_for_holy_order_lease_trigger = { CHARACTER = scope:ruler } + } + trigger_else = { + custom_description = { + text = "has_holy_order_barony_selected" + always = no + } + } + } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + is_at_war = no + } + + is_valid = { + trigger_if = { + limit = { + any_character_struggle = { + involvement = involved + has_struggle_phase_parameter = holy_order_can_be_created_by_dukes + } + } + highest_held_title_tier >= tier_duchy + } + trigger_else = { + custom_description = { + text = "is_king_or_emperor" + highest_held_title_tier >= tier_kingdom + } + } + + custom_description = { + text = "has_two_castle_county" + any_held_county = { + any_in_de_jure_hierarchy = { + barony_is_valid_for_holy_order_lease_trigger = { CHARACTER = root } + } + } + } + trigger_if = { + limit = { + exists = faith.religious_head + root != root.faith.religious_head + } + faith.religious_head = { + opinion = { + target = root + value >= { + value = 0 + if = { + limit = { is_ai = no } + add = high_positive_opinion + } + } + } + } + } + + trigger_if = { + limit = { + is_ai = yes + } + piety_level >= 1 + } + trigger_else = { + piety_level >= 3 + } + } + cost = { + gold = { + value = 0 + if = { + limit = { + has_treasury = no + } + add = holy_order_gold_cost + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + } + add = holy_order_gold_cost + } + } + piety = { + value = holy_order_piety_cost + } + } + + effect = { + custom_tooltip = create_holy_order_decision_effect_message + + if = { # If you have no valid barony this will throw errors when you open the decision - we add this check to avoid that + limit = { + exists = scope:barony + } + hidden_effect = { + if = { + limit = { scope:barony.holder != root } + create_title_and_vassal_change = { + type = leased_out + save_scope_as = change + add_claim_on_loss = no + } + scope:barony = { + change_title_holder_include_vassals = { + holder = root + change = scope:change + } + } + resolve_title_and_vassal_change = scope:change + } + } + + create_character = { + template = holy_order_leader_character + location = scope:barony.title_province + save_scope_as = leader + } + + create_holy_order_neutral_effect = { + LEADER = scope:leader + CAPITAL = scope:barony + NEW_HO_SCOPE = new_holy_order + FOUNDER = root + } + } + create_holy_order_effect = yes + } + + ai_potential = { + highest_held_title_tier >= tier_kingdom + is_playable_character = yes + OR = { + any_held_title = { + title_tier = barony + barony_is_valid_for_holy_order_lease_trigger = { CHARACTER = root } + } + any_vassal = { + primary_title.tier = tier_barony + any_held_title = { + barony_is_valid_for_holy_order_lease_trigger = { CHARACTER = root } + } + } + } + } + + ai_will_do = { + base = 200 + modifier = { + add = { + faith = { + # Don't create more than 5 holy orders for a faith + every_faith_holy_order = { + subtract = 40 + } + } + } + } + modifier = { + government_has_flag = government_is_mandala + add = -150 + } + } +} + +### Borrow Gold from Holy Order ### +borrow_from_holy_order_decision = { #by Linnéa Thimrén + picture = { + trigger = { + culture = { has_graphical_india_culture_group_trigger = yes } + } + reference = "gfx/interface/illustrations/decisions/hindu_religious.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_spend_money.dds" + } + desc = borrow_from_holy_order_decision_desc + selection_tooltip = borrow_from_holy_order_decision_tooltip + + ai_check_interval_by_tier = { + barony = 0 + county = 72 + duchy = 72 + kingdom = 72 + empire = 72 + hegemony = 72 + } + + cost = { + piety = 50 + } + + cooldown = { days = 5475 } + + is_shown = { + is_playable_character = yes + highest_held_title_tier > tier_barony + faith = { + any_faith_holy_order = { count >= 1 } #Your faith must have a Holy Order + } + # cannot already have a loan - keep it simple + NOR = { + exists = var:loan_amount_owed + exists = var:loan_holder + } + } + + is_valid_showing_failures_only = { + is_available = yes + custom_description = { + text = borrow_from_holy_order_gold_condition + faith = { + any_faith_holy_order = { + leader = { + gold >= holy_order_gold_value + NOT = { + has_any_bad_relationship_with_character_trigger = { CHARACTER = root } + } + } + } + } + } + } + + effect = { + hidden_effect = { + faith = { + random_faith_holy_order = { + limit = { + leader = { + gold >= holy_order_gold_value + NOT = { + has_any_bad_relationship_with_character_trigger = { CHARACTER = root } + } + } + } + leader = { save_scope_as = recipient } + save_scope_as = order + } + } + trigger_event = holy_order.0200 + } + custom_tooltip = borrow_from_holy_order_decision_effect_tooltip + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 50 + ai_value_modifier = { + ai_zeal = -0.5 + } + ai_value_modifier = { + ai_greed = 0.5 + } + } +} + +### Revoke Holy Order Lease ### +cancel_holy_order_lease_decision = { + picture = { + trigger = { + culture = { has_graphical_india_culture_group_trigger = yes } + } + reference = "gfx/interface/illustrations/decisions/hindu_soldiers.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" + } + desc = { + first_valid = { + triggered_desc = { + trigger = { + faith = { + faith_hostility_level = { + target = scope:barony.lessee_title.holder.faith + value >= faith_hostile_level + } + } + } + desc = cancel_holy_order_lease_hostile_decision_desc + } + desc = cancel_holy_order_lease_decision_desc + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 36 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + is_shown = { + is_landless_adventurer = no + is_playable_character = yes + + any_sub_realm_barony = { + barony_is_valid_for_holy_order_lease_cancellation_trigger = { ACTOR = root } + } + } + + widget = { + controller = revoke_holy_order_lease + barony_valid = { + trigger_if = { + limit = { exists = this } + barony_is_valid_for_holy_order_lease_cancellation_trigger = { ACTOR = root } + } + trigger_else = { + custom_description = { + text = "has_holy_order_barony_selected" + always = no + } + } + } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + is_at_war = no + } + + effect = { + revoke_holy_order_lease_effect = { + CHARACTER = root + TARGET = scope:barony.lessee + BARONY = scope:barony + } + hidden_effect = { + + #Message is sent through the on_holy_order_destroyed on_action instead! + #send_interface_toast = { + # type = holy_order_founded_message + # desc = i_created_holy_order_message + # left_icon = scope:leader + # right_icon = scope:new_holy_order.title + #} + #save_scope_as = holy_order_creator + #every_ruler = { + # limit = { + # faith = scope:holy_order_creator.faith + # this != scope:holy_order_creator + # } + # send_interface_message = { + # type = holy_order_founded_message + # desc = someone_created_holy_order_message + # left_icon = scope:holy_order_creator + # right_icon = scope:new_holy_order.title + # } + #} + #every_neighboring_top_liege_realm_owner = { + # limit = { + # faith != scope:holy_order_creator.faith + # } + # send_interface_message = { + # type = enemy_holy_order_founded_message + # desc = other_faith_neighbor_created_holy_order_message + # left_icon = scope:holy_order_creator + # right_icon = scope:new_holy_order.title + # } + #} + } + } + + ai_potential = { + is_playable_character = yes + highest_held_title_tier >= tier_county + any_sub_realm_barony = { + county.holder = { is_ai = yes } + is_under_holy_order_lease = yes + } + } + + ai_will_do = { + base = 0 + # revoke titles leased to holy orders of the wrong faith + modifier = { + add = 100 + exists = scope:barony.lessee + scope:barony.lessee.faith != root.faith + } + # Revoke if cynical + modifier = { + add = 100 + ai_zeal <= -50 + exists = scope:barony.lessee + NOT = { + any_patroned_holy_order = { + leader = { + this = scope:barony.lessee + } + } + } + } + } +} diff --git a/common/decisions/00_lifestyle_decisions.txt b/common/decisions/00_lifestyle_decisions.txt new file mode 100644 index 00000000..fcf8e1fc --- /dev/null +++ b/common/decisions/00_lifestyle_decisions.txt @@ -0,0 +1,694 @@ +@celibacy_cooldown_time = 365 +@sale_of_titles_cooldown_time = 1825 +@sale_of_titles_prestige_cost = 500 +@extort_subjects_cooldown_time = 1825 +@commission_epic_cooldown_time = 3650 +@hold_mystical_communion_cooldown_time = 1825 +@draw_maps_cooldown_time = 1825 +@local_adjudicate_cooldown_time = 1825 + +### Embrace Celibacy +# by Petter Vilberg +# Unlocked by: Restraint +### Embrace Celibacy ### +embrace_celibacy_decision = { + ai_check_interval = 0 + picture = { + reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds" + } + desc = embrace_celibacy_decision_desc + + selection_tooltip = embrace_celibacy_decision_tooltip + + cooldown = { days = @celibacy_cooldown_time } + + is_shown = { + has_perk = restraint_perk + NOT = { has_trait = celibate } + } + + is_valid_showing_failures_only = { + NOR = { + has_trait = lifestyle_reveler + has_trait = seducer + } + is_adult = yes + } + + is_valid = { + has_perk = restraint_perk + } + + effect = { + + send_interface_toast = { + type = event_toast_effect_neutral + title = msg_became_celibate + left_icon = root + add_trait = celibate + } + + stress_impact = { + lustful = major_stress_impact_gain + lifestyle_reveler = medium_stress_impact_gain + } + + # If you have a legend maybe we change it? + if = { + limit = { + has_legend_chapter_trigger = { CHAPTER = motivation } + } + random = { + chance = 75 + send_interface_toast = { + title = legend_chapter_change_toast + left_icon = root + promoted_legend = { + set_legend_chapter = { + name = motivation + localization_key = legend_chapter_motivation_celibacy + } + } + } + } + } + } + + ai_potential = { + always = no + } + + ai_will_do = { + base = 0 + } +} + +### Abandon Celibacy +# by Petter Vilberg +# Unlocked by: Restraint +### Abandon Celibacy ### +abandon_celibacy_decision = { + ai_check_interval = 0 + picture = { + reference = "gfx/interface/illustrations/decisions/decision_misc.dds" + } + desc = abandon_celibacy_decision_desc + + selection_tooltip = abandon_celibacy_decision_tooltip + + cooldown = { days = @celibacy_cooldown_time } + + is_shown = { + has_perk = restraint_perk + has_trait = celibate + } + + is_valid_showing_failures_only = { + is_adult = yes + } + + is_valid = { + has_perk = restraint_perk + } + + effect = { + + send_interface_toast = { + type = event_toast_effect_neutral + title = msg_stopped_being_celibate + left_icon = root + + remove_trait = celibate + } + } + + ai_potential = { + always = no + } + + ai_will_do = { + base = 0 + } +} + + +### Sale of Titles +# by Petter Vilberg +# Unlocked by: At Any Cost +### Sell Trivial Titles ### +sale_of_titles_decision = { + picture = { + trigger = { + culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + reference = "gfx/interface/illustrations/decisions/tgp_debate.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_spend_money.dds" + } + desc = sale_of_titles_decision_desc + + selection_tooltip = sale_of_titles_decision_tooltip + + cooldown = { days = @sale_of_titles_cooldown_time } + + is_shown = { + is_landed = yes + OR = { + has_perk = at_any_cost_perk + AND = { + highest_held_title_tier >= tier_kingdom + any_character_struggle = { + involvement = involved + has_struggle_phase_parameter = unlocks_sell_minor_title_for_kings_and_higher + } + } + } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + } + + is_valid = { + OR = { + has_perk = at_any_cost_perk + AND = { + highest_held_title_tier >= tier_kingdom + any_character_struggle = { + involvement = involved + has_struggle_phase_parameter = unlocks_sell_minor_title_for_kings_and_higher + } + } + } + } + + cost = { + prestige = @sale_of_titles_prestige_cost + } + + effect = { + hidden_effect = { + random = { + chance = 2 + modifier = { + add = 3 + has_trait = greedy + } + send_interface_toast = { + type = event_toast_effect_neutral + title = sell_titles_nickname_gained + left_icon = root + set_nickname_effect = { + NICKNAME = nick_the_greedy + } + } + } + } + + add_gold = major_gold_value + + custom_tooltip = sale_of_titles_side_effects_tt + + trigger_event = { + on_action = sell_titles_side_effect_events + days = 5 + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 72 + duchy = 72 + kingdom = 72 + empire = 72 + hegemony = 72 + } + + ai_potential = { + OR = { + ai_greed >= medium_positive_ai_value + gold < medium_gold_value + } + } + + ai_will_do = { + base = 30 + + modifier = { + add = 70 + ai_greed >= high_positive_ai_value + } + } +} + + +### Extort Subjects +# by Petter Vilberg +# Unlocked by: It Is MY Domain +### Extort Subjects ### +extort_subjects_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_spend_money.dds" + } + desc = extort_subjects_decision_desc + + selection_tooltip = extort_subjects_decision_tooltip + + cooldown = { days = @extort_subjects_cooldown_time } + + is_shown = { + is_landless_adventurer = no + OR = { + has_perk = it_is_my_domain_perk + has_character_modifier = fp3_justification_for_taxation_modifier + has_character_modifier = fp3_excuses_for_extortion_modifier + } + } + + is_valid_showing_failures_only = { + is_landed = yes + is_available_adult = yes + custom_description = { + text = has_count_vassals_or_higher + any_vassal = { + highest_held_title_tier >= tier_county + } + } + } + + is_valid = { + OR = { + has_perk = it_is_my_domain_perk + has_character_modifier = fp3_justification_for_taxation_modifier + has_character_modifier = fp3_excuses_for_extortion_modifier + } + } + + effect = { + + custom_description = { + text = extort_subjects_effect + } + + trigger_event = { + id = subject_extortion.9999 + days = { 3 5 } + } + + stress_impact = { + generous = major_stress_gain + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 72 + duchy = 72 + kingdom = 72 + empire = 72 + hegemony = 72 + } + + ai_potential = { + ai_greed >= medium_positive_ai_value + OR = { + ai_honor <= medium_negative_ai_value + ai_greed >= 100 + } + } + + ai_will_do = { + base = 10 + + modifier = { + add = 45 + ai_greed >= high_positive_ai_value + } + modifier = { + add = 45 + ai_honor <= high_negative_ai_value + } + } +} + + +### Commission Epic +# by Petter Vilberg +# Unlocked by: Making History +### Commission Epic ### +commission_epic_decision = { + picture = { + trigger = { + culture = { has_graphical_mediterranean_culture_group_trigger = yes } + } + reference = "gfx/interface/illustrations/event_scenes/ep3_medi_study.dds" + } + picture = { + trigger = { + culture = { has_building_gfx = japanese_building_gfx } #Just Japan + } + reference = "gfx/interface/illustrations/event_scenes/tgp_study_japan.dds" + } + picture = { + trigger = { + culture = { has_graphical_east_asia_culture_group_trigger = yes } #Rest of East Asia + } + reference = "gfx/interface/illustrations/event_scenes/tgp_study_asia.dds" + } + picture = { + trigger = { + culture = { has_graphical_india_culture_group_trigger = yes } + } + reference = "gfx/interface/illustrations/event_scenes/bp2_study_indian.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds" + } + desc = commission_epic_decision_desc + + selection_tooltip = commission_epic_decision_tooltip + + cooldown = { days = @commission_epic_cooldown_time } + + is_shown = { + is_landed = yes + exists = house + OR = { + has_perk = writing_history_perk + AND = { + top_liege = this + any_character_struggle = { + involvement = involved + has_struggle_phase_parameter = unlocks_epic_commission_for_independent_rulers + } + } + } + is_landless_adventurer = no + } + + is_valid_showing_failures_only = { + is_available_adult = yes + } + + cost = { + gold = medium_gold_value + } + + effect = { + custom_description_no_bullet = { + text = "commission_epic_once_complete_effect" + } + show_as_tooltip = { + add_prestige = medium_prestige_gain + custom_tooltip = commission_epic_artifact_tt + } + custom_description_no_bullet = { + text = "commission_epic_potential_cost_effect" + } + trigger_event = commission_epic.0001 + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 120 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + ai_potential = { + short_term_gold >= major_gold_value + } + + ai_will_do = { + base = 100 + } +} + + +### Hold Mystical Communion +### Hold Mystical Communion ### +hold_mystical_communion_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" + } + desc = hold_mystical_communion_decision_desc + + selection_tooltip = hold_mystical_communion_decision_tooltip + + cooldown = { days = @hold_mystical_communion_cooldown_time } + + is_shown = { + is_playable_character = yes + has_trait = lifestyle_mystic + } + + is_valid_showing_failures_only = { + is_available_adult = yes + } + + is_valid = { + has_trait = lifestyle_mystic + } + + cost = { + piety = medium_piety_value + } + + effect = { + show_as_tooltip = { + mystical_communion_outcome_effect = yes + } + custom_tooltip = hold_mystical_communion_side_effects_tt + + hidden_effect = { + random_list = { + 50 = { + trigger_event = { + id = mystic_lifestyle.0001 + days = 3 + } + } + 50 = { + trigger_event = { + on_action = mystic_communion_side_effect_events + days = 3 + } + } + } + } + + } + + ai_check_interval_by_tier = { + barony = 0 + county = 120 + duchy = 120 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} + +### Local Arbitration +# Unlocked by: Local Arbitration Perk +### Local Arbitration ### +local_arbitration_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_concession.dds" + } + sort_order = 50 + + desc = local_arbitration_decision_desc + + selection_tooltip = local_arbitration_decision_tooltip + + cooldown = { days = @local_adjudicate_cooldown_time } + + is_shown = { + is_ruler = yes + has_perk = local_arbitration_perk + government_has_flag = government_is_settled + } + + is_valid_showing_failures_only = { + custom_tooltip = { + text = inside_realm_trigger + any_sub_realm_county = { + this = root.location.county + } + } + } + + cost = { + prestige = { + value = medium_prestige_value + if = { + limit = { + government_has_flag = government_is_tribal + } + divide = 2 + } + if = { + limit = { + highest_held_title_tier = tier_duchy + } + multiply = 1.4 + } + if = { + limit = { + highest_held_title_tier = tier_kingdom + } + multiply = 2 + } + if = { + limit = { + highest_held_title_tier = tier_empire + } + multiply = 3 + } + } + } + + effect = { + add_legitimacy = minor_legitimacy_gain + custom_description = { + text = local_adjudicate_location_tt + } + if = { + limit = { + is_travelling = yes + exists = current_travel_plan + } + current_travel_plan = { + delay_travel_plan = { + days = 15 + } + } + } + location.county = { + local_adjudicate_effect = yes #Scripted effect since it is also referenced by the inspection activity with the personal_touch_perk + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 120 + duchy = 120 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + ai_potential = { + top_liege = this + } + + ai_will_do = { + base = 100 + } +} + +### Create Travel Itinerary ### +draw_up_new_charts_decision = { + picture = { + reference = "gfx/interface/illustrations/activity_header_backgrounds/activity_adult_education.dds" + } + desc = draw_up_new_charts_decision_desc + sort_order = 75 + + selection_tooltip = draw_up_new_charts_decision_tooltip + + cooldown = { days = @draw_maps_cooldown_time } + + is_shown = { + has_perk = realm_charts_perk + } + + is_valid_showing_failures_only = { + is_available_adult = yes + custom_description = { + text = has_locations_to_map_tt + OR = { + AND = { + has_variable_list = visited_poi + any_in_list = { + variable = visited_poi + OR = { + AND = { + this = county.holder.top_liege.capital_province + county.holder.top_liege != root.top_liege + } + has_building_with_flag = travel_point_of_interest_religious + has_building_with_flag = travel_point_of_interest_learning + has_building_with_flag = travel_point_of_interest_economic + has_building_with_flag = travel_point_of_interest_martial + has_building_with_flag = travel_point_of_interest_diplomatic + has_building_with_flag = travel_point_of_interest_wonder + has_building_with_flag = travel_point_of_interest_natural_feature + } + } + } + AND = { + has_variable_list = mapmaking_location_list + any_in_list = { + variable = mapmaking_location_list + county.holder = root + county != root.capital_province.county #We cannot in good conscience let someone map their own capital county with this decision + } + } + AND = { + has_variable_list = mapmaking_location_list + any_in_list = { + variable = mapmaking_location_list + county.holder != root + county.holder.liege = root + this = county.holder.capital_province + } + } + } + } + } + + cost = { + gold = major_gold_value + } + + effect = { + show_as_tooltip = { + add_prestige = medium_prestige_gain + custom_tooltip = draw_up_new_charts_artifact_tt + #Artifact dependent on where you went + } + trigger_event = mapmaking.0001 + } + + ai_check_interval_by_tier = { + barony = 0 + county = 120 + duchy = 120 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + ai_potential = { + short_term_gold >= major_gold_value + } + + ai_will_do = { + base = 100 + } +} diff --git a/common/decisions/00_major_decisions_iberia_north_africa.txt b/common/decisions/00_major_decisions_iberia_north_africa.txt new file mode 100644 index 00000000..6638e666 --- /dev/null +++ b/common/decisions/00_major_decisions_iberia_north_africa.txt @@ -0,0 +1,1601 @@ +#### Form Portugal ### +#form_portugal_decision = { +# picture = { +# reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds" +# } +# decision_group_type = major +# ai_check_interval_by_tier = { +# barony = 0 +# county = 0 +# duchy = 60 +# kingdom = 0 +# empire = 0 +# hegemony = 0 +# } +# desc = form_portugal_decision_desc +# +# is_shown = { +# culture = { has_cultural_pillar = heritage_iberian } +# NOT = { +# is_target_in_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:form_portugal_decision +# } +# } +# title:k_portugal = { +# is_title_created = no +# } +# } +# +# is_valid = { +# culture = { has_cultural_pillar = heritage_iberian } +# +# trigger_if = { +# limit = { +# has_fp2_dlc_trigger = yes +# exists = struggle:iberian_struggle +# } +# OR = { +# custom_tooltip = { +# text = struggle_iberia_form_portugal_decision_correct_phase_tt +# any_character_struggle = { +# involvement = involved +# is_struggle_type = iberian_struggle +# is_struggle_phase = struggle_iberia_phase_opportunity +# } +# } +# top_liege = this +# } +# +# } +# trigger_else = { +# top_liege = this +# } +# +# highest_held_title_tier < tier_kingdom +# +# any_held_title = { +# count >= 2 +# tier = tier_duchy +# } +# +# completely_controls = title:d_porto +# completely_controls = title:d_coimbra +# completely_controls = title:d_beja +# completely_controls = title:d_algarve +# } +# +# is_valid_showing_failures_only = { +# is_landed = yes +# } +# +# effect = { +# save_scope_as = portugal_former +# gain_heroic_legend_seed_tooltip_effect = yes +# show_as_tooltip = { form_portugal_decision_effects = yes } #Actually applied in iberia_north_africa.0001 - title changes, prestige, culture swap etc. +# +# #Events +# trigger_event = iberia_north_africa.0001 +# every_player = { +# limit = { +# this != scope:portugal_former +# is_within_diplo_range = { CHARACTER = scope:portugal_former } +# } +# trigger_event = iberia_north_africa.0002 +# } +# every_vassal_or_below = { +# limit = { +# is_ai = yes +# capital_province ?= { +# county = { +# any_this_title_or_de_jure_above = { +# this = title:k_portugal +# } +# } +# } +# } +# trigger_event = iberia_north_africa.0002 #So they can convert +# } +# +# #Can only happen once +# add_to_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:form_portugal_decision +# } +# set_global_variable = { +# name = form_portugal_decision +# value = scope:portugal_former +# } +# } +# +# cost = { +# gold = { +# value = 0 +# if = { +# limit = { +# has_treasury = no +# } +# add = 300 +# } +# } +# treasury = { +# value = 0 +# if = { +# limit = { +# has_treasury = yes +# } +# add = 300 +# } +# } +# } +# +# ai_potential = { +# # Only for the AI if independent ruler +# top_liege = this +# } +# +# ai_will_do = { +# base = 100 +# } +#} +# +#### Unite the Spanish Thrones ### +#unite_the_spanish_thrones_decision = { +# picture = { +# reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds" +# } +# decision_group_type = major +# ai_check_interval_by_tier = { +# barony = 0 +# county = 0 +# duchy = 0 +# kingdom = 60 +# empire = 0 +# hegemony = 0 +# } +# desc = unite_the_spanish_thrones_decision_desc +# +# is_shown = { +# culture = { has_cultural_pillar = heritage_iberian } +# game_start_date >= 1000.1.1 +# OR = { +# calc_true_if = { #At least 2 of the titles has de jure land +# amount >= 2 +# title:k_castille = { any_in_de_jure_hierarchy = { tier = tier_county } } +# title:k_leon = { any_in_de_jure_hierarchy = { tier = tier_county } } +# title:k_spanish_galicia = { any_in_de_jure_hierarchy = { tier = tier_county } } +# } +# } +# NOT = { +# is_target_in_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:unite_the_spanish_thrones_decision +# } +# } +# highest_held_title_tier < tier_empire +# } +# +# is_valid = { +# culture = { has_cultural_pillar = heritage_iberian } +# trigger_if = { +# limit = { title:k_castille = { any_in_de_jure_hierarchy = { tier = tier_county } } } #Has de jure land +# completely_controls = title:k_castille +# has_title = title:k_castille +# } +# trigger_if = { +# limit = { title:k_leon = { any_in_de_jure_hierarchy = { tier = tier_county } } } #Has de jure land +# completely_controls = title:k_leon +# has_title = title:k_leon +# } +# trigger_if = { +# limit = { title:k_spanish_galicia = { any_in_de_jure_hierarchy = { tier = tier_county } } } #Has de jure land +# completely_controls = title:k_spanish_galicia +# has_title = title:k_spanish_galicia +# } +# custom_description = { +# text = unite_the_spanish_thrones_decision_primary +# OR = { +# has_primary_title = title:k_castille +# has_primary_title = title:k_leon +# has_primary_title = title:k_spanish_galicia +# has_primary_title = title:k_portugal +# has_primary_title = title:k_aragon +# has_primary_title = title:k_navarra +# has_primary_title = title:k_andalusia +# has_primary_title = title:k_badajoz +# has_primary_title = title:k_valencia +# has_primary_title = title:k_toledo +# } +# } +# #Must not be too early +# culture = { has_cultural_era_or_later = culture_era_high_medieval } +# OR = { +# has_realm_law = crown_authority_2 +# has_realm_law = crown_authority_3 +# } +# } +# +# is_valid_showing_failures_only = { +# is_landed = yes +# } +# +# effect = { +# gain_heroic_legend_seed_tooltip_effect = yes +# save_scope_as = spain_uniter +# +# show_as_tooltip = { unite_the_spanish_thrones_decision_effects = yes } #Actually applied in iberia_north_africa.0005 - prestige, laws, title changes +# +# #Events +# trigger_event = iberia_north_africa.0005 +# every_player = { +# limit = { +# this != scope:spain_uniter +# is_within_diplo_range = { CHARACTER = scope:spain_uniter } +# } +# trigger_event = iberia_north_africa.0006 +# } +# +# #Can only be done once +# add_to_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:unite_the_spanish_thrones_decision +# } +# set_global_variable = { +# name = unite_the_spanish_thrones_decision +# value = scope:spain_uniter +# } +# set_global_variable = { +# name = unite_the_spanish_thrones_decision_title +# value = scope:spain_uniter.primary_title +# } +# } +# +# ai_potential = { +# always = yes +# } +# +# ai_will_do = { +# base = 100 +# } +#} +# +#### Unite Africa ### +#unite_africa_decision = { +# picture = { +# reference = "gfx/interface/illustrations/decisions/decision_realm.dds" +# } +# decision_group_type = major +# ai_check_interval_by_tier = { +# barony = 0 +# county = 0 +# duchy = 0 +# kingdom = 120 +# empire = 120 +# hegemony = 120 +# } +# desc = { +# first_valid = { +# triggered_desc = { +# trigger = { +# faith = { +# OR = { +# religion_tag = west_african_roog_religion +# religion_tag = west_african_religion +# } +# } +# } +# desc = unite_africa_decision_ancestors_desc +# } +# triggered_desc = { +# trigger = { faith = { religion_tag = west_african_bori_religion } } +# desc = unite_africa_decision_spirits_desc +# } +# desc = unite_africa_decision_generic_desc +# } +# } +# +# is_shown = { +# OR = { +# culture_has_african_heritage_pillar_trigger = yes +# culture = { +# OR = { +# this = culture:egyptian # Arabic, not ancient +# any_parent_culture_or_above = { +# OR = { +# # Central +# has_cultural_pillar = heritage_central_african +# # North +# has_cultural_pillar = heritage_berber +# has_cultural_pillar = heritage_egyptian +# this = culture:egyptian # Arabic, not ancient +# # West +# has_cultural_pillar = heritage_akan +# has_cultural_pillar = heritage_akan +# has_cultural_pillar = heritage_sahelian +# has_cultural_pillar = heritage_senegambian +# has_cultural_pillar = heritage_west_african +# has_cultural_pillar = heritage_yoruba +# # East +# has_cultural_pillar = heritage_bantu +# has_cultural_pillar = heritage_east_african +# has_cultural_pillar = heritage_somalian +# } +# } +# } +# } +# } +# capital_province ?= { geographical_region = world_africa } +# NOT = { +# is_target_in_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:unite_africa_decision +# } +# } +# } +# +# is_valid = { +# completely_controls_region = world_africa +# capital_province = { geographical_region = world_africa } +# } +# +# is_valid_showing_failures_only = { +# is_landed = yes +# } +# +# effect = { +# gain_heroic_legend_seed_tooltip_effect = yes +# save_scope_as = africa_uniter +# +# show_as_tooltip = { unite_africa_decision_effects = yes } #Actually applied in iberia_north_africa.0010 - prestige & religion bonuses +# +# #Events +# trigger_event = iberia_north_africa.0010 +# every_player = { +# limit = { +# this != scope:africa_uniter +# is_within_diplo_range = { CHARACTER = scope:africa_uniter } +# } +# trigger_event = iberia_north_africa.0011 +# } +# +# #Can only be done once +# add_to_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:unite_africa_decision +# } +# set_global_variable = { +# name = unite_africa_decision +# value = scope:africa_uniter +# } +# } +# +# ai_potential = { +# always = yes +# } +# +# ai_will_do = { +# base = 100 +# } +#} +# +#### Avenge the Battle of Tours ### +#avenge_the_battle_of_tours_decision = { +# picture = { +# reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds" +# } +# decision_group_type = major +# ai_check_interval_by_tier = { +# barony = 0 +# county = 0 +# duchy = 0 +# kingdom = 60 +# empire = 60 +# hegemony = 60 +# } +# desc = avenge_the_battle_of_tours_decision_desc +# +# is_shown = { +# faith = { religion_tag = islam_religion } +# capital_province ?= { +# OR = { +# geographical_region = world_europe_west_francia +# geographical_region = world_europe_west_iberia +# geographical_region = custom_south_francia +# geographical_region = world_africa_north_west +# } +# } +# NOT = { +# is_target_in_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:avenge_the_battle_of_tours_decision +# } +# } +# } +# +# is_valid = { +# completely_controls_region = world_europe_west_iberia +# completely_controls_region = custom_south_francia +# } +# +# is_valid_showing_failures_only = { +# is_landed = yes +# } +# +# effect = { +# gain_holy_legend_seed_tooltip_effect = yes +# save_scope_as = avenger +# +# #Christian penalty scope save +# title:e_france = { +# random_de_jure_county_holder = { #If there's a big christian presence in France +# limit = { +# faith = { religion_tag = christianity_religion } +# culture = { has_cultural_pillar = heritage_frankish } +# highest_held_title_tier = tier_empire +# } +# alternative_limit = { +# faith = { religion_tag = christianity_religion } +# culture = { has_cultural_pillar = heritage_frankish } +# highest_held_title_tier = tier_kingdom +# } +# alternative_limit = { +# faith = { religion_tag = christianity_religion } +# culture = { has_cultural_pillar = heritage_frankish } +# highest_held_title_tier = tier_duchy +# } +# faith = { +# save_scope_as = frankish_christian_faith +# } +# } +# } +# +# show_as_tooltip = { avenge_the_battle_of_tours_decision_effects = yes } #Actually applied in iberia_north_africa.0015 - Prestige, religion bonuses +# +# #Events +# trigger_event = iberia_north_africa.0015 +# every_player = { +# limit = { +# this != scope:avenger +# is_within_diplo_range = { CHARACTER = scope:avenger } +# } +# trigger_event = iberia_north_africa.0016 +# } +# +# #Can only be done once +# add_to_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:avenge_the_battle_of_tours_decision +# } +# } +# +# ai_will_do = { +# base = 100 +# } +#} +# +##Kingdom of Canarias +#### Consolidate the Canaries ### +#declare_canarias_decision = { +# picture = { +# reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds" +# } +# decision_group_type = major +# ai_check_interval_by_tier = { +# barony = 0 +# county = 0 +# duchy = 600 +# kingdom = 0 +# empire = 0 +# hegemony = 0 +# } +# desc = declare_canarias_decision_desc +# +# is_shown = { +# OR = { +# culture = { has_cultural_pillar = heritage_iberian } +# faith = faith:north_african_acham_pagan +# has_primary_title = title:d_canarias +# } +# any_sub_realm_county = { +# duchy = title:d_canarias +# } +# NOT = { +# is_target_in_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:declare_canarias_decision +# } +# } +# } +# +# is_valid = { +# +# OR = { +# top_liege = this +# top_liege = { +# highest_held_title_tier >= tier_empire +# } +# } +# +# OR = { +# culture = { has_cultural_pillar = heritage_iberian } +# faith = faith:north_african_acham_pagan +# has_primary_title = title:d_canarias +# } +# completely_controls = title:d_canarias +# has_title = title:d_canarias +# custom_tooltip = { +# text = government_is_feudal_tt +# government_has_flag = government_is_feudal +# } +# +# custom_description = { +# text = canarias_must_be_developed_tt +# title:d_canarias = { +# any_in_de_jure_hierarchy = { +# count = all +# trigger_if = { +# limit = { tier = tier_county } +# development_level >= 10 +# } +# trigger_else = { +# always = yes +# } +# } +# } +# } +# custom_description = { +# text = canarias_must_be_filled_tt +# title:d_canarias = { +# any_in_de_jure_hierarchy = { +# count = all +# trigger_if = { +# limit = { tier = tier_barony } +# title_province = { has_holding = yes } +# } +# trigger_else = { +# always = yes +# } +# } +# } +# } +# } +# +# is_valid_showing_failures_only = { +# is_landed = yes +# } +# +# effect = { +# gain_heroic_legend_seed_tooltip_effect = yes +# save_scope_as = canarias_former +# +# show_as_tooltip = { +# declare_canarias_decision_effects = yes +# } #Actually applied in iberia_north_africa.9101 - title changes, prestige, etc. +# +# #Events +# trigger_event = iberia_north_africa.9101 +# +# #Can only happen once +# add_to_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:declare_canarias_decision +# } +# set_global_variable = { +# name = declare_canarias_decision +# value = scope:canarias_former +# } +# } +# +# cost = { +# gold = { +# value = 0 +# if = { +# limit = { +# has_treasury = no +# } +# add = 300 +# } +# } +# treasury = { +# value = 0 +# if = { +# limit = { +# has_treasury = yes +# } +# add = 300 +# } +# } +# } +# +# ai_potential = { +# always = yes +# } +# +# ai_will_do = { +# base = 100 +# } +#} +################################################### +## Form the Kingdom of Aragon +## by Sean Hughes & Ewan Cowhig Croft +################################################### +# +#### Found the Kingdom of Aragon ### +#form_the_kingdom_of_aragon_decision = { +# picture = { +# reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds" +# } +# decision_group_type = major +# +# ai_check_interval_by_tier = { +# barony = 0 +# county = 60 +# duchy = 60 +# kingdom = 0 +# empire = 0 +# hegemony = 0 +# } +# +# desc = form_the_kingdom_of_aragon_decision_desc +# selection_tooltip = form_the_kingdom_of_aragon_decision_tooltip +# +# is_shown = { +# is_playable_character = yes # Redundancy check +# # Can't form Aragon if Aragon already formed. +# game_start_date < 1035.10.18 +# # Not relevant for characters who are already kings. +# highest_held_title_tier <= tier_duchy +# # Cast a broad net for folks who might like to try this. +# capital_province = { geographical_region = dlc_fp2_form_aragon_region } +# # Aaaaand it can't have happened already. +# NOT = { +# is_target_in_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:flag_formed_kingdom_of_aragon +# } +# } +# } +# +# is_valid = { +# top_liege = this +# completely_controls = title:d_aragon +# OR = { +# completely_controls = title:d_barcelona +# completely_controls = title:d_valencia +# completely_controls = title:d_navarra +# } +# } +# +# is_valid_showing_failures_only = { +# is_landed = yes +# } +# +# effect = { +# gain_heroic_legend_seed_tooltip_effect = yes +# # Grab scopes for loc. +# save_scope_as = founder +# culture = { save_scope_as = founder_culture } +# culture:aragonese = { save_scope_as = aragonese_culture } +# title:k_aragon = { save_scope_as = k_aragon } +# title:d_aragon = { save_scope_as = d_aragon } +# title:d_valencia = { save_scope_as = d_valencia } +# title:d_barcelona = { save_scope_as = d_barcelona } +# title:d_navarra = { save_scope_as = d_navarra } +# # Create kingdom title. +# create_title_and_vassal_change = { +# type = created +# save_scope_as = change +# } +# title:k_aragon = { +# change_title_holder = { +# holder = scope:founder +# change = scope:change +# } +# } +# resolve_title_and_vassal_change = scope:change +# # Gain some prestige. +# add_prestige = major_prestige_gain +# # You shift to Aragonese culture, but will have a chance to change it. +# ## We do the actual change inside the event for nicer tooltip grouping. +# show_as_tooltip = { set_culture = culture:aragonese } +# custom_tooltip = form_the_kingdom_of_aragon_decision.tt.form_aragonese +# trigger_event = iberia_north_africa.0131 +# # De jure shifts. +# ## Take care of the preferred empire. +# if = { +# limit = { NOT = { title:k_aragon.empire = title:d_aragon.empire } } +# title:k_aragon = { set_de_jure_liege_title = title:d_aragon.empire } +# } +# ## The heartlands drift over. +# title:d_aragon = { set_de_jure_liege_title = title:k_aragon } +# ## Various neighbouring duchies can be preemptively integrated. +# ### From Valencia. +# if = { +# limit = { completely_controls = title:d_valencia } +# title:d_valencia = { set_de_jure_liege_title = title:k_aragon } +# } +# else = { custom_tooltip = form_the_kingdom_of_aragon_decision.tt.drift.d_valencia } +# ### From Aquitaine. +# if = { +# limit = { completely_controls = title:d_barcelona } +# title:d_barcelona = { set_de_jure_liege_title = title:k_aragon } +# } +# else = { custom_tooltip = form_the_kingdom_of_aragon_decision.tt.drift.d_barcelona } +# ### From Navarre. +# if = { +# limit = { completely_controls = title:d_navarra } +# title:d_navarra = { set_de_jure_liege_title = title:k_aragon } +# } +# else = { custom_tooltip = form_the_kingdom_of_aragon_decision.tt.drift.d_navarra } +# # Plus, call the place Aragon rather than Zaragoza. +# title:d_aragon = { reset_title_name = yes } +# # Once per game. +# add_to_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:flag_formed_kingdom_of_aragon +# } +# # Note this for books and such. +# set_global_variable = { +# name = flag_formed_kingdom_of_aragon +# value = scope:founder +# } +# +# # Reward suggested by Ewan +# house = { +# add_house_modifier = { +# modifier = fp2_aragon_title_reward_house_modifier # Mountains/hills bonus + hard casualty bonus +# years = 200 +# } +# } +# } +# +# cost = { +# gold = { +# # Since we want this to happen, it free for the AI... +# value = 0 +# # ... but costs for players +# if = { +# limit = { +# has_treasury = no +# is_ai = no +# } +# add = 200 +# } +# } +# treasury = { +# value = 0 +# if = { +# limit = { +# has_treasury = yes +# is_ai = no +# } +# add = 200 +# } +# } +# } +# +# ai_potential = { +# any_held_title = { this = title:d_aragon } +# } +# +# ai_will_do = { base = 100 } +#} +# +################################################### +## Bind the Faith to Rome +## by Ewan Cowhig Croft +################################################### +#### Bind the Faith to Rome ### +#mozarabic_bind_the_faith_to_rome_decision = { +# picture = { +# trigger = { +# NOR = { +# government_has_flag = government_is_tribal +# government_has_flag = government_is_theocracy +# top_liege ?= { government_has_flag = government_is_tribal } +# top_liege ?= { government_has_flag = government_is_theocracy } +# } +# OR = { +# culture = { has_cultural_pillar = heritage_byzantine } +# top_liege ?= { +# OR = { +# culture = { has_cultural_pillar = heritage_byzantine } +# capital_barony ?= title:b_constantinople +# is_roman_emperor_primary_title_trigger = yes +# } +# } +# } +# } +# reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds" +# } +# picture = { +# reference = "gfx/interface/illustrations/decisions/decision_knight_kneeling.dds" +# } +# decision_group_type = major +# +# ai_check_interval_by_tier = { +# barony = 0 +# county = 120 +# duchy = 120 +# kingdom = 120 +# empire = 120 +# hegemony = 120 +# } +# +# desc = mozarabic_bind_the_faith_to_rome_decision_desc +# selection_tooltip = mozarabic_bind_the_faith_to_rome_decision_tooltip +# +# is_shown = { +# # Standard filter checks. +# is_playable_character = yes +# exists = dynasty +# # Must be Mozarabic, and neither decision has been taken yet. +# faith = faith:mozarabic_church +# NOR = { +# is_target_in_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:mozarabic_bound_to_rome +# } +# is_target_in_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:mozarabic_broke_with_rome +# } +# } +# # The Pope must exist. +# exists = faith.religious_head +# } +# +# is_valid = { +# OR = { +# AND = { +# # Requires a solid piety level. +# piety_level >= high_piety_level +# # Needs a solid chunk of Mozarabic counties. +# custom_description = { +# text = mozarabic_fate_county_count.need_at_least_twenty_same_faith_counties +# any_sub_realm_county = { +# count >= mozarabic_fate_county_count +# faith = root.faith +# } +# } +# # The Pope's gotta be a big fan of yours. +# faith.religious_head = { +# opinion = { +# target = root +# value >= very_high_positive_opinion +# } +# } +# } +# AND = { +# trigger_if = { +# limit = { is_ai = yes } +# ai_honor <= 0 +# ai_zeal <= 0 +# } +# has_strong_usable_hook = faith.religious_head +# } +# } +# } +# +# is_valid_showing_failures_only = { +# is_available_at_peace_adult = yes +# # If you piss off the Pope badly enough, he'll just refuse your overtures. +# NOR = { +# has_relation_rival = faith.religious_head +# has_relation_nemesis = faith.religious_head +# } +# } +# +# effect = { +# save_scope_as = religious_leader +# faith.religious_head = { save_scope_as = pope } +# +# if = { +# limit = { +# NAND = { # Explicit, necessary +# # Requires a solid piety level. +# piety_level >= high_piety_level +# # Needs a solid chunk of Mozarabic counties. +# custom_description = { +# text = mozarabic_fate_county_count.need_at_least_twenty_same_faith_counties +# any_sub_realm_county = { +# count >= mozarabic_fate_county_count +# faith = root.faith +# } +# } +# # The Pope's gotta be a big fan of yours. +# faith.religious_head = { +# opinion = { +# target = root +# value >= very_high_positive_opinion +# } +# } +# } +# has_strong_usable_hook = scope:pope +# } +# custom_tooltip = mozarabic_bind_the_faith_to_rome_decision.threaten_pope +# +# send_interface_toast = { +# type = event_toast_effect_bad +# title = mozarabic_bind_the_faith_to_rome_decision +# left_icon = scope:pope +# right_icon = scope:pope.primary_title +# +# use_hook = scope:pope +# reverse_add_opinion = { +# modifier = fabricate_hook_threatened_me +# target = scope:pope +# } +# } +# hidden_effect = { # You made powerful enemies! +# scope:pope = { +# if = { +# limit = { NOT = { has_trait = craven } } +# progress_towards_rival_effect = { +# CHARACTER = root +# REASON = rival_generic_coerced_with_strong_hook +# OPINION = 0 +# } +# } +# } +# } +# } +# +# # Keep the Pope forever, but stay ecumenical. +# custom_tooltip = mozarabic_bind_the_faith_to_rome_decision.tt.hof_and_ecumenism_warning +# # Display the various paths. +# show_as_tooltip = { +# random_list = { +# 100 = { +# show_chance = no +# desc = mozarabic_bind_the_faith_to_rome_decision.path_fundamentalist +# mozarabic_bind_the_faith_to_rome_decision_fundamentalist_path_scripted_effect = yes +# } +# 100 = { +# show_chance = no +# desc = mozarabic_bind_the_faith_to_rome_decision.path_righteous +# mozarabic_bind_the_faith_to_rome_decision_righteous_path_scripted_effect = yes +# } +# 100 = { +# show_chance = no +# desc = mozarabic_bind_the_faith_to_rome_decision.path_pluralist +# mozarabic_bind_the_faith_to_rome_decision_pluralist_path_scripted_effect = yes +# } +# } +# } +# # If we're inside the Iberian Struggle, switch the phase. +# if = { +# limit = { any_character_struggle = { is_struggle_type = iberian_struggle } } +# random_character_struggle = { +# limit = { is_struggle_type = iberian_struggle } +# change_struggle_phase = struggle_iberia_phase_opportunity +# } +# } +# # Send the event. +# trigger_event = iberia_north_africa.0101 +# hidden_effect = { +# add_to_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:mozarabic_bound_to_rome +# } +# } +# } +# +# cost = { piety = 1000 } +# +# ai_potential = { +# always = yes +# } +# +# ai_will_do = { +# base = 0 +# +# # The AI will only consider this if they match certain trait requirements. +# modifier = { +# add = 25 +# has_trait = zealous +# } +# modifier = { +# add = 25 +# has_trait = theologian +# } +# modifier = { +# add = 25 +# has_trait = scholar +# } +# # Or else they're just sufficiently nerdy. +# modifier = { +# add = 25 +# learning >= extremely_high_skill_rating +# } +# # Plus, relations with the Pope are clinchers... +# ## ... either positively... +# modifier = { +# add = 100 +# AND = { +# exists = faith.religious_head +# faith.religious_head = { has_any_good_relationship_with_root_trigger = yes } +# } +# } +# ## ... or negatively. +# modifier = { +# add = -100 +# AND = { +# exists = faith.religious_head +# faith.religious_head = { has_any_bad_relationship_with_root_trigger = yes } +# } +# } +# } +#} +# +################################################### +## Break with Rome +## by Ewan Cowhig Croft +################################################### +# +#### Break with Rome ### +#mozarabic_break_with_rome_decision = { +# picture = { +# reference = "gfx/interface/illustrations/decisions/decision_invite_knights.dds" +# } +# decision_group_type = major +# +# ai_check_interval_by_tier = { +# barony = 0 +# county = 120 +# duchy = 120 +# kingdom = 120 +# empire = 120 +# hegemony = 120 +# } +# +# desc = mozarabic_break_with_rome_decision_desc +# selection_tooltip = mozarabic_break_with_rome_decision_tooltip +# +# is_shown = { +# # Standard filter checks. +# is_playable_character = yes +# exists = dynasty +# # Must be Mozarabic, and neither decision has been taken yet. +# faith = faith:mozarabic_church +# NOR = { +# is_target_in_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:mozarabic_broke_with_rome +# } +# is_target_in_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:mozarabic_bound_to_rome +# } +# } +# # The Pope must exist. +# exists = faith.religious_head +# } +# +# is_valid = { +# # Requires a solid piety level. +# piety_level >= very_high_piety_level +# # Needs a solid chunk of Mozarabic counties. +# custom_description = { +# text = mozarabic_fate_county_count.need_at_least_twenty_same_faith_counties +# any_sub_realm_county = { +# count >= mozarabic_fate_county_count +# faith = root.faith +# } +# } +# faith.religious_head = { +# opinion = { +# target = root +# value < 0 +# } +# } +# } +# +# is_valid_showing_failures_only = { +# is_available_at_peace_adult = yes +# } +# +# effect = { +# save_scope_as = religious_leader +# faith.religious_head = { save_scope_as = pope } +# # Keep the Pope forever, but stay ecumenical. +# custom_tooltip = mozarabic_break_with_rome_decision.tt.hof_and_ecumenism_warning +# # Display the various paths. +# show_as_tooltip = { +# random_list = { +# 100 = { +# show_chance = no +# desc = mozarabic_break_with_rome_decision.path_fundamentalist +# mozarabic_break_with_rome_decision_fundamentalist_path_scripted_effect = yes +# } +# 100 = { +# show_chance = no +# desc = mozarabic_break_with_rome_decision.path_righteous +# mozarabic_break_with_rome_decision_righteous_path_scripted_effect = yes +# } +# 100 = { +# show_chance = no +# desc = mozarabic_break_with_rome_decision.path_pluralist +# mozarabic_break_with_rome_decision_pluralist_path_scripted_effect = yes +# } +# } +# } +# # If we're inside the Iberian Struggle, switch the phase. +# if = { +# limit = { +# any_character_struggle = { is_struggle_type = iberian_struggle } +# } +# random_character_struggle = { +# limit = { is_struggle_type = iberian_struggle } +# change_struggle_phase = struggle_iberia_phase_opportunity +# } +# } +# # Send the event. +# trigger_event = iberia_north_africa.0111 +# hidden_effect = { +# add_to_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:mozarabic_broke_with_rome +# } +# } +# } +# +# cost = { piety = 1500 } +# +# ai_potential = { +# always = yes +# } +# +# ai_will_do = { +# base = 0 +# +# # The AI will only consider this if they match certain trait requirements. +# modifier = { +# add = 25 +# has_trait = zealous +# } +# modifier = { +# add = 25 +# has_trait = theologian +# } +# modifier = { +# add = 25 +# has_trait = scholar +# } +# # Or else they're just sufficiently nerdy. +# modifier = { +# add = 25 +# learning >= extremely_high_skill_rating +# } +# # Plus, relations with the Pope are clinchers... +# ## ... either positively... +# modifier = { +# add = 100 +# AND = { +# exists = faith.religious_head +# faith.religious_head = { has_any_good_relationship_with_root_trigger = yes } +# } +# } +# ## ... or negatively. +# modifier = { +# add = -100 +# AND = { +# exists = faith.religious_head +# faith.religious_head = { has_any_bad_relationship_with_root_trigger = yes } +# } +# } +# } +#} +# +################################################### +## Champion the Faith of the Country Basques +## by Ewan Cowhig Croft +################################################### +# +#### Champion the Faith of the Country Basques ### +#favour_the_countryside_basques_decision = { +# picture = { +# trigger = { +# NOR = { +# government_has_flag = government_is_tribal +# government_has_flag = government_is_theocracy +# top_liege ?= { government_has_flag = government_is_tribal } +# top_liege ?= { government_has_flag = government_is_theocracy } +# } +# OR = { +# culture = { has_cultural_pillar = heritage_byzantine } +# top_liege ?= { +# OR = { +# culture = { has_cultural_pillar = heritage_byzantine } +# capital_barony ?= title:b_constantinople +# is_roman_emperor_primary_title_trigger = yes +# } +# } +# } +# } +# reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds" +# } +# picture = { +# reference = "gfx/interface/illustrations/decisions/decision_knight_kneeling.dds" +# } +# decision_group_type = major +# +# ai_check_interval_by_tier = { +# barony = 0 +# county = 120 +# duchy = 120 +# kingdom = 120 +# empire = 120 +# hegemony = 120 +# } +# +# desc = favour_the_countryside_basques_decision_desc +# selection_tooltip = favour_the_countryside_basques_decision_tooltip +# +# is_shown = { +# # Standard filter checks. +# is_playable_character = yes +# exists = dynasty +# # Must either have a Basque county or be Basque/recently Basque (in some form). +# OR = { +# favour_the_countryside_basques_counts_as_basque_trigger = yes +# any_held_title = { +# title_tier = county +# favour_the_countryside_basques_counts_as_basque_trigger = yes +# } +# } +# # And we're before 1200 or so, so there's enough non-Christianised ways left to try and forge something meaningful out of it. +# current_date <= 1200.1.1 +# # Plus, we're at least vaguely within the area that'll need to be held. +# any_sub_realm_county = { +# title_province = { +# OR = { +# geographical_region = world_europe_west_francia +# geographical_region = world_europe_west_iberia +# } +# } +# } +# # Filter out anyone who's their own HoF, since they can't convert. +# trigger_if = { +# limit = { exists = faith.religious_head } +# this != faith.religious_head +# } +# # The decision cannot have been taken yet. +# NOT = { +# is_target_in_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:favoured_the_old_basque_ways +# } +# } +# } +# +# is_valid = { +# # You need some clear spiritual reasons for pulling the switcharoo. +# ## We keep these isolated in a scripted trigger file so that we can maintain easy parity between the decision rationales & the event desc rationales. +# OR = { +# custom_description = { +# text = favour_the_countryside_basques_decision.have_sinful_piety_level +# favour_the_countryside_basques_rationale_negative_piety_level_trigger = yes +# } +# favour_the_countryside_basques_rationale_sinful_traits_trigger = yes +# custom_description = { +# text = favour_the_countryside_basques_decision.you_have_x_or_more_traits_virtuous_to_basque_paganism +# favour_the_countryside_basques_rationale_virtuous_basque_pagan_traits_trigger = yes +# } +# favour_the_countryside_basques_rationale_excommunicated_trigger = yes +# # AI need to be cynical to access the decision, so we require a little something extra from them first. +# favour_the_countryside_basques_rationale_naked_cynicism_trigger = yes +# favour_the_countryside_basques_rationale_hof_rivalry_trigger = yes +# } +# # You must completely control at least X counties from within the (generously diasporic) region of Old Vasconia. +# custom_description = { +# text = favour_the_countryside_basques_decision.completely_control_X_counties_from_old_vasconia +# any_county_in_region = { +# region = dlc_fp2_old_vasconia +# count >= favour_the_countryside_basques_decision_counties_to_control_value +# save_temporary_scope_as = county_temp +# root = { completely_controls = scope:county_temp } +# } +# } +# # We repeat the date clause here so that folks know they're on a timer. +# custom_description = { +# text = favour_the_countryside_basques_decision.before_last_date +# current_date <= 1200.1.1 +# } +# # For the sake of feasibility, we require independence. Lieges of any kind really complicate likely outcomes. +# top_liege = this +# } +# +# is_valid_showing_failures_only = { +# is_available_at_peace_adult = yes +# } +# +# effect = { +# gain_holy_legend_seed_tooltip_effect = yes +# # Grab some scopes for loc. +# save_scope_as = religious_leader +# faith = { save_scope_as = old_faith } +# faith:basque_pagan = { save_scope_as = basque_faith } +# religion:islam_religion = { save_scope_as = islam_religion } +# ## Try to pick a religious figure who can look upset in the events. +# if = { +# limit = { exists = faith.religious_head } +# faith.religious_head = { save_scope_as = scandalised_cleric } +# } +# else_if = { +# limit = { exists = cp:councillor_court_chaplain } +# cp:councillor_court_chaplain = { save_scope_as = scandalised_cleric } +# } +# else_if = { +# limit = { +# any_vassal_or_below = { government_has_flag = government_is_theocracy } +# } +# random_vassal_or_below = { +# limit = { government_has_flag = government_is_theocracy } +# save_scope_as = scandalised_cleric +# } +# } +# +# # Display the various paths. +# show_as_tooltip = { +# favour_the_countryside_basques_decision_generic_effects_scripted_effect = yes # Show the generic effect. (Hidden as it fires from follow-up event) +# random_list = { +# 100 = { +# show_chance = no +# desc = favour_the_countryside_basques_decision.path_default +# favour_the_countryside_basques_decision_default_path_scripted_effect = yes +# } +# 100 = { +# show_chance = no +# desc = favour_the_countryside_basques_decision.path_fundamentalist +# favour_the_countryside_basques_decision_fundamentalist_path_scripted_effect = yes +# } +# 100 = { +# show_chance = no +# desc = favour_the_countryside_basques_decision.path_righteous +# favour_the_countryside_basques_decision_righteous_path_scripted_effect = yes +# } +# 100 = { +# show_chance = no +# desc = favour_the_countryside_basques_decision.path_pluralist +# favour_the_countryside_basques_decision_pluralist_path_scripted_effect = yes +# } +# } +# } +# # If we're inside the Iberian Struggle, switch the phase. +# if = { +# limit = { +# any_character_struggle = { +# is_struggle_type = iberian_struggle +# NOT = { is_struggle_phase = struggle_iberia_phase_opportunity } +# } +# } +# random_character_struggle = { +# limit = { is_struggle_type = iberian_struggle } +# change_struggle_phase = struggle_iberia_phase_opportunity +# } +# } +# # Send the event. +# trigger_event = iberia_north_africa.0121 +# hidden_effect = { +# add_to_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:favoured_the_old_basque_ways +# } +# } +# } +# +# cost = { +# piety = 1000 +# prestige = 1000 +# } +# +# ai_potential = { +# # AI will only even consider this if they're cynical and already high-tier. +# highest_held_title_tier >= tier_kingdom +# has_trait = cynical +# } +# +# ai_will_do = { +# base = 0 +# +# # Weight up a little if they think they know best. +# modifier = { +# add = 25 +# has_trait = arrogant +# } +# modifier = { +# add = 25 +# has_trait = stubborn +# } +# modifier = { +# add = 25 +# has_trait = arbitrary +# } +# # If you've got a heavily Basque-leaning realm, that helps quite a lot too. +# modifier = { +# add = 75 +# any_sub_realm_county = { +# percent >= 0.51 +# favour_the_countryside_basques_counts_as_basque_trigger = yes +# } +# } +# # Plus, relations with their HoF are a clincher... +# ## ... either positively... +# modifier = { +# add = 150 +# AND = { +# exists = faith.religious_head +# faith.religious_head = { has_any_bad_relationship_with_root_trigger = yes } +# } +# } +# ## ... or negatively. +# modifier = { +# add = -150 +# AND = { +# exists = faith.religious_head +# faith.religious_head = { has_any_good_relationship_with_root_trigger = yes } +# } +# } +# } +#} +# +# +################# +## Restore Old Vasconia +## by Joe Parkin +################# +# +#### Restore Old Vasconia ### +#restore_old_vasconia_decision = { +# picture = { +# reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds" +# } +# decision_group_type = major +# +# ai_check_interval_by_tier = { +# barony = 0 +# county = 120 +# duchy = 120 +# kingdom = 0 +# empire = 0 +# hegemony = 0 +# } +# +# desc = restore_old_vasconia_decision_desc +# selection_tooltip = restore_old_vasconia_decision_tooltip +# +# is_shown = { +# is_ruler = yes +# is_landed = yes +# exists = dynasty # Everyone should have a dynasty, but in case they don't... +# OR = { +# culture = culture:basque #Must be Basque +# culture = { +# any_parent_culture_or_above = { this = culture:basque } +# has_cultural_pillar = heritage_iberian +# } +# } +# NOT = { #You can only do it once. +# is_target_in_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:flag_restored_old_vasconia +# } +# } +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_republic +# government_has_flag = government_is_clan +# } +# highest_held_title_tier <= tier_kingdom +# } +# +# is_valid = { +# top_liege = this +# prestige_level >= very_high_prestige_level +# custom_tooltip = { +# text = restore_old_vasconia_decision_culture_tt +# OR = { +# culture = culture:basque #Must be Basque +# culture = { +# any_parent_culture_or_above = { this = culture:basque } +# has_cultural_pillar = heritage_iberian +# } +# } +# } +# custom_tooltip = { +# text = restore_old_vasconia_decision_navarra_tt +# OR = { +# has_title = title:k_navarra +# NOT = { exists = title:k_navarra.holder } +# } +# } +# custom_tooltip = { +# text = restore_old_vasconia_decision_counties_tt +# any_realm_county = { #You must have some realm support for your claims. +# count >= 4 +# culture = root.culture +# } +# } +# calc_true_if = { +# amount >= 4 +# completely_controls = title:d_navarra +# completely_controls = title:d_gascogne +# completely_controls = title:d_armagnac +# completely_controls = title:d_languedoc +# completely_controls = title:d_aragon +# completely_controls = title:d_barcelona +# completely_controls = title:d_cantabria +# } +# +# } +# +# is_valid_showing_failures_only = { +# is_available_adult = yes +# } +# +# effect = { +# # Old Vasconia +# title:d_aragon = { add_to_list = vasconia_duchies } +# title:d_gascogne = { add_to_list = vasconia_duchies } +# title:d_armagnac = { add_to_list = vasconia_duchies } +# title:d_castilla = { add_to_list = vasconia_duchies } +# title:d_cantabria = { add_to_list = vasconia_duchies } +# title:d_barcelona = { add_to_list = vasconia_duchies } +# title:d_languedoc = { add_to_list = vasconia_duchies } +# # In case of drift +# title:d_viscaya = { add_to_list = vasconia_duchies } +# title:d_navarra = { add_to_list = vasconia_duchies } +# # Kingdom titles +# every_in_list = { +# list = vasconia_duchies +# de_jure_liege = { add_to_list = vasconia_kingdoms } +# } +# save_scope_as = founder +# custom_tooltip = restore_old_vasconia_decision_vasconia_tt +# custom_tooltip = restore_old_vasconia_decision_effects_de_jure_tt +# custom_tooltip = restore_old_vasconia_decision_superseded_tt +# restore_old_vasconia_decision_scripted_effect = yes +# trigger_event = iberia_north_africa.2100 +# hidden_effect = { +# add_to_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:flag_restored_old_vasconia +# } +# set_global_variable = { +# name = flag_restored_old_vasconia +# value = root +# } +# } +# } +# +# cost = { +# gold = { +# value = 0 +# if = { +# limit = { +# has_treasury = no +# } +# add = 300 +# } +# } +# treasury = { +# value = 0 +# if = { +# limit = { +# has_treasury = yes +# } +# add = 300 +# } +# } +# } +# +# ai_potential = { +# always = yes +# } +# +# ai_will_do = { +# base = 100 +# } +#} +# \ No newline at end of file diff --git a/common/decisions/00_trait_decisions.txt b/common/decisions/00_trait_decisions.txt new file mode 100644 index 00000000..8ff5409d --- /dev/null +++ b/common/decisions/00_trait_decisions.txt @@ -0,0 +1,283 @@ +################ +#### VALUES #### +################### + +@deceitful_progress_hostile_schemes_cooldown_time = 1095 +@diligent_development_focus_cooldown_time = 3650 +@impatient_rushing_all_schemes_cooldown_time = 1825 +@vengeful_fabricate_hook_rivals_cooldown_time = 3665 + +################### +#### DECISIONS #### +################### + +#Deceitful improving hostile schemes +### Study the Art of Scheming ### +deceitful_progress_hostile_schemes_decision = { + ai_check_interval = 0 + picture = { + trigger = { + culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + reference = "gfx/interface/illustrations/decisions/tgp_poet.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_misc.dds" + } + sort_order = 60 + + desc = deceitful_progress_hostile_schemes_decision_desc + + selection_tooltip = deceitful_progress_hostile_schemes_decision_tooltip + + cooldown = { days = @deceitful_progress_hostile_schemes_cooldown_time } + + is_shown = { + OR = { + has_trait = deceitful + any_character_struggle = { + has_struggle_phase_parameter = unlocks_expedite_scheme_decision + } + } + } + + is_valid_showing_failures_only = { + custom_description = { + stress_level >= 1 + text = not_enough_stress + } + custom_description = { + text = "deceitful_progress_hostile_schemes_decision_missing_scheme" + any_scheme = { + hostile_scheme_trigger = yes + } + } + } + + + effect = { + if = { + limit = { + any_scheme = { + hostile_scheme_trigger = yes + count > 0 + } + } + send_interface_toast = { + type = event_toast_effect_good + title = msg_deceitful_progress_hostile_schemes + left_icon = root + + every_scheme = { + limit = { + hostile_scheme_trigger = yes + } + add_scheme_modifier = { + type = deceitful_progress_hostile_schemes_modifier + } + } + } + } + else = { + custom_tooltip = deceitful_progress_hostile_schemes_decision_missing_scheme_effect + } + + } + + ai_potential = { + OR = { + has_trait = deceitful + has_trait = vengeful + has_trait = sadistic + has_trait = schemer + has_trait = impatient + has_trait = ambitious + has_trait = diligent + has_trait = arbitrary + } + NOR = { + has_trait = calm + has_trait = patient + } + any_scheme = { + is_hostile = yes + save_temporary_scope_as = current_hostile_scheme + } + exists = scope:current_hostile_scheme + has_relation_rival = scope:current_hostile_scheme.scheme_target_character + } + + ai_will_do = { + base = 100 + } +} + +#Diligent overwork +### Develop Capital ### +diligent_development_focus_decision = { + ai_check_interval = 0 + + picture = { + trigger = { government_has_flag = government_is_japan_feudal } + reference = "gfx/interface/illustrations/holding_types/tgp_castle_japan.dds" + } + picture = { + trigger = { government_has_flag = government_is_japan_administrative } + reference = "gfx/interface/illustrations/holding_types/tgp_city_japan.dds" + } + picture = { + trigger = { culture = { has_graphical_east_asia_culture_group_trigger = yes } } + reference = "gfx/interface/illustrations/decisions/tgp_great_project.dds" + } + picture = { + trigger = { culture = { has_graphical_india_culture_group_trigger = yes } } + reference = "gfx/interface/illustrations/holding_types/tgp_castle_se_asia.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_misc.dds" + } + sort_order = 60 + + desc = diligent_development_focus_decision_desc + + selection_tooltip = diligent_development_focus_decision_tooltip + + cooldown = { days = @diligent_development_focus_cooldown_time } + + is_shown = { + OR = { + has_trait = diligent + top_participant_group:dynastic_cycle ?= { + participant_group_type = advancement_movement + } + } + is_landed = yes + NOT = { government_has_flag = government_is_nomadic } # They use develop_fertility_decision + } + + is_valid_showing_failures_only = { + is_at_war = no + is_adult = yes + } + + effect = { + + send_interface_toast = { + type = event_toast_effect_neutral + title = msg_diligent_development_focus + left_icon = root + + if = { + limit = { + government_allows = merit + } + change_merit = medium_merit_gain + } + + add_character_modifier = { + modifier = diligent_development_focus + years = 10 + } + } + + if = { + limit = { + has_trait = diligent + } + stress_impact = { + diligent = medium_stress_impact_gain + } + } + else = { + stress_impact = { + base = medium_stress_impact_gain + } + } + } + + ai_potential = { + has_trait = diligent + NOT = { + has_trait = temperate + } + } + + ai_will_do = { + base = 100 + + modifier = { + factor = 0 + stress >= 50 + } + } +} + +#Impatient rushing all schemes +### Expedite Schemes ### +impatient_rushing_all_schemes_decision = { + ai_check_interval = 0 + picture = { + trigger = { + OR = { + culture = { has_graphical_east_asia_culture_group_trigger = yes } + culture = { has_graphical_india_culture_group_trigger = yes } + } + } + reference = "gfx/interface/illustrations/decisions/tgp_retire.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_misc.dds" + } + sort_order = 60 + + desc = impatient_rushing_all_schemes_decision_desc + + selection_tooltip = impatient_rushing_all_schemes_decision_tooltip + + cooldown = { days = @impatient_rushing_all_schemes_cooldown_time } + + is_shown = { + has_trait = impatient + } + + is_valid_showing_failures_only = { + custom_description = { + stress_level >= 1 + text = not_enough_stress + } + custom_description = { + text = "impatient_rushing_all_schemes_decision_missing_scheme" + any_scheme = { } + } + } + + effect = { + if = { + limit = { + any_scheme = { } + } + send_interface_toast = { + type = event_toast_effect_neutral + title = msg_impatient_rushing_all_schemes + left_icon = root + + every_scheme = { + change_opportunities = 2 + } + } + } + else = { + custom_tooltip = impatient_rushing_all_schemes_decision_missing_scheme_effect + } + } + + ai_potential = { + has_trait = impatient + } + + ai_will_do = { + base = 100 + } +} diff --git a/common/decisions/00_unity_decisions.txt b/common/decisions/00_unity_decisions.txt new file mode 100644 index 00000000..11703db3 --- /dev/null +++ b/common/decisions/00_unity_decisions.txt @@ -0,0 +1,1552 @@ +######################### +#### UNITY DECISIONS #### +######################### + +# House Head decision - These are only available to the House Head +### Reinforce Army with Loyal Officers ### +unity_reinforce_army_decision = { + ai_check_interval_by_tier = { + barony = 0 + county = 72 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + picture = { + reference = "gfx/interface/illustrations/decisions/fp3/antagonistic.dds" + } + is_invisible = yes + + sort_order = 60 + + desc = unity_reinforce_army_decision_desc + + cooldown = { years = 20 } + + is_shown = { + government_has_flag = government_is_clan + is_landed = yes + exists = house + } + + is_valid = { + house = { + has_house_unity_stage = antagonistic + } + is_house_head = yes + } + + is_valid_showing_failures_only = { + house = { + has_house_unity_stage = antagonistic + NOT = { has_house_unity_modifier = unity_antagonistic_maa_modifier } + } + is_house_head = yes + } + + effect = { + house = { + add_house_unity_modifier = { + modifier = unity_antagonistic_maa_modifier + years = 10 + } + } + } + + cost = { + gold = { + value = medium_gold_value + } + piety = { + value = unity_major_decision_piety_cost + add = { + value = 20 + multiply = { + value = number_of_landed_house_members_value + subtract = 1 # We don't want to add any extra for the first ruler + } + } + } + } + + ai_potential = { + house ?= { # Don't bother unless you have a few landed house members who would benefit + any_house_unity_member = { + count >= 3 + } + } + ai_has_warlike_personality = yes + } + + ai_will_do = { + base = 25 + } +} + +### Enforce Intrigue Network ### +unity_establish_network_decision = { + ai_check_interval_by_tier = { + barony = 0 + county = 72 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + picture = { + reference = "gfx/interface/illustrations/decisions/fp3/competitive.dds" + } + is_invisible = yes + + sort_order = 60 + + desc = unity_establish_network_decision_desc + + cooldown = { years = 20 } + + is_shown = { + government_has_flag = government_is_clan + is_landed = yes + exists = house + } + + is_valid = { + house = { + has_house_unity_stage = competitive + } + is_house_head = yes + } + + is_valid_showing_failures_only = { + house = { + has_house_unity_stage = competitive + NOT = { has_house_unity_modifier = unity_competitive_spies_modifier } + } + is_house_head = yes + } + + effect = { + house = { + add_house_unity_modifier = { + modifier = unity_competitive_spies_modifier + years = 10 + } + } + } + + cost = { + gold = { + value = medium_gold_value + } + piety = { + value = unity_major_decision_piety_cost + add = { + value = 20 + multiply = { + value = number_of_landed_house_members_value + subtract = 1 # We don't want to add any extra for the first ruler + } + } + } + } + + ai_potential = { + house ?= { # Don't bother unless you have a few landed house members who would benefit + any_house_unity_member = { + count >= 3 + } + } + ai_has_cautious_personality = yes + } + + ai_will_do = { + base = 25 + } +} + +### Improve Taxation ### +unity_improve_taxation_decision = { + ai_check_interval_by_tier = { + barony = 0 + county = 72 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + picture = { + reference = "gfx/interface/illustrations/decisions/fp3/impassive.dds" + } + is_invisible = yes + + sort_order = 60 + + desc = unity_improve_taxation_decision_desc + + cooldown = { years = 20 } + + is_shown = { + government_has_flag = government_is_clan + is_landed = yes + exists = house + } + + is_valid = { + house = { + has_house_unity_stage = impassive + } + is_house_head = yes + } + + is_valid_showing_failures_only = { + house = { + has_house_unity_stage = impassive + NOT = { has_house_unity_modifier = unity_impassive_tax_modifier } + } + is_house_head = yes + } + + effect = { + house = { + add_house_unity_modifier = { + modifier = unity_impassive_tax_modifier + years = 10 + } + } + } + + cost = { + piety = { + value = unity_major_decision_piety_cost + add = { + value = 20 + multiply = { + value = number_of_landed_house_members_value + subtract = 1 # We don't want to add any extra for the first ruler + } + } + } + } + + ai_potential = { + house ?= { # Don't bother unless you have a few landed house members who would benefit + any_house_unity_member = { + count >= 3 + } + } + ai_has_builder_or_pious_builder_personality = yes + } + + ai_will_do = { + base = 25 + } +} + +### Send Bailiffs ### +unity_send_bailiffs_decision = { + ai_check_interval_by_tier = { + barony = 0 + county = 72 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + picture = { + reference = "gfx/interface/illustrations/decisions/fp3/friendly.dds" + } + is_invisible = yes + + sort_order = 60 + + desc = unity_send_bailiffs_decision_desc + + cooldown = { years = 20 } + + is_shown = { + government_has_flag = government_is_clan + is_landed = yes + exists = house + } + + is_valid = { + house = { + has_house_unity_stage = friendly + } + is_house_head = yes + } + + is_valid_showing_failures_only = { + house = { + has_house_unity_stage = friendly + NOT = { has_house_unity_modifier = unity_friendly_bailiff_modifier } + } + is_house_head = yes + } + + effect = { + house = { + add_house_unity_modifier = { + modifier = unity_friendly_bailiff_modifier + years = 10 + } + } + } + + cost = { + gold = { + value = medium_gold_value + } + piety = { + value = unity_major_decision_piety_cost + add = { + value = 20 + multiply = { + value = number_of_landed_house_members_value + subtract = 1 # We don't want to add any extra for the first ruler + } + } + } + } + + ai_potential = { + house ?= { # Don't bother unless you have a few landed house members who would benefit + any_house_unity_member = { + count >= 3 + } + } + OR = { + ai_has_warlike_personality = yes + ai_has_economical_boom_personality = yes + } + } + + ai_will_do = { + base = 25 + } +} + +### Placate Vassals ### +unity_placate_vassals_decision = { + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + picture = { + reference = "gfx/interface/illustrations/decisions/fp3/harmonious.dds" + } + is_invisible = yes + + sort_order = 60 + + desc = unity_placate_vassals_decision_desc + + cooldown = { years = 20 } + + is_shown = { + government_has_flag = government_is_clan + is_landed = yes + exists = house + } + + is_valid = { + house = { + has_house_unity_stage = harmonious + } + is_house_head = yes + } + + is_valid_showing_failures_only = { + house = { + has_house_unity_stage = harmonious + NOT = { has_house_unity_modifier = unity_harmonious_placation_modifier } + } + is_house_head = yes + } + + effect = { + house = { + add_house_unity_modifier = { + modifier = unity_harmonious_placation_modifier + years = 10 + } + } + } + + cost = { + gold = { + value = medium_gold_value + } + piety = { + value = unity_major_decision_piety_cost + add = { + value = 20 + multiply = { + value = number_of_landed_house_members_value + subtract = 1 # We don't want to add any extra for the first ruler + } + } + } + } + + ai_potential = { + house ?= { # Don't bother unless you have a few landed house members who would benefit + any_house_unity_member = { + count >= 3 + } + } + ai_has_warlike_personality = no + } + + ai_will_do = { + base = 20 + } +} + +### Organize House Members for War ### +unity_organize_house_for_war_decision = { + ai_check_interval_by_tier = { + barony = 0 + county = 36 + duchy = 36 + kingdom = 12 + empire = 12 + hegemony = 12 + } + picture = { + reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_sunder.dds" + } + is_invisible = yes + + sort_order = 60 + + desc = unity_organize_house_for_war_decision_desc + + cooldown = { years = 20 } + + is_shown = { + government_has_flag = government_is_clan + is_landed = yes + exists = house + } + + is_valid_showing_failures_only = { + house = { + NOT = { has_house_modifier = unity_house_focused_on_economy_modifier } # Cannot promote war while the house is focused on economy already + OR = { + has_house_unity_stage = antagonistic + has_house_unity_stage = competitive + } + } + is_house_head = yes + } + + is_valid = { + house = { + OR = { + has_house_unity_stage = antagonistic + has_house_unity_stage = competitive + } + } + is_house_head = yes + } + + effect = { + house = { + add_house_modifier = { + modifier = unity_house_organized_for_war_modifier + years = 20 + } + } + } + + cost = { + piety = { + value = unity_minor_decision_piety_cost + } + } + + ai_potential = { + government_has_flag = government_is_clan + ai_has_warlike_personality = yes + } + + ai_will_do = { + base = 20 + } +} + +### Encourage House to Improve the Economy ### +unity_encourage_house_economy_decision = { + ai_check_interval_by_tier = { + barony = 0 + county = 72 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + picture = { + reference = "gfx/interface/illustrations/decisions/fp3_decision_tax_collector.dds" + } + is_invisible = yes + + sort_order = 60 + + desc = unity_encourage_house_economy_decision_desc + + cooldown = { years = 20 } + + is_shown = { + government_has_flag = government_is_clan + is_landed = yes + exists = house + } + + is_valid_showing_failures_only = { + house = { + NOT = { has_house_modifier = unity_house_organized_for_war_modifier } # Cannot promote economy while the house is focused on war already + OR = { + has_house_unity_stage = friendly + has_house_unity_stage = harmonious + } + } + is_house_head = yes + } + + is_valid = { + house = { + OR = { + has_house_unity_stage = friendly + has_house_unity_stage = harmonious + } + } + is_house_head = yes + } + + effect = { + house = { + add_house_modifier = { + modifier = unity_house_focused_on_economy_modifier + years = 20 + } + } + } + + cost = { + piety = { + value = unity_minor_decision_piety_cost + } + } + + ai_potential = { + ai_has_economical_boom_personality = yes + } + + ai_will_do = { + base = 20 + } +} + +### Steer House Unity ### +unity_steer_house_direction_decision = { + ai_check_interval_by_tier = { + barony = 0 + county = 24 + duchy = 24 + kingdom = 24 + empire = 24 + hegemony = 24 + } + picture = { + reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_foundation.dds" + } + #is_invisible = yes + decision_group_type = house_unity + + sort_order = 1500 # We want the decision to be at the top of the list to make it real easy to find. + + cooldown = { years = 10 } + + is_shown = { + government_has_flag = government_is_clan + is_landed = yes + exists = house + } + + is_valid_showing_failures_only = { + is_house_head = yes + + # Option localisation + trigger_if = { + limit = { scope:steer_unity_towards_harmonious = yes } + custom_tooltip = { + text = steer_unity_towards_harmonious_tt + NOT = { house = { has_house_unity_stage = harmonious } } + } + } + trigger_if = { + limit = { scope:steer_unity_towards_antagonistic = yes } + custom_tooltip = { + text = steer_unity_towards_antagonistic_tt + NOT = { house = { has_house_unity_stage = antagonistic } } + } + } + } + + is_valid = { + is_house_head = yes + } + + widget = { + gui = "decision_view_widget_unity_steer_house_direction" + controller = decision_option_list_controller + decision_to_second_step_button = "CHOOSE_UNITY_DIRECTION" + show_from_start = yes + + ### Increase Unity + item = { + value = steer_unity_towards_harmonious + is_valid = { + custom_tooltip = { + text = steer_unity_towards_harmonious_tt + NOT = { house = { has_house_unity_stage = harmonious } } + } + } + current_description = steer_unity_towards_harmonious_desc + localization = steer_unity_towards_harmonious_name + icon = "gfx/interface/icons/currencies/house_unity/harmonious.dds" + ai_chance = { + value = 100 + if = { + limit = { ai_wants_low_unity = yes } + multiply = 0 + } + } + } + ### Decrease Unity + item = { + value = steer_unity_towards_antagonistic + is_valid = { + custom_tooltip = { + text = steer_unity_towards_antagonistic_tt + NOT = { house = { has_house_unity_stage = antagonistic } } + } + } + current_description = steer_unity_towards_antagonistic_desc + localization = steer_unity_towards_antagonistic_name + icon = "gfx/interface/icons/currencies/house_unity/antagonistic.dds" + ai_chance = { + value = 100 + if = { + limit = { ai_wants_high_unity = yes } + multiply = 0 + } + } + } + } + + effect = { + if = { # Increase Unity + limit = { scope:steer_unity_towards_harmonious = yes } + + house = { + add_unity_value = { + value = massive_unity_gain + character = root + desc = clan_unity_steer_direction_change.desc + } + } + custom_tooltip = steer_unity_towards_harmonious_passive_gain_tt + add_character_flag = { + flag = steer_unity_towards_harmonious_passive_gain + years = 10 + } + + # Let's send notifications to relevant characters + hidden_effect = { + # Send a toast to yourself, as a confirmation that Unity changed + send_interface_toast = { + type = msg_house_unity_change_value + title = steer_unity_towards_harmonious_toast + desc = steer_unity_towards_harmonious_toast + left_icon = root + show_as_tooltip = { + house = { + add_unity_value = { + value = massive_unity_gain + character = root + desc = clan_unity_steer_direction_change.desc + } + } + } + } + # Send a notification (we don't want a toast here) to any other player within the house + every_player = { + limit = { + house ?= root.house + this != root + } + send_interface_message = { + type = msg_house_unity_change_value + title = steer_unity_notification_title + desc = steer_unity_towards_harmonious_toast + left_icon = root + show_as_tooltip = { + house = { + add_unity_value = { + value = massive_unity_gain + character = root + desc = clan_unity_steer_direction_change.desc + } + } + } + } + } + } + } + else_if = { # Decrease Unity + limit = { scope:steer_unity_towards_antagonistic = yes } + + house = { + add_unity_value = { + value = massive_unity_loss + character = root + desc = clan_unity_steer_direction_change.desc + } + } + custom_tooltip = steer_unity_towards_antagonistic_passive_loss_tt + add_character_flag = { + flag = steer_unity_towards_antagonistic_passive_loss + years = 10 + } + + # Let's send notifications to relevant characters + hidden_effect = { + # Send a toast to yourself, as a confirmation that Unity changed + send_interface_toast = { + type = msg_house_unity_change_value + title = steer_unity_towards_antagonistic_toast + desc = steer_unity_towards_antagonistic_toast + left_icon = root + show_as_tooltip = { + house = { + add_unity_value = { + value = massive_unity_loss + character = root + desc = clan_unity_steer_direction_change.desc + } + } + } + } + # Send a notification (we don't want a toast here) to any other player within the house + every_player = { + limit = { + house ?= root.house + this != root + } + send_interface_message = { + type = msg_house_unity_change_value + title = steer_unity_notification_title + desc = steer_unity_towards_antagonistic_toast + left_icon = root + show_as_tooltip = { + house = { + add_unity_value = { + value = massive_unity_loss + character = root + desc = clan_unity_steer_direction_change.desc + } + } + } + } + } + } + } + } + + cost = { + piety = { + value = unity_major_decision_piety_cost + } + } + + ai_potential = { + highest_held_title_tier >= tier_county # Barons doesn't have to use the decision + is_landed = yes + exists = house + } + + ai_will_do = { + base = 20 + + # If unity is at max or min levels, increase the AI weight if they want to go in the opposite direction + modifier = { + OR = { + ai_wants_high_unity = yes + ai_wants_low_unity = yes + } + add = 40 + } + + # If unity is at max or min levels, increase the AI weight if they want to go in the opposite direction + modifier = { + OR = { + AND = { + ai_wants_high_unity = yes + OR = { + house = { has_house_unity_stage = antagonistic } + house = { has_house_unity_stage = competitive } + } + } + AND = { + ai_wants_low_unity = yes + OR = { + house = { has_house_unity_stage = harmonious } + house = { has_house_unity_stage = friendly } + } + } + } + add = 40 + } + } +} + +# General Unity decisions - These are available to all members of a House +### Search for Tax Collectors ### +unity_search_for_administrators_decision = { + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + picture = { + reference = "gfx/interface/illustrations/decisions/fp3_decision_tax_collector.dds" + } + sort_order = 60 + decision_group_type = house_unity + + desc = unity_search_for_administrators_decision_desc + + cooldown = { years = 10 } + + is_shown = { + government_has_flag = government_is_clan + is_landed = yes + exists = house + } + + is_valid = { + } + + effect = { + custom_tooltip = search_administors_decision.tt + hidden_effect = { + random_list = { + 40 = { + save_temporary_scope_value_as = { + name = number_of_new_administrators + value = 1 + } + } + 40 = { + save_temporary_scope_value_as = { + name = number_of_new_administrators + value = 2 + } + } + 20 = { + save_temporary_scope_value_as = { + name = number_of_new_administrators + value = 3 + } + } + } + while = { + count = scope:number_of_new_administrators + create_character = { + template = administrator_character + employer = root + faith = root.faith + culture = root.culture + gender_female_chance = { + if = { + limit = { root.faith = { has_doctrine = doctrine_gender_male_dominated } } + add = 0 + } + else_if = { + limit = { root.faith = { has_doctrine = doctrine_gender_female_dominated } } + add = 100 + } + else = { + add = 50 + } + } + save_scope_as = new_administrator + } + send_interface_message = { + type = event_dynasty_good_with_text + title = unity_search_for_administrators_decision.msg.t + desc = unity_search_for_administrators_decision.msg.desc + left_icon = scope:new_administrator + } + } + } + } + + cost = { # We give the AI some handicap here by making the decision free for them, but they only ever use it if they don't have any tax collectors at all + gold = { + value = 0 + if = { + limit = { + has_treasury = no + is_ai = no + } + add = minor_gold_value + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + is_ai = no + } + add = minor_gold_value + } + } + piety = { + value = 0 + if = { + limit = { is_ai = no } + add = medium_piety_value + } + } + } + + ai_potential = { + government_has_flag = government_is_clan + highest_held_title_tier >= tier_duchy + any_tax_collector = { count <= 0 } + any_vassal = { + count >= 2 + government_has_flag = government_is_clan + } + } + + ai_will_do = { + base = 100 + } +} + +# FP3 Unity Decisions +### Demand Shared Army Logistics ### +unity_improve_logistics_decision = { + ai_check_interval_by_tier = { + barony = 0 + county = 72 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + picture = { + reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_concession.dds" + } + is_invisible = yes + + sort_order = 60 + + desc = unity_improve_logistics_decision_desc + + cooldown = { years = 20 } + + is_shown = { + has_fp3_dlc_trigger = yes + culture = { has_cultural_pillar = heritage_iranian } + government_has_flag = government_is_clan + is_landed = yes + exists = house + } + + is_valid = { + # We show the culture requirement here to tell the player why they have the decision available + culture = { has_cultural_pillar = heritage_iranian } + house = { + OR = { + has_house_unity_stage = antagonistic + has_house_unity_stage = competitive + } + } + is_house_head = yes + } + + is_valid_showing_failures_only = { + house = { + OR = { + has_house_unity_stage = antagonistic + has_house_unity_stage = competitive + } + NOT = { has_house_unity_modifier = fp3_unity_improved_logistics_modifier } + } + is_house_head = yes + } + + effect = { + house = { + add_house_unity_modifier = { + modifier = fp3_unity_improved_logistics_modifier + years = 10 + } + } + } + + cost = { + gold = { + value = medium_gold_value + } + piety = { + value = unity_major_decision_piety_cost + add = { + value = 20 + multiply = { + value = number_of_landed_house_members_value + subtract = 1 # We don't want to add any extra for the first ruler + } + } + } + } + + ai_potential = { + house ?= { # Don't bother unless you have a few landed house members who would benefit + any_house_unity_member = { + count >= 3 + } + } + ai_has_warlike_personality = yes + } + + ai_will_do = { + base = 10 + } +} + +### Promote Development ### +unity_promote_development_decision = { + ai_check_interval_by_tier = { + barony = 0 + county = 72 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_golden_age.dds" + } + is_invisible = yes + + sort_order = 60 + + desc = unity_promote_development_decision_desc + + cooldown = { years = 20 } + + is_shown = { + has_fp3_dlc_trigger = yes + culture = { has_cultural_pillar = heritage_iranian } + government_has_flag = government_is_clan + is_landed = yes + exists = house + } + + is_valid = { + # We show the culture requirement here to tell the player why they have the decision available + culture = { has_cultural_pillar = heritage_iranian } + house = { + OR = { + has_house_unity_stage = friendly + has_house_unity_stage = harmonious + } + } + is_house_head = yes + } + + is_valid_showing_failures_only = { + house = { + OR = { + has_house_unity_stage = friendly + has_house_unity_stage = harmonious + } + NOT = { has_house_unity_modifier = fp3_unity_promoted_development_modifier } + } + is_house_head = yes + } + + effect = { + house = { + add_house_unity_modifier = { + modifier = fp3_unity_promoted_development_modifier + years = 10 + } + } + } + + cost = { + gold = { + value = medium_gold_value + } + piety = { + value = unity_major_decision_piety_cost + add = { + value = 20 + multiply = { + value = number_of_landed_house_members_value + subtract = 1 # We don't want to add any extra for the first ruler + } + } + } + } + + ai_potential = { + house ?= { # Don't bother unless you have a few landed house members who would benefit + any_house_unity_member = { + count >= 3 + } + } + ai_has_warlike_personality = no + } + + ai_will_do = { + base = 10 + } +} + +### Consult House Members ### +unity_consult_house_decision = { + ai_check_interval_by_tier = { + barony = 0 + county = 72 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_realm.dds" + } + is_invisible = yes + + sort_order = 60 + + desc = unity_consult_house_decision_desc + + is_shown = { + government_has_flag = government_is_clan + is_landed = yes + exists = house + } + + is_valid = { + house = { + has_house_unity_stage = impassive + } + } + + is_valid_showing_failures_only = { + custom_tooltip = { + text = unity_consult_house_decision.tt_cooldown + NOT = { has_character_flag = fp3_consulted_house } + } + } + + effect = { + custom_tooltip = unity_consult_house_decision.tt_house_council_bonus + #custom_tooltip = unity_consult_house_decision.tt_no_unity_change + custom_tooltip = unity_consult_house_decision.tt_lifetime + add_character_flag = { + flag = fp3_consulted_house + } + } + + cost = { + piety = { value = unity_minor_decision_piety_cost } + } + + ai_potential = { + exists = house + # AI has more than 1 house member that is their vassal/courtier (can serve as a councillor) + house = { + any_house_member = { + count > 1 + OR = { + is_vassal_of = root + is_courtier_of = root + } + } + } + } + + ai_will_do = { + base = 20 + # AI has more than 1 house member actively serving as a councillor + modifier = { + any_councillor = { + count > 1 + house ?= root.house + } + add = 100 + } + # Benefits AI to stack family buffs + modifier = { + culture = { has_cultural_parameter = close_family_better_councillors } + add = 50 + } + } +} + +### Establish Futuwaa Lodges ### +unity_establish_futuwaa_lodges_decision = { + ai_check_interval_by_tier = { + barony = 0 + county = 72 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + picture = { + reference = "gfx/interface/illustrations/decisions/fp3/competitive.dds" + } + is_invisible = yes + sort_order = 60 + + desc = { + desc = unity_establish_futuwaa_lodges_decision_desc_intro + first_valid = { + # "People" + triggered_desc = { + trigger = { + OR = { + AND = { + has_dlc_feature = diverge_culture + culture = { has_cultural_parameter = martial_custom_equal_combatant } + } + faith = { has_doctrine_parameter = combatant_can_be_either_gender_if_no_roco } + has_character_modifier = ignores_gender_army_rules + culture = { + OR = { + has_cultural_parameter = has_access_to_shieldmaidens + has_cultural_parameter = high_prowess_ignores_knight_restrictions + } + } + } + } + desc = people + } + # "Women" + triggered_desc = { + trigger = { + OR = { + AND = { + has_dlc_feature = diverge_culture + culture = { has_cultural_parameter = martial_custom_female_only_combatant } + } + faith = { has_doctrine_parameter = combatant_must_be_female_if_no_roco } + } + } + desc = women + } + # "Men" + triggered_desc = { + trigger = { + OR = { + AND = { + has_dlc_feature = diverge_culture + culture = { has_cultural_parameter = martial_custom_male_only_combatant } + } + faith = { has_doctrine_parameter = combatant_must_be_male_if_no_roco } + } + } + desc = loc_men + } + } + desc = unity_establish_futuwaa_lodges_decision_desc_outro + } + + cooldown = { years = 20 } + + is_shown = { + government_has_flag = government_is_clan + is_landed = yes + exists = house + exists = capital_province + culture = { has_cultural_tradition = tradition_futuwaa } + } + + is_valid = { + house = { + OR = { + has_house_unity_stage = antagonistic + has_house_unity_stage = competitive + } + } + } + + effect = { + save_scope_as = sponsor # For loc + + # Yup this nonsense is necessary, custom_tooltip does not support triggered_desc + if = { + limit = { + OR = { + AND = { + has_dlc_feature = diverge_culture + culture = { has_cultural_parameter = martial_custom_equal_combatant } + } + faith = { has_doctrine_parameter = combatant_can_be_either_gender_if_no_roco } + has_character_modifier = ignores_gender_army_rules + culture = { + OR = { + has_cultural_parameter = has_access_to_shieldmaidens + has_cultural_parameter = high_prowess_ignores_knight_restrictions + } + } + } + } + save_scope_as = any_combatants # This is relevant for a TT later on + custom_tooltip = { text = unity_establish_futuwaa_lodges_decision.tt_people } + } + else_if = { + limit = { + OR = { + AND = { + has_dlc_feature = diverge_culture + culture = { has_cultural_parameter = martial_custom_female_only_combatant } + } + faith = { has_doctrine_parameter = combatant_must_be_female_if_no_roco } + } + } + save_scope_as = female_combatants + custom_tooltip = { text = unity_establish_futuwaa_lodges_decision.tt_women } + } + else_if = { + limit = { + OR = { + AND = { + has_dlc_feature = diverge_culture + culture = { has_cultural_parameter = martial_custom_male_only_combatant } + } + faith = { has_doctrine_parameter = combatant_must_be_male_if_no_roco } + } + } + save_scope_as = male_combatants + custom_tooltip = { text = unity_establish_futuwaa_lodges_decision.tt_men } + } + + + if = { + limit = { exists = scope:any_combatants } + custom_tooltip = { text = unity_establish_futuwaa_lodges_decision.tt_num_people } + } + else_if = { + limit = { exists = scope:female_combatants } + custom_tooltip = { text = unity_establish_futuwaa_lodges_decision.tt_num_women } + } + else_if = { + limit = { exists = scope:male_combatants } + custom_tooltip = { text = unity_establish_futuwaa_lodges_decision.tt_num_men } + } + + add_character_modifier = { + modifier = fp3_established_futuwaa_lodges_modifier + years = 20 + } + + add_character_flag = { + flag = fp3_established_futuwaa_lodges + years = 20 + } + + create_story = story_cycle_futuwaa_lodges + } + + cost = { + piety = { value = unity_minor_decision_piety_cost } + } + + ai_potential = { + house.house_head ?= this + government_has_flag = government_is_clan + highest_held_title_tier >= tier_duchy + } + + ai_will_do = { + base = 50 + } +} + +### Unity Educate Youth In Madrasas Decision ### +unity_educate_youth_in_madrasas_decision = { + ai_check_interval_by_tier = { + barony = 0 + county = 72 + duchy = 36 + kingdom = 12 + empire = 12 + hegemony = 12 + } + + picture = { + reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_secret_faith.dds" + } + is_invisible = yes + sort_order = 60 + + title = { + desc = unity_educate_youth_in_madrasas_decision.t_intro + first_valid = { + # Call them madrasas if our capital is advanced enough + triggered_desc = { + trigger = { + capital_county ?= { + development_level >= bad_development_level + } + } + desc = unity_educate_youth_in_madrasas_decision.t_madrasas + } + # Otherwise just say that the youth are being educated in houses of worship + desc = unity_educate_youth_in_madrasas_decision.t_houses_of_worship + } + } + + desc = { + desc = unity_educate_youth_in_madrasas_decision_desc_intro + first_valid = { + # "People" + triggered_desc = { + trigger = { has_realm_law = equal_law } + desc = people + } + # "Women" + triggered_desc = { + trigger = { + OR = { + has_realm_law = female_only_law + has_realm_law = female_preference_law + } + } + desc = women + } + # "Men" + triggered_desc = { + trigger = { + OR = { + has_realm_law = male_only_law + has_realm_law = male_preference_law + } + } + desc = loc_men + } + } + desc = unity_educate_youth_in_madrasas_decision_desc_outro + } + + cooldown = { years = 20 } + + is_shown = { + government_has_flag = government_is_clan + is_landed = yes + exists = house + exists = capital_province # Sanity check + culture = { has_cultural_tradition = tradition_fp3_beacon_of_learning } + } + + is_valid = { + is_at_war = no + house = { + OR = { + has_house_unity_stage = harmonious + has_house_unity_stage = friendly + } + } + } + + effect = { + save_scope_as = sponsor # For loc + # TT for who is educated + # Yup this nonsense is necessary, custom_tooltip does not support triggered_desc + if = { + limit = { has_realm_law = equal_law } + save_scope_as = realm_law_people # This is relevant for a TT later on + custom_tooltip = { text = unity_educate_youth_in_madrasas_decision.tt_people } + } + else_if = { + limit = { + OR = { + has_realm_law = female_only_law + has_realm_law = female_preference_law + } + } + save_scope_as = realm_law_women + custom_tooltip = { text = unity_educate_youth_in_madrasas_decision.tt_women } + } + else_if = { + limit = { + OR = { + has_realm_law = male_only_law + has_realm_law = male_preference_law + } + } + save_scope_as = realm_law_men + custom_tooltip = { text = unity_educate_youth_in_madrasas_decision.tt_men } + } + + if = { + limit = { exists = scope:realm_law_people } + custom_tooltip = { text = unity_educate_youth_in_madrasas_decision.tt_num_people } + } + else_if = { + limit = { exists = scope:realm_law_women } + custom_tooltip = { text = unity_educate_youth_in_madrasas_decision.tt_num_women } + } + else_if = { + limit = { exists = scope:realm_law_men } + custom_tooltip = { text = unity_educate_youth_in_madrasas_decision.tt_num_men } + } + + add_character_modifier = { + modifier = fp3_established_madrasas_modifier + years = 20 + } + + add_character_flag = { + flag = fp3_educated_youth_in_madrasas + years = 20 + } + + create_story = story_cycle_madrasas + } + + cost = { + piety = { value = unity_minor_decision_piety_cost } + } + + ai_potential = { + house.house_head ?= this + government_has_flag = government_is_clan + highest_held_title_tier >= tier_duchy + } + + ai_will_do = { + base = 50 + } +} diff --git a/common/decisions/04_ep2_decisions.txt b/common/decisions/04_ep2_decisions.txt new file mode 100644 index 00000000..b1f8287b --- /dev/null +++ b/common/decisions/04_ep2_decisions.txt @@ -0,0 +1,99 @@ +###DECISIONS LIST### + +#decision_solve_the_journals + +decision_solve_the_journals = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_realm.dds" + } + decision_group_type = major + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 180 + kingdom = 180 + empire = 180 + hegemony = 180 + } + desc = decision_solve_the_journals_desc + cooldown = { years = 1 } + + is_shown = { + any_owned_story = { + type = story_cycle_mysterious_journal + NOT = { exists = var:journal_complete_solved } + } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + } + + is_valid = { + custom_tooltip = { + text = you_have_journal_1_tt + any_owned_story = { + type = story_cycle_mysterious_journal + exists = var:mysterious_journal.var:secret_journal + } + } + custom_tooltip = { + text = you_have_journal_2_tt + any_owned_story = { + type = story_cycle_mysterious_journal + exists = var:mysterious_journal.var:secret_puzzle + } + } + custom_tooltip = { + text = you_have_journal_3_tt + any_owned_story = { + type = story_cycle_mysterious_journal + exists = var:mysterious_journal.var:secret_cipher + } + } + } + + effect = { + hidden_effect = { + random_owned_story = { + type = story_cycle_mysterious_journal + var:mysterious_journal = { save_scope_as = mysterious_journal } + } + } + duel = { + skill = learning + value = high_skill_rating + 50 = { # You solve the puzzle! + compare_modifier = { + value = scope:duel_value + multiplier = 0.5 + } + custom_tooltip = { + text = open_the_journal_tt + trigger_event = tour_general.5010 + } + } + 50 = { # You fail + compare_modifier = { + value = scope:duel_value + multiplier = -0.5 + } + show_as_tooltip = { + add_stress = major_stress_gain + } + hidden_effect = { + trigger_event = tour_general.5000 + } + } + } + } + + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} diff --git a/common/decisions/06_ce1_decisions.txt b/common/decisions/06_ce1_decisions.txt new file mode 100644 index 00000000..fff63c51 --- /dev/null +++ b/common/decisions/06_ce1_decisions.txt @@ -0,0 +1,998 @@ +#commission_legend_artifact_decision +#clear_ground_for_legendary_building +#isolate_capital_decision +#isolate_family_decision + +### Commission Legend Artifact ### +commission_legend_artifact_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_smith.dds" + } + cooldown = { days = standard_commission_artifact_cooldown_time } + sort_order = 100 + decision_group_type = major + + is_shown = { + is_landed = yes + highest_held_title_tier >= tier_county + exists = capital_province + has_dlc_feature = legends + custom_tooltip = { + text = commission_legend_artifact_decision_var_tt + has_variable = finished_legend_var + } + } + + is_valid_showing_failures_only = { + # Only valid for characters with an antiquaria OR chronicler + custom_tooltip = { + text = commision_legend_artifact_decision_court_positions_tt + OR = { + employs_court_position = antiquarian_court_position + employs_court_position = chronicler_court_position + } + } + custom_tooltip = { + text = commision_legend_artifact_decision_disappearing_tt + any_realm_province = { + any_province_legend = { + has_variable = my_legend_var + } + } + } + } + + cost = { + gold = { + if = { + limit = { + has_variable = finished_mythical_legend_var + } + value = 800 + } + else_if = { + limit = { + has_variable = finished_illustrious_legend_var + } + value = 600 + } + else = { + value = 400 + } + if = { + limit = { # Estate discount bonus + domicile ?= { has_domicile_parameter = estate_reduce_commission_artifact_cost } + } + multiply = estate_reduce_commission_artifact_cost_value + } + } + } + + effect = { + if = { + limit = { + any_court_position_holder = { + type = chronicler_court_position + } + } + random_court_position_holder = { + type = chronicler_court_position + save_scope_as = chronicler + } + } + if = { + limit = { + any_court_position_holder = { + type = antiquarian_court_position + } + } + random_court_position_holder = { + type = antiquarian_court_position + save_scope_as = chronicler + } + } + # Explanatory Tooltip + custom_tooltip = commission_legend_artifact_decision_effect + + hidden_effect = { + trigger_event = ce1_decision_events.0001 + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + ai_potential = { + is_at_war = no + ai_greed < medium_positive_ai_value + short_term_gold > ai_war_chest_desired_gold_value + war_chest_gold >= halved_ai_war_chest_gold_maximum + } + + ai_will_do = { + base = 100 #AI should always create the book + } +} + +clear_ground_for_legendary_building = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_legend.dds" + } + decision_group_type = major + sort_order = 100 + + is_shown = { + exists = var:legendary_reward_location + has_dlc_feature = legends + is_landed = yes + } + + is_valid_showing_failures_only = { + custom_tooltip = { + text = clear_ground_for_legendary_building_no_barony_tt + any_held_title = { + title_tier = barony + title_province = { has_special_building_slot = no } + is_capital_barony = yes + holder = root + is_leased_out = no + } + } + } + + widget = { + gui = "decision_view_widget_option_list_generic" + controller = decision_option_list_controller + decision_to_second_step_button = "CHOOSE_LEGENDARY_BUILDING" + show_from_start = yes + + item = { # Shrine + value = clear_ground_legendary_shrine + is_valid = { + custom_tooltip = { # The legend you finished is valid for a legendary shrine + text = clear_ground_legendary_shrine_tt + has_character_flag = legendary_shrine_flag + } + } + current_description = clear_ground_legendary_shrine_desc + localization = clear_ground_legendary_shrine + icon = "gfx/interface/icons/building_types/icon_building_legendary_shrine.dds" + flat = yes + ai_chance = { value = 10 } + } + item = { # Statue + value = clear_ground_legendary_statue + is_valid = { + custom_tooltip = { # The legend you finished is valid for a legendary statue + text = clear_ground_legendary_statue_tt + has_character_flag = legendary_statue_flag + } + } + current_description = clear_ground_legendary_statue_desc + localization = clear_ground_legendary_statue + icon = "gfx/interface/icons/building_types/icon_building_legendary_statue.dds" + flat = yes + ai_chance = { value = 10 } + } + item = { # Palace + value = clear_ground_legendary_palace + is_valid = { + custom_tooltip = { # The legend you finished is valid for a legendary palace + text = clear_ground_legendary_palace_tt + has_character_flag = legendary_palace_flag + } + } + current_description = clear_ground_legendary_palace_desc + localization = clear_ground_legendary_palace + icon = "gfx/interface/icons/building_types/icon_building_legendary_palace.dds" + flat = yes + ai_chance = { value = 10 } + } + item = { # Watchtower + value = clear_ground_legendary_watchtower + is_valid = { + custom_tooltip = { # The legend you finished is valid for a legendary watchtower + text = clear_ground_legendary_watchtower_tt + has_character_flag = legendary_watchtower_flag + } + } + current_description = clear_ground_legendary_watchtower_desc + localization = clear_ground_legendary_watchtower + icon = "gfx/interface/icons/building_types/icon_building_legendary_watchtower.dds" + flat = yes + ai_chance = { value = 10 } + } + item = { # Hunting lodge + value = clear_ground_legendary_hunting_lodge + is_valid = { + custom_tooltip = { # The legend you finished is valid for a legendary hunting_lodge + text = clear_ground_legendary_hunting_lodge_tt + has_character_flag = legendary_hunting_lodge_flag + } + } + current_description = clear_ground_legendary_hunting_lodge_desc + localization = clear_ground_legendary_hunting_lodge + icon = "gfx/interface/icons/building_types/icon_building_legendary_hunting_grounds.dds" + flat = yes + ai_chance = { value = 10 } + } + } + + effect = { + custom_tooltip = clear_ground_for_legendary_building_custom_tt + switch = { + trigger = yes + scope:clear_ground_legendary_shrine = { + set_variable = { + name = clear_ground + value = flag:legendary_shrine + } + } + scope:clear_ground_legendary_palace = { + set_variable = { + name = clear_ground + value = flag:legendary_palace + } + } + scope:clear_ground_legendary_statue = { + set_variable = { + name = clear_ground + value = flag:legendary_statue + } + } + scope:clear_ground_legendary_watchtower = { + set_variable = { + name = clear_ground + value = flag:legendary_watchtower + } + } + scope:clear_ground_legendary_hunting_lodge = { + set_variable = { + name = clear_ground + value = flag:legendary_hunting_lodge + } + } + } + open_view_data = { + view = decision_detail + data = decision:pick_legendary_barony_decision + player = root + } + } + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 36 + empire = 36 + hegemony = 36 + } + ai_potential = { + is_at_war = no + ai_greed < medium_positive_ai_value + short_term_gold > ai_war_chest_desired_gold_value + war_chest_gold >= halved_ai_war_chest_gold_maximum + } + ai_will_do = { + base = 100 #AI should always reap rewards + } +} + +### $clear_ground_for_legendary_building$ ### +pick_legendary_barony_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_legend.dds" + } + decision_group_type = major + ai_goal = yes + is_invisible = yes + widget = { + controller = create_holy_order + barony_valid = { + trigger_if = { + limit = { exists = this } + title_province = { has_special_building_slot = no } + is_capital_barony = yes + holder = scope:ruler + is_leased_out = no + } + } + } + is_valid_showing_failures_only = { # Error suppressing + has_variable = clear_ground + } + cost = { + } + effect = { + send_interface_toast = { + type = event_toast_effect_good + title = clear_ground_for_legendary_building.toast + switch = { + trigger = root.var:clear_ground + flag:legendary_shrine = { + scope:barony.title_province ?= { + add_special_building_slot = legendary_shrine + } + } + flag:legendary_palace = { + scope:barony.title_province ?= { + add_special_building_slot = legendary_palace + } + } + flag:legendary_statue = { + scope:barony.title_province ?= { + add_special_building_slot = legendary_statue + } + } + flag:legendary_watchtower = { + scope:barony.title_province ?= { + add_special_building_slot = legendary_watchtower + } + } + flag:legendary_hunting_lodge = { + scope:barony.title_province ?= { + add_special_building_slot = legendary_hunting_lodge + } + } + } + } + hidden_effect = { + remove_variable = clear_ground + # Shift the legend protagonist to the province + if = { + limit = { + exists = var:legendary_figure + } + scope:barony.title_province ?= { + set_variable = { + name = legendary_figure + value = root.var:legendary_figure + } + } + remove_variable = legendary_figure + } + # Cleanup + if = { + limit = { + has_character_flag = legendary_shrine_flag + } + remove_character_flag = legendary_shrine_flag + } + if = { + limit = { + has_character_flag = legendary_statue_flag + } + remove_character_flag = legendary_statue_flag + } + if = { + limit = { + has_character_flag = legendary_palace_flag + } + remove_character_flag = legendary_palace_flag + } + if = { + limit = { + has_character_flag = legendary_watchtower_flag + } + remove_character_flag = legendary_watchtower_flag + } + if = { + limit = { + has_character_flag = legendary_hunting_lodge_flag + } + remove_character_flag = legendary_hunting_lodge_flag + } + if = { + limit = { + exists = var:legendary_reward_location + } + remove_variable = legendary_reward_location + } + } + } + + ai_potential = { + is_playable_character = yes + } + ai_will_do = { + base = 200 + } +} + +### Isolate Capital ### +isolate_capital_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_black_plague.dds" + } + decision_group_type = major + sort_order = 100 + + title = { + first_valid = { + triggered_desc = { + trigger = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } } + desc = unisolate_capital_decision + } + desc = isolate_capital_decision + } + } + + desc = { + first_valid = { + triggered_desc = { + trigger = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } } + desc = unisolate_capital_decision_desc + } + desc = isolate_capital_decision_desc + } + } + + confirm_text = { + first_valid = { + triggered_desc = { + trigger = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } } + desc = unisolate_family_decision_confirm + } + desc = isolate_capital_decision_confirm + } + } + + is_shown = { + is_landed = yes + exists = capital_county + highest_held_title_tier >= tier_county + trigger_if = { + limit = { + is_ai = yes + } + OR = { + any_held_title = { + title_tier = county + has_province_with_epidemic = { intensity = any } + } + capital_county = { + any_neighboring_county = { + any_county_province_epidemic = { + count >= 1 + } + } + } + capital_county = { has_county_modifier = isolate_capital_decision_modifier } + } + } + trigger_else = { + OR = { + realm_has_any_epidemic = { + SIZE = 1 + INTENSITY = minor + } + capital_county = { + any_neighboring_county = { + any_county_province_epidemic = { + count >= 1 + } + } + } + capital_county = { has_county_modifier = isolate_capital_decision_modifier } + } + } + } + + widget = { + gui = "decision_view_widget_option_list_generic" + controller = decision_option_list_controller + decision_to_second_step_button = "SELECT_ACTION" + show_from_start = yes + + item = { # Isolate your capital + value = isolate_capital_decision + is_valid = { + capital_county ?= { NOT = { has_county_modifier = isolate_capital_decision_modifier } } + custom_tooltip = { + text = isolate_capital_decision_tt + any_sub_realm_county = { + has_province_with_epidemic = { intensity = any } + } + } + } + current_description = isolate_capital_decision_desc + localization = isolate_capital_decision + icon = "gfx/interface/icons/message_feed/plague.dds" + ai_chance = { + value = 100 + } + } + + item = { # End isolation of your capital + value = unisolate_capital_decision + is_valid = { + custom_tooltip = { + text = unisolate_capital_decision_tt + exists = capital_county + capital_county ?= { has_county_modifier = isolate_capital_decision_modifier } + } + } + current_description = unisolate_capital_decision_desc + localization = unisolate_capital_decision + icon = "gfx/interface/icons/court_position_types/cave_hermit_court_position.dds" + ai_chance = { + value = 100 + } + } + } + + cooldown = { days = 365 } + + effect = { + if = { + limit = { + scope:isolate_capital_decision = yes + } + add_legitimacy_effect = { LEGITIMACY = minor_legitimacy_loss } + capital_county = { + add_county_modifier = { + modifier = isolate_capital_decision_modifier + years = 15 + } + } + add_character_flag = { + flag = ai_capital_isolation_cooldown + years = 1 + } + } + if = { + limit = { + scope:unisolate_capital_decision = yes + } + capital_county = { + remove_county_modifier = isolate_capital_decision_modifier + } + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 6 + duchy = 6 + kingdom = 6 + empire = 6 + hegemony = 6 + } + + ai_potential = { + NOT = { has_character_flag = ai_capital_isolation_cooldown } + } + + ai_will_do = { + base = 0 + modifier = { + add = 100 + NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } } + } + modifier = { + add = 100 + NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } } + has_trait = paranoid + } + modifier = { + add = -50 + NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } } + has_trait = brave + } + modifier = { + add = -50 + NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } } + has_trait = greedy + } + modifier = { + add = -50 + NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } } + ai_rationality <= -50 + } + modifier = { + add = 50 + NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } } + any_held_title = { + title_tier = county + has_province_with_epidemic = { intensity = any } + } + } + modifier = { + add = 50 + NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } } + any_held_title = { + title_tier = county + has_province_with_epidemic = { intensity >= major } + } + } + modifier = { + add = ai_rationality + NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } } + ai_rationality > 0 + any_held_title = { + title_tier = county + has_province_with_epidemic = { intensity = any } + + } + } + modifier = { + add = 100 + capital_county = { has_county_modifier = isolate_capital_decision_modifier } + NOT = { + any_held_title = { + title_tier = county + has_province_with_epidemic = { intensity = any } + + } + } + } + } +} + +### Enter Seclusion ### +isolate_family_decision = { + picture = { + trigger = { + tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes + } + reference = "gfx/interface/illustrations/decisions/disaster.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_black_plague.dds" + } + decision_group_type = major + sort_order = 100 + + title = { + first_valid = { + triggered_desc = { + trigger = { + has_character_modifier = isolating_modifier + tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes + } + desc = unisolate_family_disaster_decision + } + triggered_desc = { + trigger = { has_character_modifier = isolating_modifier } + desc = unisolate_family_decision + } + triggered_desc = { + trigger = { + tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes + } + desc = isolate_family_disaster_decision + } + desc = isolate_family_decision + } + } + + desc = { + first_valid = { + triggered_desc = { + trigger = { + has_character_modifier = isolating_modifier + tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes + } + desc = unisolate_family_disaster_decision_desc + } + triggered_desc = { + trigger = { has_character_modifier = isolating_modifier } + desc = unisolate_family_decision_desc + } + triggered_desc = { + trigger = { + tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes + } + desc = isolate_family_disaster_decision_desc + } + desc = isolate_family_decision_desc + } + } + + confirm_text = { + first_valid = { + triggered_desc = { + trigger = { + has_character_modifier = isolating_modifier + tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes + } + desc = unisolate_family_disaster_decision_confirm + } + triggered_desc = { + trigger = { + has_character_modifier = isolating_modifier + } + desc = unisolate_family_decision_confirm + } + triggered_desc = { + trigger = { + tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes + } + desc = isolate_family_disaster_decision_confirm + } + desc = isolate_family_decision_confirm + } + } + + is_shown = { + OR = { + is_landed = yes + any_held_title = { is_noble_family_title = yes } # Still exclude adventurers + } + OR = { + has_character_modifier = isolating_modifier + OR = { + capital_county ?= { # Includes landless noble families + OR = { + # Own capital + has_province_with_epidemic = { intensity = any } + # Neighborng own capital + any_neighboring_county = { + has_province_with_epidemic = { intensity = any } + } + } + } + # Somewhere in realm + any_sub_realm_county = { + has_province_with_epidemic = { intensity = any } + } + } + tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes + } + } + + ai_potential = { + NOT = { has_character_flag = ai_unisolate_cooldown } + OR = { + has_character_modifier = isolating_modifier + capital_county ?= { + OR = { + # Own capital + has_province_with_epidemic = { intensity = any } + # Neighboring own capital + any_neighboring_county = { + has_province_with_epidemic = { intensity = any } + } + } + } + # Somewhere in domain + any_held_title = { + title_tier = county + has_province_with_epidemic = { intensity = any } + } + tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes + } + } + + widget = { + gui = "decision_view_widget_option_list_generic" + controller = decision_option_list_controller + decision_to_second_step_button = "SELECT_ACTION" + show_from_start = yes + item = { # Isolate your family from disasters + value = isolate_family_disaster_decision + is_shown = { + tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes + } + is_valid = { + NOT = { has_character_modifier = isolating_modifier } + OR = { + is_landed = yes + any_held_title = { is_noble_family_title = yes } # Still exclude adventurers + } + trigger_if = { + limit = { exists = current_travel_plan } + is_available_travelling_adult = yes + } + trigger_else = { + custom_tooltip = { + text = you_are_at_your_capital_tt + exists = root.capital_province + location = root.capital_province + } + trigger_if = { + limit = { + involved_activity.activity_location ?= capital_province + } + is_physically_able = yes + } + trigger_else = { + is_available = yes + } + } + custom_tooltip = { + text = ai_unisolate_cooldown_tt + NOT = { has_variable = isolating_cooldown_var } + } + } + current_description = isolate_family_disaster_decision_desc + localization = isolate_family_disaster_decision + icon = "gfx/interface/icons/situation_types/natural_disaster_earthquake.dds" + ai_chance = { + value = 100 + } + } + item = { # Isolate your family from epidemics + value = isolate_family_decision + is_shown = { + OR = { + capital_county ?= { + OR = { + # Own capital + has_province_with_epidemic = { intensity = any } + # Neighboring own capital + any_neighboring_county = { + has_province_with_epidemic = { intensity = any } + } + } + } + # Somewhere in realm + any_sub_realm_county = { + has_province_with_epidemic = { intensity = any } + } + } + } + is_valid = { + NOT = { has_character_modifier = isolating_modifier } + OR = { + is_landed = yes + any_held_title = { is_noble_family_title = yes } # Still exclude adventurers + } + custom_tooltip = { + text = you_are_at_your_capital_tt + exists = root.capital_province + location = root.capital_province + } + is_available = yes + custom_tooltip = { + text = ai_unisolate_cooldown_tt + NOT = { has_variable = isolating_cooldown_var } + } + } + current_description = isolate_family_decision_desc + localization = isolate_family_decision + icon = "gfx/interface/icons/message_feed/plague.dds" + ai_chance = { + value = 100 + } + } + item = { # Unisolate your family from disasters + value = unisolate_family_decision + is_valid = { + has_character_modifier = isolating_modifier + } + current_description = unisolate_family_disaster_decision_desc + localization = unisolate_family_disaster_decision + icon = "gfx/interface/icons/court_position_types/cave_hermit_court_position.dds" + ai_chance = { + value = 100 + } + } + } + + effect = { + if = { + limit = { + scope:isolate_family_disaster_decision = yes + } + show_as_tooltip = { + isolate_family_decision_effect = yes + if = { + limit = { capital_province ?= location } + add_legitimacy_effect = { LEGITIMACY = minor_legitimacy_loss } + } + add_prestige = major_prestige_loss + } + hidden_effect = { + set_variable = isolated_due_to_disaster + trigger_event = natural_disaster.0110 + } + } + else_if = { + limit = { + scope:isolate_family_decision = yes + } + show_as_tooltip = { + isolate_family_decision_effect = yes + add_legitimacy_effect = { LEGITIMACY = minor_legitimacy_loss } + add_prestige = major_prestige_loss + } + hidden_effect = { + trigger_event = epidemic_events.0100 + } + } + else_if = { + limit = { + scope:unisolate_family_decision = yes + has_variable = isolated_due_to_disaster + } + show_as_tooltip = { unisolate_family_decision_effect = yes } + hidden_effect = { + remove_variable = isolated_due_to_disaster + trigger_event = natural_disaster.0111 + } + } + else = { + show_as_tooltip = { unisolate_family_decision_effect = yes } + hidden_effect = { + trigger_event = epidemic_events.0101 + } + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 6 + duchy = 6 + kingdom = 6 + empire = 6 + hegemony = 6 + } + + ai_will_do = { + base = 0 + modifier = { + add = 100 + NOT = { has_character_modifier = isolating_modifier } + has_trait = paranoid + } + modifier = { + add = -50 + NOT = { has_character_modifier = isolating_modifier } + has_trait = brave + } + modifier = { + add = -50 + NOT = { has_character_modifier = isolating_modifier } + ai_rationality <= -50 + } + modifier = { + add = 50 + NOT = { has_character_modifier = isolating_modifier } + any_held_title = { + title_tier = county + has_province_with_epidemic = { intensity = any } + } + } + modifier = { + add = 50 + NOT = { has_character_modifier = isolating_modifier } + any_held_title = { + title_tier = county + has_province_with_epidemic = { intensity >= major } + } + } + modifier = { + add = ai_rationality + NOT = { has_character_modifier = isolating_modifier } + ai_rationality > 0 + any_held_title = { + title_tier = county + has_province_with_epidemic = { intensity = any } + } + } + modifier = { + add = 100 + has_character_modifier = isolating_modifier + NOR = { + has_character_flag = ai_unisolate_cooldown # We keep you isolating for 1y + capital_province = { # For barons to not exit too early + any_province_epidemic = { } + } + any_held_title = { + title_tier = county + has_province_with_epidemic = { intensity = any } + } + + tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes + } + } + } +} + diff --git a/common/decisions/10_ach_oath_decisions.txt b/common/decisions/10_ach_oath_decisions.txt new file mode 100644 index 00000000..45849a73 --- /dev/null +++ b/common/decisions/10_ach_oath_decisions.txt @@ -0,0 +1,1833 @@ +## Diplomacy +### Secure Alliances ### +diplomacy_oath_1_decision = { + picture = { reference = "gfx/interface/illustrations/decisions/mpo_decision_confederation.dds" } + decision_group_type = oaths + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 12 + empire = 12 + hegemony = 12 + } + + is_shown = { + highest_held_title_tier >= tier_kingdom + has_variable = diplomacy_oath_1 + has_variable = diplomacy_oath_1_timer + } + + is_valid_showing_failures_only = { + custom_tooltip = { + text = busy_in_coronation_tooltip + NOT = { + involved_activity ?= { + activity_host = root + has_activity_type = activity_coronation + } + } + } + } + + is_valid = { + save_temporary_scope_as = root_temp_scope + custom_tooltip = { + text = custom_alliance_oath_decision_trigger + any_ally = { + count >= 3 + highest_held_title_tier >= { + value = root.highest_held_title_tier + subtract = 1 + } + opinion = { + target = root + value >= 50 + } + } + } + } + + effect = { + coronation_oath_success_effect = { OATH = diplomacy_oath_1 } + + show_as_tooltip = { + add_character_modifier = oath_of_alliances + } + + every_ally = { + custom = custom_every_allied_ruler + add_opinion = { + modifier = respect_opinion + target = root + opinion = 20 + } + } + every_ally = { # Kept in a separate block from the previous one, so it looks proper in the tooltip + culture = { + if = { + limit = { + NOR = { + this = root.culture + is_in_list = culture_affected + } + } + change_cultural_acceptance = { + target = root.culture + value = 10 + desc = culture_acceptance_gain_oath + } + } + add_to_list = culture_affected + } + } + + hidden_effect = { + remove_variable = diplomacy_oath_1_timer + } + } + + ai_will_do = { + base = 100 + } +} + +### Strengthen the House ### +diplomacy_oath_2_decision = { + picture = { reference = "gfx/interface/illustrations/decisions/bp2_playdate.dds" } + decision_group_type = oaths + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 12 + empire = 12 + hegemony = 12 + } + + is_shown = { + highest_held_title_tier >= tier_kingdom + has_variable = diplomacy_oath_2 + has_variable = diplomacy_oath_2_timer + } + + is_valid_showing_failures_only = { + custom_tooltip = { + text = busy_in_coronation_tooltip + NOT = { + involved_activity ?= { + activity_host = root + has_activity_type = activity_coronation + } + } + } + } + + is_valid = { + save_temporary_scope_as = root_temp_scope + custom_tooltip = { + text = custom_children_oath_decision_trigger + any_child = { + count >= 7 + NOT = { has_trait = bastard } + } + } + } + + effect = { + coronation_oath_success_effect = { OATH = diplomacy_oath_2 } + + every_child = { + custom = custom_children_renown_effect + limit = { + + } + dynasty = { add_dynasty_prestige = 30 } + } + + show_as_tooltip = { + add_character_modifier = oath_of_children + } + + hidden_effect = { + remove_variable = diplomacy_oath_2_timer + } + } + + ai_will_do = { + base = 100 + } +} + +## Martial +### Consolidate the [GetPlayer.MakeScope.Var('oath_reconquest_title').Title.GetTierAsNameNoTooltip] ### +martial_oath_1_decision = { + picture = { reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_hostility.dds" } + decision_group_type = oaths + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 12 + empire = 12 + hegemony = 12 + } + + is_shown = { + highest_held_title_tier >= tier_kingdom + has_variable = martial_oath_1 + has_variable = martial_oath_1_timer + var:oath_reconquest_title ?= { is_titular = no } + } + + is_valid = { + completely_controls = var:oath_reconquest_title + } + + is_valid_showing_failures_only = { + var:oath_reconquest_title.holder ?= root + } + + effect = { + coronation_oath_success_effect = { OATH = martial_oath_1 } + + show_as_tooltip = { + add_character_modifier = oath_of_reconquest + } + + var:oath_reconquest_title = { + every_de_jure_county = { + custom = oath_reconquest_custom_de_jure_county + add_county_modifier = { + modifier = oath_of_reconquest_county + years = 25 + } + } + } + + hidden_effect = { + remove_variable = martial_oath_1_timer + } + } + + ai_will_do = { + base = 100 + } +} + +### Expand the Realm ### +martial_oath_2_decision = { + picture = { reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_hostility.dds" } + decision_group_type = oaths + + widget = { + controller = create_holy_order + barony_valid = { + OR = { + this = scope:ruler.capital_barony + AND = { + duchy = { + title_capital_county = prev.county + } + is_capital_barony = yes + this.county = { + NOT = { target_is_de_jure_liege_or_above = scope:ruler.primary_title } + } + trigger_if = { + limit = { + scope:ruler.primary_title.tier = tier_kingdom + } + duchy ?= { + any_title_to_title_neighboring_duchy = { + target_is_de_jure_liege_or_above = scope:ruler.primary_title + } + } + } + trigger_else_if = { + limit = { + scope:ruler.primary_title.tier = tier_empire + } + kingdom ?= { + any_title_to_title_neighboring_kingdom = { + target_is_de_jure_liege_or_above = scope:ruler.primary_title + } + } + } + trigger_else = { + empire ?= { + any_title_to_title_neighboring_empire = { + target_is_de_jure_liege_or_above = scope:ruler.primary_title + } + } + } + } + } + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 12 + empire = 12 + hegemony = 12 + } + + is_shown = { + highest_held_title_tier >= tier_kingdom + has_variable = martial_oath_2 + has_variable = martial_oath_2_timer + has_variable = oath_conquest_size + } + + is_valid_showing_failures_only = { + custom_tooltip = { + text = busy_in_coronation_tooltip + NOT = { + involved_activity ?= { + activity_host = root + has_activity_type = activity_coronation + } + } + } + } + + is_valid = { + sub_realm_size >= var:oath_conquest_size + } + + effect = { + coronation_oath_success_effect = { OATH = martial_oath_2 } + + show_as_tooltip = { + add_character_modifier = oath_of_conquest + } + + if = { + limit = { + scope:barony = root.capital_barony + } + capital_county = { + add_county_modifier = { + modifier = oath_of_conquest_county + years = 25 + } + } + } + else_if = { + limit = { + highest_held_title_tier = tier_kingdom + } + scope:barony.duchy = { + set_de_jure_liege_title = root.primary_title + } + } + else_if = { + limit = { + highest_held_title_tier = tier_empire + } + scope:barony.kingdom = { + set_de_jure_liege_title = root.primary_title + } + } + else_if = { + limit = { + highest_held_title_tier = tier_hegemony + } + scope:barony.empire = { + set_de_jure_liege_title = root.primary_title + } + } + + hidden_effect = { + remove_variable = martial_oath_2_timer + remove_variable = oath_conquest_size + } + } + + ai_will_do = { + base = 100 + } +} + +## Stewardship +### Ensure Peace ### +stewardship_oath_1_decision = { + picture = { reference = "gfx/interface/illustrations/decisions/decision_culture.dds" } + decision_group_type = oaths + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 12 + empire = 12 + hegemony = 12 + } + + is_shown = { + highest_held_title_tier >= tier_kingdom + has_variable = stewardship_oath_1 + has_variable = stewardship_oath_1_timer + } + + is_valid_showing_failures_only = { + custom_tooltip = { + text = busy_in_coronation_tooltip + NOT = { + involved_activity ?= { + activity_host = root + has_activity_type = activity_coronation + } + } + } + } + + is_valid = { + trigger_if = { + limit = { + days_of_continuous_peace < 1825 + is_ai = no + } + custom_tooltip = { + text = days_at_peace_text_alt + days_of_continuous_peace >= 1825 + } + } + trigger_else_if = { + limit = { + is_ai = yes + } + days_of_continuous_peace >= 1095 + } + trigger_else = { + custom_tooltip = { + text = days_at_peace_text + days_of_continuous_peace >= 1825 + } + } + } + + effect = { + coronation_oath_success_effect = { OATH = stewardship_oath_1 } + + if = { + limit = { + is_ai = no + } + every_realm_county = { + custom = custom_every_realm_county + change_development_progress_with_overflow = 250 + } + } + + show_as_tooltip = { + add_character_modifier = oath_of_peace + } + + hidden_effect = { + remove_variable = stewardship_oath_1_timer + } + } + + ai_will_do = { + base = 100 + } +} + +### Shape the Realm ### +stewardship_oath_2_decision = { + picture = { reference = "gfx/interface/illustrations/decisions/ep3_decision_city.dds" } + decision_group_type = oaths + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 12 + empire = 12 + hegemony = 12 + } + + is_shown = { + highest_held_title_tier >= tier_kingdom + has_variable = stewardship_oath_2 + has_variable = stewardship_oath_2_timer + has_variable = stewardship_oath_2_buildings + } + + is_valid_showing_failures_only = { + custom_tooltip = { + text = busy_in_coronation_tooltip + NOT = { + involved_activity ?= { + activity_host = root + has_activity_type = activity_coronation + } + } + } + } + + is_valid = { + trigger_if = { + limit = { + is_ai = no + } + custom_tooltip = { + text = building_oath_trigger + var:stewardship_oath_2_buildings >= 8 + } + } + trigger_else = { + limit = { + is_ai = yes + } + custom_tooltip = { + text = building_oath_trigger + var:stewardship_oath_2_buildings >= 3 + } + } + } + + effect = { + coronation_oath_success_effect = { OATH = stewardship_oath_2 } + + if = { + limit = { + has_variable_list = stewardship_oath_2_building_list + is_ai = no + } + every_in_list = { + custom = every_build_oath_place + variable = stewardship_oath_2_building_list + limit = { + + } + county = { + change_development_progress_with_overflow = 50 + } + } + } + + show_as_tooltip = { + add_character_modifier = oath_of_buildings + } + + hidden_effect = { + remove_variable = stewardship_oath_2_timer + remove_variable = stewardship_oath_2_buildings + clear_variable_list = stewardship_oath_2_building_list + } + } + + ai_will_do = { + base = 100 + } +} + +## Learning +### Foster Enlightenment ### +learning_oath_1_decision = { + picture = { reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_foundation.dds" } + decision_group_type = oaths + + widget = { + controller = create_holy_order + barony_valid = { + trigger_if = { + limit = { + scope:ruler = { + has_variable = learning_oath_1_university_exists + any_realm_province = { has_university_building_trigger = yes } + } + } + title_province = { has_university_building_trigger = yes } + } + trigger_else = { + title_province = { + has_special_building_slot = no + is_county_capital = yes + } + holder = scope:ruler + } + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 12 + empire = 12 + hegemony = 12 + } + + cost = { + gold = { + value = 100 + if = { + limit = { + exists = var:learning_oath_cost + } + value = var:learning_oath_cost + } + if = { + limit = { + scope:barony.county.title_province ?= { + has_university_building_trigger = yes + } + } + divide = 4 + } + } + } + + is_shown = { + highest_held_title_tier >= tier_kingdom + has_variable = learning_oath_1 + has_variable = learning_oath_1_timer + } + + is_valid_showing_failures_only = { + custom_tooltip = { + text = busy_in_coronation_tooltip + NOT = { + involved_activity ?= { + activity_host = root + has_activity_type = activity_coronation + } + } + } + } + + is_valid = { + OR = { + has_trait = education_diplomacy_5 + has_trait = education_martial_5 + has_trait = education_stewardship_5 + has_trait = education_intrigue_5 + has_trait = education_learning_5 + AND = { + trigger_if = { + limit = { + has_free_council_slot = yes + } + has_free_council_slot = no + } + trigger_if = { + limit = { + exists = cp:councillor_kurultai_1 + } + cp:councillor_kurultai_1 = { + OR = { + diplomacy >= 20 + martial >= 20 + stewardship >= 20 + learning >= 20 + } + } + } + trigger_if = { + limit = { + exists = cp:councillor_kurultai_2 + } + cp:councillor_kurultai_2 = { + OR = { + diplomacy >= 20 + martial >= 20 + stewardship >= 20 + learning >= 20 + } + } + } + trigger_if = { + limit = { + exists = cp:councillor_kurultai_3 + } + cp:councillor_kurultai_3 = { + OR = { + diplomacy >= 20 + martial >= 20 + stewardship >= 20 + learning >= 20 + } + } + } + trigger_if = { + limit = { + exists = cp:councillor_kurultai_4 + } + cp:councillor_kurultai_4 = { + OR = { + diplomacy >= 20 + martial >= 20 + stewardship >= 20 + learning >= 20 + } + } + } + trigger_if = { + limit = { + any_diplomacy_councillor = { + count >= 1 + } + } + custom_tooltip = { + text = learning_oath_1_diplomacy_councillor + any_diplomacy_councillor = { + count = all + diplomacy >= 20 + } + } + } + trigger_if = { + limit = { + any_martial_councillor = { + count >= 1 + } + } + custom_tooltip = { + text = learning_oath_1_martial_councillor + any_martial_councillor = { + count = all + martial >= 20 + } + } + } + trigger_if = { + limit = { + any_stewardship_councillor = { + count >= 1 + } + } + custom_tooltip = { + text = learning_oath_1_stewardship_councillor + any_stewardship_councillor = { + count = all + stewardship >= 20 + } + } + } + trigger_if = { + limit = { + any_intrigue_councillor = { + count >= 1 + } + } + custom_tooltip = { + text = learning_oath_1_intrigue_councillor + any_intrigue_councillor = { + count = all + intrigue >= 20 + } + } + } + trigger_if = { + limit = { + any_learning_councillor = { + count >= 1 + } + } + custom_tooltip = { + text = learning_oath_1_learning_councillor + any_learning_councillor = { + count = all + learning >= 20 + } + } + } + } + } + } + + effect = { + coronation_oath_success_effect = { OATH = learning_oath_1 } + + if = { + limit = { + scope:barony.title_province ?= { + has_university_building_trigger = no + } + } + scope:barony.title_province ?= { + add_special_building = generic_university + } + } + else = { + scope:barony.county = { + add_county_modifier = oath_university_county + } + } + + hidden_effect = { + remove_variable = learning_oath_1_timer + } + } + + ai_will_do = { + base = 100 + } +} + +## Purge Pretenders +purge_pretenders_oath_decision = { + picture = { reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_foundation.dds" } + decision_group_type = oaths + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 12 + empire = 12 + hegemony = 12 + } + + is_shown = { + highest_held_title_tier >= tier_kingdom + has_variable = purge_pretenders_oath + has_variable = purge_pretenders_oath_timer + has_variable = purge_pretenders_target_title + } + + is_valid_showing_failures_only = { + custom_tooltip = { + text = busy_in_coronation_tooltip + NOT = { + involved_activity ?= { + activity_host = root + has_activity_type = activity_coronation + } + } + } + } + + is_valid = { + trigger_if = { + limit = { + NOT = { + has_trait = murderer + } + } + NOT = { + has_trait = murderer + } + } + trigger_else = { + has_trait = murderer + custom_tooltip = { + text = purge_pretenders_oath_decision_murderer_tyranny + tyranny >= 80 + } + } + trigger_if = { + limit = { + government_has_flag = government_is_nomadic + } + dread >= 145 + } + trigger_else = { + dread >= 95 + } + custom_tooltip = { + text = purge_pretenders_oath_decision_claimants + var:purge_pretenders_target_title ?= { + any_claimant = { + count = 0 + } + } + } + trigger_if = { + limit = { + NOT = { + government_has_flag = government_is_nomadic + } + } + custom_tooltip = { + text = purge_pretenders_oath_decision_children + any_child = { + count <= 3 + has_claim_on = root.var:purge_pretenders_target_title + } + } + } + + } + + effect = { + coronation_oath_success_effect = { OATH = purge_pretenders_oath } + + show_as_tooltip = { + add_character_modifier = oath_of_purge_pretenders + } + + if = { + limit = { + government_has_flag = government_is_administrative + } + show_as_tooltip = { + house ?= { + add_house_modifier = oath_of_purge_pretenders_house + } + } + add_character_flag = ach_purge_oath_administrative + } + else_if = { + limit = { + government_has_flag = government_is_nomadic + } + custom_tooltip = { + text = purge_pretenders_oath_nomad + } + add_character_flag = purge_pretenders_oath_nomad + } + else_if = { + limit = { + NOR = { + has_realm_law = single_heir_succession_law + has_realm_law = clan_harmonious_partition_succession_law + has_realm_law = single_heir_succession_law_youngest + has_realm_law = single_heir_dynasty_house + } + } + + switch = { + trigger = has_realm_law + confederate_partition_succession_law = { + set_variable = { + name = purge_oath_previous_law + value = flag:confederate_partition_succession_law + } + } + partition_succession_law = { + set_variable = { + name = purge_oath_previous_law + value = flag:partition_succession_law + } + } + high_partition_succession_law = { + set_variable = { + name = purge_oath_previous_law + value = flag:high_partition_succession_law + } + } + clan_antagonistic_partition_succession_law = { + set_variable = { + name = purge_oath_previous_law + value = flag:clan_antagonistic_partition_succession_law + } + } + clan_competitive_partition_succession_law = { + set_variable = { + name = purge_oath_previous_law + value = flag:clan_competitive_partition_succession_law + } + } + clan_impassive_partition_succession_law = { + set_variable = { + name = purge_oath_previous_law + value = flag:clan_impassive_partition_succession_law + } + } + clan_friendly_partition_succession_law = { + set_variable = { + name = purge_oath_previous_law + value = flag:clan_friendly_partition_succession_law + } + } + } + + add_realm_law_skip_effects = single_heir_succession_law + custom_tooltip = purge_pretenders_oath_decision_default + } + else = { + add_legitimacy = massive_legitimacy_gain + } + + hidden_effect = { + remove_variable = purge_pretenders_oath_timer + remove_variable = purge_pretenders_target_title + } + } + + ai_will_do = { + base = 100 + } + +} + + +## End the Struggle +end_the_struggle_oath_decision = { + picture = { + trigger = { var:end_the_struggle_oath_type_var = flag:persian_struggle } + reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_foundation.dds" + } + picture = { + trigger = { var:end_the_struggle_oath_type_var = flag:iberian_struggle } + reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_compromise.dds" + } + decision_group_type = oaths + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 12 + empire = 12 + hegemony = 12 + } + + title = { + first_valid = { + triggered_desc = { + trigger = { + var:end_the_struggle_oath_type_var = flag:persian_struggle + exists = struggle:persian_struggle + } + desc = end_the_struggle_oath_decision_title_persian + } + triggered_desc = { + trigger = { + var:end_the_struggle_oath_type_var = flag:persian_struggle + } + desc = end_the_struggle_oath_decision_title_persian_ended + } + triggered_desc = { + trigger = { + var:end_the_struggle_oath_type_var = flag:iberian_struggle + exists = struggle:iberian_struggle + } + desc = end_the_struggle_oath_decision_title_iberian + } + triggered_desc = { + trigger = { + var:end_the_struggle_oath_type_var = flag:iberian_struggle + } + desc = end_the_struggle_oath_decision_title_iberian_ended + } + } + } + + desc = { + first_valid = { + triggered_desc = { + trigger = { + var:end_the_struggle_oath_type_var = flag:persian_struggle + exists = struggle:persian_struggle + } + desc = end_the_struggle_oath_decision_desc_persian + } + triggered_desc = { + trigger = { + var:end_the_struggle_oath_type_var = flag:persian_struggle + } + desc = end_the_struggle_oath_decision_desc_persian_ended + } + triggered_desc = { + trigger = { + var:end_the_struggle_oath_type_var = flag:iberian_struggle + exists = struggle:iberian_struggle + } + desc = end_the_struggle_oath_decision_desc_iberian + } + triggered_desc = { + trigger = { + var:end_the_struggle_oath_type_var = flag:iberian_struggle + } + desc = end_the_struggle_oath_decision_desc_iberian_ended + } + } + } + + is_shown = { + highest_held_title_tier >= tier_kingdom + has_variable = end_the_struggle_oath + has_variable = end_the_struggle_oath_timer + has_variable = end_the_struggle_oath_type_var + } + + is_valid_showing_failures_only = { + custom_tooltip = { + text = busy_in_coronation_tooltip + NOT = { + involved_activity ?= { + activity_host = root + has_activity_type = activity_coronation + } + } + } + } + + is_valid = { + trigger_if = { + limit = { + var:end_the_struggle_oath_type_var = flag:persian_struggle + exists = struggle:persian_struggle + } + custom_tooltip = { + text = end_the_struggle_oath_decision_trigger_persian + has_character_flag = ach_ended_struggle + } + } + trigger_if = { + limit = { + var:end_the_struggle_oath_type_var = flag:persian_struggle + NOT = { exists = struggle:persian_struggle } + } + custom_tooltip = { + text = end_the_struggle_oath_decision_trigger_persian_ended + has_character_flag = ach_ended_struggle + } + } + trigger_else_if = { + limit = { + var:end_the_struggle_oath_type_var = flag:iberian_struggle + exists = struggle:iberian_struggle + } + custom_tooltip = { + text = end_the_struggle_oath_decision_trigger_iberian + has_character_flag = ach_ended_struggle + } + } + trigger_else_if = { + limit = { + var:end_the_struggle_oath_type_var = flag:iberian_struggle + NOT = { exists = struggle:iberian_struggle } + } + custom_tooltip = { + text = end_the_struggle_oath_decision_trigger_iberian_ended + has_character_flag = ach_ended_struggle + } + } + + trigger_else = { + always = yes + } + } + + effect = { + coronation_oath_success_effect = { OATH = end_the_struggle_oath } + + show_as_tooltip = { + add_character_modifier = oath_of_end_the_struggle + } + + hidden_effect = { + remove_variable = end_the_struggle_oath_timer + remove_variable = end_the_struggle_oath_type_var + } + } + + ai_will_do = { + base = 100 + } +} + +## Greatest Hunter +greatest_hunter_oath_decision = { + picture = { reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_foundation.dds" } + decision_group_type = oaths + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 12 + empire = 12 + hegemony = 12 + } + + is_shown = { + highest_held_title_tier >= tier_kingdom + has_variable = greatest_hunter_oath + has_variable = greatest_hunter_oath_l_counter + has_variable = greatest_hunter_oath_r_counter + has_variable = greatest_hunter_oath_timer + } + + is_valid_showing_failures_only = { + custom_tooltip = { + text = busy_in_coronation_tooltip + NOT = { + involved_activity ?= { + activity_host = root + has_activity_type = activity_coronation + } + } + } + } + + is_valid = { + OR = { + custom_tooltip = { + text = greatest_hunter_decision_l1_trigger + var:greatest_hunter_oath_l_counter >= 1 + } + custom_tooltip = { + text = greatest_hunter_decision_r10_trigger + var:greatest_hunter_oath_r_counter >= 10 + } + } + } + + effect = { + coronation_oath_success_effect = { OATH = greatest_hunter_oath } + + show_as_tooltip = { + add_character_modifier = oath_greatest_hunter + } + + if = { + limit = { + any_character_artifact = { + OR = { + artifact_type = longbow + artifact_type = composite + artifact_type = bow + } + } + } + random_character_artifact = { + limit = { + OR = { + artifact_type = longbow + artifact_type = composite + artifact_type = bow + } + is_equipped = yes + } + alternative_limit = { + OR = { + artifact_type = longbow + artifact_type = composite + artifact_type = bow + } + } + hidden_effect = { + add_artifact_modifier = artifact_trait_track_hunter_xp_gain_mult_4_modifier + add_artifact_modifier = artifact_stress_gain_6_modifier + add_artifact_modifier = artifact_tribal_opinion_1_modifier + } + } + } + custom_tooltip = greatest_hunter_decision_no_artifact_xp_effect + custom_tooltip = greatest_hunter_decision_no_artifact_stress_effect + custom_tooltip = greatest_hunter_decision_no_artifact_tribal_effect + + hidden_effect = { + remove_variable = greatest_hunter_oath_timer + remove_variable = greatest_hunter_oath_l_counter + remove_variable = greatest_hunter_oath_r_counter + } + } + + ai_will_do = { + base = 100 + } +} + +## Heir Preparation +heir_preparation_oath_decision = { + picture = { reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_foundation.dds" } + decision_group_type = oaths + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 12 + empire = 12 + hegemony = 12 + } + + is_shown = { + highest_held_title_tier >= tier_kingdom + has_variable = heir_preparation_oath + has_variable = heir_preparation_oath_timer + exists = root.house + } + + is_valid_showing_failures_only = { + custom_tooltip = { + text = busy_in_coronation_tooltip + NOT = { + involved_activity ?= { + activity_host = root + has_activity_type = activity_coronation + } + } + } + } + + is_valid = { + primary_heir ?= { + house ?= root.house + age >= 12 + calc_true_if = { + amount >= 3 + AND = { + diplomacy >= 10 + stewardship >= 10 + martial >= 10 + intrigue >= 10 + learning >= 10 + } + diplomacy >= 14 + stewardship >= 14 + martial >= 14 + intrigue >= 14 + learning >= 14 + has_trait = intellect_good + has_trait = beauty_good + has_trait = physique_good + } + } + } + + effect = { + coronation_oath_success_effect = { OATH = heir_preparation_oath } + + show_as_tooltip = { + add_character_modifier = oath_heir_preparation + + primary_heir ?= { + add_character_modifier = oath_heir_preparation_heir + } + } + + hidden_effect = { + remove_variable = heir_preparation_oath_timer + } + } + + ai_will_do = { + base = 100 + } +} + +## Install Claimants +install_claimants_oath_decision = { + picture = { reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_foundation.dds" } + decision_group_type = oaths + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 12 + empire = 12 + hegemony = 12 + } + + is_shown = { + highest_held_title_tier >= tier_kingdom + has_variable = install_claimants_oath + has_variable = install_claimants_oath_timer + has_variable = install_claimants_oath_counter + } + + is_valid_showing_failures_only = { + custom_tooltip = { + text = busy_in_coronation_tooltip + NOT = { + involved_activity ?= { + activity_host = root + has_activity_type = activity_coronation + } + } + } + } + + is_valid = { + custom_tooltip = { + text = install_claimants_oath_decision_trigger + var:install_claimants_oath_counter >= 3 + } + } + + effect = { + coronation_oath_success_effect = { OATH = install_claimants_oath } + + show_as_tooltip = { + add_character_modifier = oath_install_claimants + } + + every_ruler = { + limit = { + root = { + is_target_in_variable_list = { + name = installed_claimants_oath + target = prev + } + } + } + if = { + limit = { + root = { + can_add_hook = { + type = oath_claimant + target = prev + } + } + } + root = { + add_hook = { + type = oath_claimant + target = prev + } + } + } + primary_heir ?= { + if = { + limit = { + exists = this + house ?= prev.house + root = { + can_add_hook = { + type = oath_claimant_heir + target = prev + } + } + } + root = { + add_hook = { + type = oath_claimant_heir + target = prev + } + } + } + } + } + hidden_effect = { + remove_variable = install_claimants_oath_timer + remove_variable = install_claimants_oath_counter + } + } + + ai_will_do = { + base = 100 + } +} + +## Mend the Fracture +mend_the_fracture_oath_decision = { + picture = { reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_foundation.dds" } + decision_group_type = oaths + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 12 + empire = 12 + hegemony = 12 + } + + is_shown = { + highest_held_title_tier >= tier_kingdom + has_variable = mend_the_fracture_oath + has_variable = mend_the_fracture_oath_timer + has_variable = mend_the_fracture_oath_target_culture + } + + is_valid_showing_failures_only = { + custom_tooltip = { + text = busy_in_coronation_tooltip + NOT = { + involved_activity ?= { + activity_host = root + has_activity_type = activity_coronation + } + } + } + } + + is_valid = { + var:mend_the_fracture_oath_target_culture = { + cultural_acceptance = { + target = root.culture + value >= 70 + } + } + var:mend_the_fracture_oath_target_culture = { + any_culture_county = { + count >= 12 + holder.top_liege = root.top_liege + } + } + } + + effect = { + coronation_oath_success_effect = { OATH = mend_the_fracture_oath } + + show_as_tooltip = { + add_character_modifier = oath_mend_the_fracture + + culture = { + add_culture_tradition = oath_mend_the_fracture_tradition + } + var:mend_the_fracture_oath_target_culture = { + add_culture_tradition = oath_mend_the_fracture_tradition + } + } + + hidden_effect = { + remove_variable = mend_the_fracture_oath_timer + remove_variable = mend_the_fracture_oath_target_culture + } + } + + ai_will_do = { + base = 100 + } +} + +## Provide for the Warriors +provide_for_the_warriors_oath_decision = { + picture = { reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_foundation.dds" } + decision_group_type = oaths + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 12 + empire = 12 + hegemony = 12 + } + + is_shown = { + highest_held_title_tier >= tier_kingdom + has_variable = provide_for_the_warriors_oath + has_variable = provide_for_the_warriors_oath_timer + } + + is_valid_showing_failures_only = { + custom_tooltip = { + text = busy_in_coronation_tooltip + NOT = { + involved_activity ?= { + activity_host = root + has_activity_type = activity_coronation + } + } + } + } + + is_valid = { + any_directly_owned_province = { + count >= 3 + has_building_or_higher = oath_warriors_building_02 + } + } + + effect = { + coronation_oath_success_effect = { OATH = provide_for_the_warriors_oath } + + show_as_tooltip = { + add_character_modifier = oath_provide_for_the_warriors + } + every_directly_owned_province = { + limit = { + has_building_or_higher = oath_warriors_building_02 + } + add_province_modifier = oath_provide_for_the_warriors_province + } + + hidden_effect = { + remove_variable = provide_for_the_warriors_oath_timer + } + } + + ai_will_do = { + base = 100 + } +} + +## Provide for the Faithful +provide_for_the_faithful_oath_decision = { + picture = { reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_foundation.dds" } + decision_group_type = oaths + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 12 + empire = 12 + hegemony = 12 + } + + is_shown = { + highest_held_title_tier >= tier_kingdom + has_variable = provide_for_the_faithful_oath + has_variable = provide_for_the_faithful_oath_timer + } + + is_valid_showing_failures_only = { + custom_tooltip = { + text = busy_in_coronation_tooltip + NOT = { + involved_activity ?= { + activity_host = root + has_activity_type = activity_coronation + } + } + } + } + + is_valid = { + any_directly_owned_province = { + count >= 3 + has_building_or_higher = oath_faithful_building_02 + } + } + + effect = { + coronation_oath_success_effect = { OATH = provide_for_the_faithful_oath } + + show_as_tooltip = { + add_character_modifier = oath_provide_for_the_faithful + } + every_directly_owned_province = { + limit = { + has_building_or_higher = oath_faithful_building_02 + } + add_province_modifier = oath_provide_for_the_faithful_province + } + + hidden_effect = { + remove_variable = provide_for_the_faithful_oath_timer + } + } + + ai_will_do = { + base = 100 + } +} + +## Provide for the Poor +provide_for_the_poor_oath_decision = { + picture = { reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_foundation.dds" } + decision_group_type = oaths + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 12 + empire = 12 + hegemony = 12 + } + + is_shown = { + highest_held_title_tier >= tier_kingdom + has_variable = provide_for_the_poor_oath + has_variable = provide_for_the_poor_oath_timer + } + + is_valid_showing_failures_only = { + custom_tooltip = { + text = busy_in_coronation_tooltip + NOT = { + involved_activity ?= { + activity_host = root + has_activity_type = activity_coronation + } + } + } + } + + is_valid = { + any_directly_owned_province = { + count >= 3 + has_building_or_higher = oath_poor_building_02 + } + } + + effect = { + coronation_oath_success_effect = { OATH = provide_for_the_poor_oath } + + show_as_tooltip = { + add_character_modifier = oath_provide_for_the_poor + } + + every_directly_owned_province = { + limit = { + has_building_or_higher = oath_poor_building_02 + } + add_province_modifier = oath_provide_for_the_poor_province + } + + hidden_effect = { + remove_variable = provide_for_the_poor_oath_timer + } + } + + ai_will_do = { + base = 100 + } +} + +## Repent +repent_oath_decision = { + picture = { reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_foundation.dds" } + decision_group_type = oaths + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 12 + empire = 12 + hegemony = 12 + } + + is_shown = { + highest_held_title_tier >= tier_kingdom + has_variable = repent_oath + has_variable = repent_oath_timer + } + + is_valid_showing_failures_only = { + custom_tooltip = { + text = busy_in_coronation_tooltip + NOT = { + involved_activity ?= { + activity_host = root + has_activity_type = activity_coronation + } + } + } + } + + is_valid = { + calc_true_if = { + amount >= 1 + num_sinful_traits = 0 + AND = { + custom_tooltip = { + text = repent_oath_pilgrimage + var:repent_oath_pilgrimage_counter >= 4 + } + piety_level >= 3 + trigger_if = { + limit = { + exists = faith.religious_head + root != faith.religious_head + } + faith.religious_head = { + opinion = { + target = root + value >= 50 + } + } + } + } + } + } + + effect = { + coronation_oath_success_effect = { OATH = repent_oath } + + show_as_tooltip = { + add_character_modifier = oath_repent + } + + every_trait_in_category = { + category = personality + if = { + limit = { + root.faith = { + trait_is_virtue = prev + } + } + add_to_list = number_of_viable_personality_virtue_traits + } + } + + every_character_trait = { + if = { + limit = { + root.faith = { + trait_is_sin = prev + } + } + if = { + limit = { + has_trait_category = personality + } + add_to_list = personality_traits_to_remove + } + if = { + limit = { + OR = { + has_trait_category = lifestyle + has_trait_category = fame + } + } + add_to_list = lifestyle_and_fame_traits_to_remove + } + } + } + custom_tooltip = repent_oath_remove_traits_tooltip + hidden_effect = { + every_in_list = { + list = lifestyle_and_fame_traits_to_remove + save_temporary_scope_as = lifestyle_and_fame_temp_trait + root = { + remove_trait = scope:lifestyle_and_fame_temp_trait + } + } + every_in_list = { + list = personality_traits_to_remove + if = { + limit = { + any_in_list = { + list = number_of_viable_personality_virtue_traits + root = { + NOT = { + has_trait = prev + } + } + } + } + save_temporary_scope_as = personality_temp_trait + root = { + remove_trait = scope:personality_temp_trait + } + random_trait = { + limit = { + root.faith = { + trait_is_virtue = prev + } + NOT = { + root = { + has_trait = prev + } + } + has_trait_category = personality + } + save_temporary_scope_as = temp_trait + } + root = { + add_trait = scope:temp_trait + } + } + } + } + + hidden_effect = { + remove_variable = repent_oath_timer + } + } + + ai_will_do = { + base = 100 + } +} diff --git a/common/decisions/10_nomad_culture_and_faith_decisions.txt b/common/decisions/10_nomad_culture_and_faith_decisions.txt new file mode 100644 index 00000000..e075466f --- /dev/null +++ b/common/decisions/10_nomad_culture_and_faith_decisions.txt @@ -0,0 +1,578 @@ +### Embrace Tengriism ### +embrace_tengriism_decision = { + picture = { + reference = "gfx/interface/illustrations/event_scenes/mpo_temple_steppe.dds" + } + decision_group_type = nomad_minor + desc = embrace_tengriism_decision_desc + selection_tooltip = embrace_tengriism_decision_tooltip + + is_shown = { + is_playable_character = yes + government_has_flag = government_is_nomadic + OR = { + culture = { has_cultural_pillar = heritage_mongolic } + culture = { has_cultural_pillar = heritage_turkic } + domicile.domicile_culture = { has_cultural_pillar = heritage_mongolic } + domicile.domicile_culture = { has_cultural_pillar = heritage_turkic } + } + NOT = { + faith = faith:tengri_pagan + } + #Cheaper to just switch to domicile's tengriism + trigger_if = { + limit = { + exists = domicile.domicile_faith + } + NOT = { domicile.domicile_faith = faith:tengri_pagan } + } + } + + is_valid_showing_failures_only = { + is_physically_able_adult = yes + is_at_war = no + custom_tooltip = { + text = not_of_a_steppe_faith_tt + NOT = { + religion = religion:tengrism_religion + } + } + } + + cost = { + piety = { + value = { + add = major_piety_value + if = { # Cost increases if you're reverting to pagan + limit = { + faith = { + NOT = { + has_doctrine_parameter = unreformed + } + } + } + multiply = 4 + } + } + } + } + + effect = { + root.domicile.domicile_culture = { save_scope_as = domicile_culture } + set_character_faith = faith:tengri_pagan + domicile = { + set_domicile_faith = faith:tengri_pagan + } + every_held_title = { + limit = { + tier = tier_county + is_landless_type_title = no + culture = scope:domicile_culture + } + set_county_faith = faith:tengri_pagan + } + # Spouses convert + every_spouse = { + limit = { + is_courtier_of = root + NOT = { faith = root.faith } + } + add_to_list = spouses_and_family_to_convert + } + # Family at court also convert + every_close_or_extended_family_member = { + limit = { + is_courtier_of = root + NOT = { faith = root.faith } + } + add_to_list = spouses_and_family_to_convert + } + every_in_list = { + list = spouses_and_family_to_convert + set_character_faith = faith:tengri_pagan + } + } + + ai_check_interval = 0 +} + +### Spread [ROOT.Char.GetFaith.GetNameNoTooltip] to your People ### +proselytize_to_your_people_decision = { + picture = { + reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_tribal.dds" + } + decision_group_type = nomad_minor + desc = proselytize_to_your_people_decision_desc + selection_tooltip = proselytize_to_your_people_decision_tooltip + + is_shown = { + is_playable_character = yes + government_has_flag = government_is_nomadic + exists = domicile.domicile_faith + NOT = { + faith = domicile.domicile_faith + } + } + + is_valid_showing_failures_only = { + is_physically_able_adult = yes + is_at_war = no + } + + cost = { + piety = { + value = { + add = major_piety_value + if = { # Cost increases if you're trying to revert to unreformed + limit = { + domicile.domicile_faith = { + NOT = { has_doctrine_parameter = unreformed } + } + faith = { + has_doctrine_parameter = unreformed + } + } + multiply = 4 + } + } + } + } + + effect = { + root.domicile.domicile_culture = { save_scope_as = domicile_culture } + domicile = { + set_domicile_faith = root.faith + } + stress_impact = { + cynical = medium_stress_impact_gain + } + every_held_title = { + limit = { + tier = tier_county + is_landless_type_title = no + culture = scope:domicile_culture + } + set_county_faith = root.faith + } + # Spouses convert + every_spouse = { + limit = { + is_courtier_of = root + NOT = { faith = root.faith } + } + add_to_list = spouses_and_family_to_convert + } + # Family at court also convert + every_close_or_extended_family_member = { + limit = { + is_courtier_of = root + NOT = { faith = root.faith } + } + add_to_list = spouses_and_family_to_convert + } + every_in_list = { + list = spouses_and_family_to_convert + set_character_faith = root.faith + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 60 + duchy = 60 + kingdom = 60 + empire = 60 + hegemony = 60 + } + + ai_potential = { + government_has_flag = government_is_nomadic + ai_zeal > 0 + } + + ai_will_do = { + base = 100 + } +} + +### Convert to [ROOT.Char.GetDomicile.GetFaith.GetNameNoTooltip] through your People ### +adopt_domicile_faith_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds" + } + decision_group_type = nomad_minor + desc = adopt_domicile_faith_decision_desc + selection_tooltip = adopt_domicile_faith_decision_tooltip + + is_shown = { + is_playable_character = yes + government_has_flag = government_is_nomadic + exists = domicile.domicile_faith + NOT = { + faith = domicile.domicile_faith + } + } + + is_valid_showing_failures_only = { + is_physically_able_adult = yes + is_at_war = no + } + + effect = { + set_character_faith = root.domicile.domicile_faith + stress_impact = { + zealous = major_stress_impact_gain + } + # Spouses convert + every_spouse = { + limit = { + is_courtier_of = root + NOT = { faith = root.domicile.domicile_faith } + } + add_to_list = spouses_and_family_to_convert + } + # Family at court also convert + every_close_or_extended_family_member = { + limit = { + is_courtier_of = root + NOT = { faith = root.domicile.domicile_faith } + } + add_to_list = spouses_and_family_to_convert + } + every_in_list = { + list = spouses_and_family_to_convert + set_character_faith = root.domicile.domicile_faith + } + every_held_title = { + limit = { + tier = tier_county + is_landless_type_title = no + culture = root.domicile.domicile_culture + NOT = { faith = root.domicile.domicile_faith } + } + set_county_faith = root.domicile.domicile_faith + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 60 + duchy = 60 + kingdom = 60 + empire = 60 + hegemony = 60 + } + + ai_potential = { + government_has_flag = government_is_nomadic + ai_zeal <= 0 + } + + ai_will_do = { + base = 100 + } +} + +### Adopt [ROOT.Char.GetDomicile.GetCulture.GetNameNoTooltip] Traditions ### +adopt_domicile_culture_decision = { + picture = { + reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_tribal_neutral.dds" + } + decision_group_type = nomad_minor + desc = adopt_domicile_culture_decision_desc + selection_tooltip = adopt_domicile_culture_decision_tooltip + + is_shown = { + is_playable_character = yes + government_has_flag = government_is_nomadic + exists = domicile.domicile_culture + NOT = { + culture = domicile.domicile_culture + } + } + + is_valid_showing_failures_only = { + is_physically_able_adult = yes + is_at_war = no + } + + cost = { + prestige = 150 + } + + effect = { + set_culture = root.domicile.domicile_culture + stress_impact = { + arrogant = medium_stress_impact_gain + } + # Family at court convert + every_close_or_extended_family_member = { + limit = { + is_courtier_of = root + culture = root.culture + } + add_to_list = spouses_and_family_to_convert + } + every_in_list = { + list = spouses_and_family_to_convert + set_culture = root.domicile.domicile_culture + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 60 + duchy = 60 + kingdom = 60 + empire = 60 + hegemony = 60 + } + + ai_potential = { + government_has_flag = government_is_nomadic + } + + ai_will_do = { + base = 100 + } +} + +### Blend [ROOT.Char.GetCulture.GetNameNoTooltip] and [ROOT.Char.GetDomicile.GetCulture.GetNameNoTooltip] Traditions ### +blend_traditions_decision = { + picture = { + reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_tribal_welcome.dds" + } + decision_group_type = nomad_minor + desc = blend_traditions_decision_desc + selection_tooltip = blend_traditions_decision_tooltip + + is_shown = { + is_playable_character = yes + government_has_flag = government_is_nomadic + exists = domicile.domicile_culture + culture != domicile.domicile_culture + game_rule_can_create_hybird_culture_trigger = yes + } + + is_valid_showing_failures_only = { + is_physically_able_adult = yes + is_at_war = no + NOT = { + culture = { + has_same_culture_heritage = root.domicile.domicile_culture + } + } + custom_tooltip = { + text = not_a_hybrid_or_old_culture_tt + culture = { + OR = { + is_hybrid_culture = no + culture_age >= 50 + } + } + } + custom_tooltip = { + text = domicile_not_a_hybrid_or_old_culture_tt + root.domicile.domicile_culture = { + OR = { + is_hybrid_culture = no + culture_age >= 50 + } + } + } + } + + cost = { + prestige = { + value = root.domicile.herd + divide = 3 + min = 350 + max = 1000 + } + } + + effect = { + root.domicile.domicile_culture = { save_scope_as = original_domicile_culture } + culture = { save_scope_as = original_character_culture } + create_hybrid_culture = root.domicile.domicile_culture + custom_tooltip = random_traditions_tt + hidden_effect = { + if = { + limit = { + root.culture = { + NOT = { + has_same_culture_heritage = scope:original_domicile_culture + } + } + } + root.culture = { + set_heritage_from = root.domicile.domicile_culture + } + } + every_held_title = { + limit = { + tier = tier_county + is_landless_type_title = no + culture = root.domicile.domicile_culture + } + set_county_culture = root.culture + } + domicile = { + set_domicile_culture = root.culture + } + # Spouses convert + every_spouse = { + limit = { + is_courtier_of = root + OR = { + culture = scope:original_character_culture + culture = scope:original_domicile_culture + } + NOT = { culture = root.culture } + } + add_to_list = spouses_and_family_to_convert + } + # Family at court also convert + every_close_or_extended_family_member = { + limit = { + is_courtier_of = root + OR = { + culture = scope:original_character_culture + culture = scope:original_domicile_culture + } + NOT = { culture = root.culture } + } + add_to_list = spouses_and_family_to_convert + } + every_in_list = { + list = spouses_and_family_to_convert + set_culture = root.culture + } + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 60 + kingdom = 60 + empire = 60 + hegemony = 60 + } + + ai_potential = { + government_has_flag = government_is_nomadic + culture = { + is_hybrid_culture = no + } + domicile.domicile_culture ?= { + is_hybrid_culture = no + } + highest_held_title_tier >= tier_duchy + trigger_if = { + limit = { + has_game_rule = less_common_hybrid_culture_ai_frequency + } + static_group_filter = { + group = fewer_valid_hybrid_steppe_cultures + match = 0.2 + } + } + } + + ai_will_do = { + base = 100 + } +} + +### Promote [ROOT.Char.GetCulture.GetNameNoTooltip] Traditions ### +enforce_traditions_decision = { + picture = { + reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_tribal_suspicious.dds" + } + decision_group_type = nomad_minor + desc = enforce_traditions_decision_desc + selection_tooltip = enforce_traditions_decision_tooltip + + is_shown = { + is_playable_character = yes + government_has_flag = government_is_nomadic + exists = domicile.domicile_culture + NOT = { + culture = domicile.domicile_culture + } + } + + is_valid_showing_failures_only = { + is_physically_able_adult = yes + is_at_war = no + custom_tooltip = { + text = same_heritage_or_steppe_heritage_tt + culture = { + OR = { + has_cultural_pillar = heritage_mongolic + has_cultural_pillar = heritage_turkic + has_cultural_pillar = heritage_ugro_permian + has_same_culture_heritage = root.domicile.domicile_culture + } + } + } + } + + cost = { + prestige = { + value = root.domicile.herd + divide = 10 + min = 50 + max = 800 + } + } + + effect = { + root.domicile.domicile_culture = { save_scope_as = domicile_culture } + domicile = { + set_domicile_culture = root.culture + } + stress_impact = { + humble = medium_stress_impact_gain + } + every_held_title = { + limit = { + tier = tier_county + is_landless_type_title = no + culture = scope:domicile_culture + } + set_county_culture = root.culture + } + # Family at court also convert + every_close_or_extended_family_member = { + limit = { + is_courtier_of = root + culture = root.domicile.domicile_culture + } + add_to_list = spouses_and_family_to_convert + } + every_in_list = { + list = spouses_and_family_to_convert + set_culture = root.culture + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 12 + duchy = 12 + kingdom = 12 + empire = 12 + hegemony = 12 + } + + ai_potential = { + government_has_flag = government_is_nomadic + NOT = { has_trait = humble } + } + + ai_will_do = { + base = 100 + } +} diff --git a/common/decisions/10_nomad_other_decisions.txt b/common/decisions/10_nomad_other_decisions.txt new file mode 100644 index 00000000..506fa952 --- /dev/null +++ b/common/decisions/10_nomad_other_decisions.txt @@ -0,0 +1,413 @@ +### Recruit [ROOT.Char.Custom('GetCourtierTypePlural')|U] from Yurt ### +recruit_from_nomadic_capital_decision = { + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 12 + kingdom = 12 + empire = 12 + hegemony = 12 + } + picture = { + reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_tribal_welcome.dds" + } + sort_order = 100 + decision_group_type = nomad_minor + + cooldown = { years = 2 } + + is_shown = { + government_has_flag = government_is_nomadic + exists = domicile + } + + is_valid = { + } + + is_valid_showing_failures_only = { + } + + desc = recruit_from_nomadic_capital_decision_desc + + cost = { + herd = { + value = domicile.minor_herd_value + } + } + + widget = { + gui = "decision_view_widget_option_list_generic" + controller = decision_option_list_controller + decision_to_second_step_button = "CHOOSE_NOMAD_COURTIER_DECISION_NEXT_STEP_BUTTON" + + item = { + value = recruit_hunters_decision + current_description = recruit_hunters_decision + localization = recruit_hunters_decision + icon = "gfx/interface/icons/regimenttypes/armenian_archers.dds" + ai_chance = { + value = 100 + } + } + + item = { + value = recruit_knights_decision + current_description = recruit_knights_decision + localization = recruit_knights_decision + icon = "gfx/interface/icons/casus_bellis/migration_cb.dds" + is_valid = { + domicile ?= { + has_domicile_building_or_higher = character_warfare_yurt_03 + } + } + ai_chance = { + value = 100 + } + } + + item = { + value = recruit_commanders_decision + current_description = recruit_commanders_decision + localization = recruit_commanders_decision + icon = "gfx/interface/icons/regimenttypes/kheshig.dds" + is_valid = { + domicile ?= { + has_domicile_building_or_higher = character_warfare_yurt_03 + } + } + ai_chance = { + value = 100 + } + } + + item = { + value = recruit_shepherds_decision + current_description = recruit_shepherds_decision + localization = recruit_shepherds_decision + icon = "gfx/interface/icons/government_types/herder_government.dds" + ai_chance = { + value = 0 + } + } + + item = { + value = recruit_brides_decision + current_description = recruit_brides_decision + localization = recruit_brides_decision + is_valid = { + custom_tooltip = { + text = faith_dominant_gender_male_or_equal_tt + faith_dominant_gender_male_or_equal = yes + } + } + icon = "gfx/interface/icons/marriage.dds" + ai_chance = { + value = 0 + if = { + limit = { + is_male = yes + is_married = no + } + add = 100 + } + } + } + + item = { + value = recruit_husbands_decision + current_description = recruit_husbands_decision + localization = recruit_husbands_decision + is_valid = { + custom_tooltip = { + text = faith_dominant_gender_female_or_equal_tt + faith_dominant_gender_female_or_equal = yes + } + } + icon = "gfx/interface/icons/marriage.dds" + ai_chance = { + value = 0 + if = { + limit = { + is_female = yes + is_married = no + } + add = 100 + } + } + } + } + + effect = { + custom_tooltip = recruit_from_nomadic_capital_decision_tooltip + hidden_effect = { + if = { + limit = { scope:recruit_hunters_decision = yes } + recruit_three_nomadic_capital_characters_effect = { + NOMAD_TEMPLATE_CHARACTER = nomadic_hunter_template + } + } + else_if = { + limit = { scope:recruit_commanders_decision = yes } + recruit_three_nomadic_capital_characters_effect = { + NOMAD_TEMPLATE_CHARACTER = nomadic_commander_template + } + } + else_if = { + limit = { scope:recruit_shepherds_decision = yes } + recruit_three_nomadic_capital_characters_effect = { + NOMAD_TEMPLATE_CHARACTER = seasoned_pastor_character + } + } + else_if = { + limit = { scope:recruit_brides_decision = yes } + recruit_three_nomadic_capital_characters_effect = { + NOMAD_TEMPLATE_CHARACTER = nomadic_bride_template + } + } + else_if = { + limit = { scope:recruit_husbands_decision = yes } + recruit_three_nomadic_capital_characters_effect = { + NOMAD_TEMPLATE_CHARACTER = nomadic_husband_template + } + } + else_if = { + limit = { scope:recruit_knights_decision = yes } + recruit_three_nomadic_capital_characters_effect = { + NOMAD_TEMPLATE_CHARACTER = nomadic_knight_template + } + } + } + close_view = { + view = decisions + player = root + } + } + + ai_potential = { + government_has_flag = government_is_nomadic + highest_held_title_tier >= tier_duchy + exists = domicile + OR = { + AND = { + is_at_war = no + any_courtier = { + count < 10 + } + } + NOT = { exists = cp:councillor_kurultai_1 } + NOT = { exists = cp:councillor_kurultai_2 } + NOT = { exists = cp:councillor_kurultai_3 } + NOT = { exists = cp:councillor_kurultai_4 } + } + } + + ai_will_do = { base = 100 } +} + +### Summon Fair Courtiers ### +summon_fair_courtiers_decision = { + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 48 + empire = 48 + hegemony = 48 + } + picture = { + reference = "gfx/interface/illustrations/event_scenes/mpo_city_steppe.dds" + } + sort_order = 100 + decision_group_type = courtier + + cooldown = { years = 2 } + + is_shown = { + any_sub_realm_barony = { + title_province = { + has_building = pleasure_dome + } + } + } + + is_valid_showing_failures_only = { + is_available = yes + } + + desc = summon_fair_courtiers_decision_desc + + cost = { + prestige = { + value = minor_prestige_value + } + } + + widget = { + gui = "decision_view_widget_option_list_generic" + controller = decision_option_list_controller + decision_to_second_step_button = "CHOOSE_SUMMON_FAIR_COURTIERS_DECISION_NEXT_STEP_BUTTON" + + item = { + value = summon_maidens_decision + current_description = summon_maidens_decision + localization = summon_maidens_decision + icon = "gfx/interface/icons/traits/beauty_good_2.dds" + ai_chance = { + value = 0 + if = { + limit = { + is_male = yes + is_married = no + } + add = 100 + } + } + } + + item = { + value = call_men_decision + current_description = call_men_decision + localization = call_men_decision + icon = "gfx/interface/icons/traits/beauty_good_2.dds" + ai_chance = { + value = 0 + if = { + limit = { + is_female = yes + is_married = no + } + add = 100 + } + } + } + } + + effect = { + custom_tooltip = summon_fair_courtiers_decision_tooltip + hidden_effect = { + if = { + limit = { scope:summon_maidens_decision = yes } + summon_three_fair_courtiers_effect = { + NOMAD_TEMPLATE_CHARACTER = beautiful_maiden_character + } + } + else_if = { + limit = { scope:call_men_decision = yes } + summon_three_fair_courtiers_effect = { + NOMAD_TEMPLATE_CHARACTER = beautiful_man_character + } + } + } + close_view = { + view = decisions + player = root + } + } + + ai_potential = { + any_courtier = { + count < 10 + } + } +} +########################################### + ##Create Cossack kingdom Decision## + ## By: Björn S +########################################### + +## The Choice of creating a new culture and kingdom +create_cossack_kingdom_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_hostility.dds" + } + desc = create_cossack_kingdom_decision_desc + selection_tooltip = create_cossack_kingdom_decision_tooltip + decision_group_type = adventurer + + +## Player is a landless adventurer or have the veteran adventurer trait + a culture suitable for the area. +## Player also have to have the right cultural heritage. + is_shown = { + is_playable_character = yes + OR = { + is_landless_adventurer = yes + has_trait = adventurer + } + culture = { + OR = { + has_cultural_pillar = heritage_turkic + has_cultural_pillar = heritage_east_slavic + has_cultural_pillar = heritage_west_slavic + has_cultural_pillar = heritage_south_slavic + has_cultural_pillar = heritage_tungusic + } + } +## Not repeatable + NOT = { + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:flag_create_cossack_kingdom + } + } + + } + + is_valid = { + prestige_level >= high_prestige_level + has_trait = adventurer + has_government = nomad_government + is_independent_ruler = yes + AND = { + 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 + } + } + } + + cost = { + prestige = 1000 + gold = 300 + } + + + is_valid_showing_failures_only = { + is_landed = yes + is_capable_adult = yes + is_imprisoned = no + } + + + effect = { + show_as_tooltip = { + create_cossack_scripted_effect = yes + } + hidden_effect = { + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:flag_create_cossack_kingdom + } + } + trigger_event = major_decisions.3600 + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 120 + kingdom = 0 + empire = 0 + hegemony = 0 + } +} diff --git a/common/decisions/30_activity_decisions.txt b/common/decisions/30_activity_decisions.txt new file mode 100644 index 00000000..5905fc2b --- /dev/null +++ b/common/decisions/30_activity_decisions.txt @@ -0,0 +1,949 @@ +### Hold Court ### +hold_court_decision = { + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 120 + empire = 120 + hegemony = 120 + } + picture = { + trigger = { + NOR = { + government_has_flag = government_is_tribal + government_has_flag = government_is_theocracy + top_liege ?= { government_has_flag = government_is_tribal } + top_liege ?= { government_has_flag = government_is_theocracy } + } + OR = { + culture = { has_cultural_pillar = heritage_byzantine } + top_liege ?= { + OR = { + culture = { has_cultural_pillar = heritage_byzantine } + capital_barony ?= title:b_constantinople + is_roman_emperor_primary_title_trigger = yes + } + } + } + } + reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_knight_kneeling.dds" + } + decision_group_type = major + is_invisible = yes + + cost = { + prestige = { + value = standard_activity_base_cost + multiply = 0.5 + } + } + + cooldown = { + days = standard_hold_court_cooldown_time + } + + is_shown = { + is_landed = yes + has_royal_court = yes + has_dlc_feature = royal_court + } + + is_valid_showing_failures_only = { + is_available_adult = yes + court_grandeur_current_level >= 1 + + custom_description = { + text = ENGAGED_IN_SINGLE_COMBAT + NOT = { exists = var:engaged_in_single_combat } + } + + trigger_if = { + limit = { is_ai = no } + has_pending_court_events = no # should only be used for human players + has_spawned_court_events = no # should only be used for human players + } + } + + effect = { + custom_tooltip = hold_court_gain_grandeur_tooltip # Granted in conclusion event - hold_court.0021 + custom_tooltip = hold_court_gain_legitimacy_tooltip # Granted in conclusion event - hold_court.0021 + custom_tooltip = hold_court_decision_effects + hidden_effect = { + trigger_event = hold_court.0011 + } + } + + ai_potential = { + is_at_war = no + gold >= minor_gold_value + } + + ai_will_do = { + base = 100 + } +} + +### Petition the [ROOT.Char.GetTopLiege.GetTitleAsNameNoTooltip] ### +petition_liege_decision = { + ai_check_interval = 0 + sort_order = 200 + + selection_tooltip = { + first_valid = { + triggered_desc = { + trigger = { + liege = { tgp_is_ceremonial_regent_trigger = yes } + } + desc = petition_liege_decision_tooltip_non_royal + } + desc = petition_liege_decision_tooltip + } + } + desc = petition_liege_decision_desc + picture = { + trigger = { #This is not the ceremonial liege + tgp_is_ceremonial_petition_shown_trigger = yes + top_liege = { + culture ?= { + has_graphical_japanese_culture_group_trigger = yes + has_cultural_tradition = tradition_tgp_bushido # Shogunate + } + has_government = japan_feudal_government + tgp_has_ceremonial_liege_title_trigger = no + } + } + reference = "gfx/interface/illustrations/event_story/tgp_japanese_shogunate.dds" + } + picture = { + trigger = { #This is not the ceremonial liege + tgp_is_ceremonial_petition_shown_trigger = yes + top_liege.culture ?= { has_graphical_japanese_culture_group_trigger = yes } + } + reference = "gfx/interface/illustrations/decisions/tgp_house_fief.dds" + } + picture = { #This is not the ceremonial liege + trigger = { + tgp_is_ceremonial_petition_shown_trigger = yes + top_liege.culture = { has_graphical_east_asia_culture_group_trigger = yes } + } + reference = "gfx/interface/illustrations/decisions/tgp_retire.dds" + } + picture = { #This is the true top liege + trigger = { + tgp_is_ceremonial_petition_shown_trigger = no + top_liege ?= { + culture = { has_graphical_east_asia_culture_group_trigger = yes } + } + } + reference = "gfx/interface/illustrations/decisions/tgp_kowtow.dds" + } + picture = { + trigger = { + NOR = { + government_has_flag = government_is_tribal + government_has_flag = government_is_theocracy + top_liege ?= { government_has_flag = government_is_tribal } + top_liege ?= { government_has_flag = government_is_theocracy } + } + OR = { + culture = { has_cultural_pillar = heritage_byzantine } + top_liege ?= { + OR = { + culture = { has_cultural_pillar = heritage_byzantine } + capital_barony ?= title:b_constantinople + is_roman_emperor_primary_title_trigger = yes + } + } + } + } + reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_knight_kneeling.dds" + } + + cost = { + prestige = { + value = 0 + if = { + limit = { petition_liege_admin_valid_trigger = no } + add = standard_activity_base_cost + } + } + influence = { + value = 0 + if = { + limit = { petition_liege_admin_valid_trigger = yes } + add = standard_activity_base_cost + } + } + } + + cooldown = { + days = standard_petition_liege_cooldown_time + } + + is_shown = { + is_playable_character = yes + top_liege != this + liege ?= { has_royal_court = yes } + has_dlc_feature = royal_court + tgp_is_ceremonial_liege_trigger = no + } + + is_valid = { + exists = liege + } + + is_valid_showing_failures_only = { + is_available_adult = yes + liege ?= { is_available_adult = yes } + is_at_war_with_liege = no + trigger_if = { + limit = { + is_ai = no + has_royal_court = yes + } + has_spawned_court_events = no # should only be used for human players + } + trigger_if = { + limit = { + government_allows = merit + } + merit_level >= 3 + } + trigger_if = { # Gold + limit = { scope:petition_liege_gold = yes } + } + trigger_if = { # Council + limit = { + AND = { + scope:petition_liege_council_seat = yes + petition_liege_council_seat_trigger = { HOUSE = root.house LIEGE = root.liege } + } + } + custom_tooltip = { + text = petition_liege_council_seat_liege_tt + petition_liege_council_seat_liege_trigger = yes + } + custom_tooltip = { + text = petition_liege_council_seat_me_tt + petition_liege_council_seat_trigger = { HOUSE = root.house LIEGE = root.liege } + } + } + trigger_if = { # Family Council + limit = { scope:petition_liege_council_seat_family = yes } + custom_tooltip = { + text = petition_liege_council_seat_liege_tt + petition_liege_council_seat_liege_trigger = yes + } + custom_tooltip = { + text = petition_liege_council_seat_family_tt + petition_liege_council_seat_family_trigger = { HOUSE = root.house LIEGE = root.liege } + } + } + trigger_if = { # Court Position + limit = { scope:petition_liege_court_position = yes } + custom_tooltip = { + text = petition_liege_court_position_me_tt + petition_liege_court_position_trigger = { HOUSE = root.house } + } + } + trigger_if = { # Family Court Position + limit = { scope:petition_liege_court_position_family = yes } + custom_tooltip = { + text = petition_liege_court_position_family_tt + petition_liege_court_position_family_trigger = { HOUSE = root.house } + } + } + trigger_if = { # Family Governorship + limit = { scope:petition_liege_governorship_family = yes } + custom_tooltip = { + text = petition_liege_governorship_tt + petition_liege_governorship_trigger = yes + } + custom_tooltip = { + text = petition_liege_governorship_family_count_tt + petition_liege_governorship_family_count_trigger = yes + } + custom_tooltip = { + text = petition_liege_governorship_family_valid_tt + petition_liege_governorship_family_valid_trigger = yes + } + } + trigger_if = { # House Governorship Rights + limit = { scope:petition_liege_house_governorship_rights = yes } + petition_liege_house_governorship_rights_trigger = yes + } + trigger_if = { # Pay Debt + limit = { scope:petition_liege_pay_debt = yes } + custom_tooltip = { + text = petition_liege_pay_debt_me_tt + gold <= -100 + } + custom_tooltip = { + text = petition_liege_pay_debt_liege_tt + liege.gold >= petitioner_debt_positivization_root_value + } + } + trigger_if = { # War Aid + limit = { scope:petition_liege_war_aid = yes } + custom_tooltip = { # Must not be in any war involving liege + text = petition_liege_war_aid_liege_tt + petition_liege_war_aid_share_trigger = yes + } + custom_tooltip = { # Losing an external war + text = petition_liege_war_aid_tt + petition_liege_war_aid_trigger = yes + } + custom_tooltip = { # Liege not at war themselves + text = petition_liege_internal_war_aid_tt + petition_war_aid_liege_ally_value >= petition_war_aid_rebels_value + } + custom_tooltip = { # Liege not at war themselves + text = petition_liege_external_war_aid_tt + petition_liege_war_liege_involvement_trigger = yes + } + } + trigger_if = { # Vassal War + limit = { scope:petition_liege_vassal_war = yes } + custom_tooltip = { + text = petition_liege_vassal_war_tt + petition_liege_vassal_war_trigger = yes + } + } + trigger_if = { # Faction War + limit = { scope:petition_liege_faction_war = yes } + custom_tooltip = { + text = petition_liege_faction_war_tt + any_targeting_faction = { target_of_powerful_faction_trigger = yes } + } + } + trigger_if = { # Bailiffs + limit = { scope:petition_liege_county_control = yes } + custom_tooltip = { + text = petition_liege_county_control_tt + any_held_title = { petition_liege_county_control_trigger = yes } + } + } + trigger_if = { # Convert + limit = { scope:petition_liege_county_convert = yes } + faith = liege.faith + custom_tooltip = { + text = petition_liege_county_convert_tt + any_held_title = { petition_liege_county_convert_trigger = yes } + } + } + trigger_if = { # Opinion + limit = { scope:petition_liege_county_opinion = yes } + custom_tooltip = { + text = petition_liege_county_opinion_tt + any_held_title = { petition_liege_county_opinion_trigger = yes } + } + } + trigger_if = { # Fortify + limit = { scope:petition_liege_fortify_border = yes } + custom_tooltip = { + text = petition_liege_fortify_border_tt + any_held_title = { petition_liege_fortify_border_trigger = yes } + } + custom_tooltip = { + text = petition_liege_debt_tt + NOT = { liege.gold < 0 } + } + } + trigger_if = { # Liege Title + limit = { scope:petition_liege_title_liege = yes } + custom_tooltip = { + text = petition_liege_title_liege_tt + any_claim = { petition_liege_title_liege_trigger = yes } + } + } + trigger_if = { # Vassal Title + limit = { scope:petition_liege_title_vassal = yes } + custom_tooltip = { + text = petition_liege_title_vassal_liege_tt + # Only relevant if revocation is possible + liege = { has_realm_law_flag = title_revocation_allowed } + } + custom_tooltip = { + text = petition_liege_title_vassal_claim_tt + any_claim = { petition_liege_title_vassal_trigger = yes } + } + } + trigger_if = { # Construct City + limit = { scope:petition_liege_construct_city = yes } + custom_tooltip = { + text = petition_liege_construct_city_tt + any_held_title = { petition_liege_construct_city_trigger = yes } + } + custom_tooltip = { + text = petition_liege_construct_city_liege_tt + liege.gold > main_building_tier_1_cost + } + } + trigger_if = { # Construct Temple + limit = { + scope:petition_liege_construct_temple = yes + liege = { tgp_is_ceremonial_regent_trigger = no } + } + custom_tooltip = { + text = petition_liege_construct_temple_tt + any_held_title = { petition_liege_construct_temple_trigger = yes } + } + custom_tooltip = { + text = petition_liege_construct_city_liege_tt + liege.gold > main_building_tier_1_cost + } + } + trigger_if = { # Development + limit = { scope:petition_liege_development = yes } + custom_tooltip = { + text = petition_liege_development_tt + exists = liege + liege.capital_province.county.development_level >= petitioner_development_difference_decision_value + } + } + trigger_if = { # House Fief + limit = { scope:petition_liege_house_fief = yes } + custom_tooltip = { + text = petition_liege_house_fief_tt + has_tgp_dlc_trigger = yes + has_government = japan_administrative_government + } + } + } + + widget = { + gui = "decision_view_widget_petition_liege" + controller = decision_option_list_controller + decision_to_second_step_button = "CHOOSE_PETITION_DECISION_NEXT_STEP_BUTTON" + + ### TGP + item = { # House Fief + value = petition_liege_house_fief + is_shown = { + has_tgp_dlc_trigger = yes + has_government = japan_administrative_government + } + is_valid = { + custom_tooltip = { + text = petition_liege_house_fief_tt + has_tgp_dlc_trigger = yes + has_government = japan_administrative_government + top_liege = { has_government = japan_administrative_government } + } + } + current_description = petition_liege_house_fief_desc + localization = petition_liege_decision_option_house_fief + icon = "gfx/interface/icons/government_types/japan_feudal_government.dds" + ai_chance = { value = 0 } # Currently unused + } + item = { # Gold + value = petition_liege_gold + is_shown = { + petition_liege_admin_valid_trigger = yes + } + is_valid = {} + current_description = petition_liege_gold_desc + localization = petition_liege_decision_option_gold + icon = "gfx/interface/icons/message_feed/money.dds" + ai_chance = { value = 0 } # Currently unused + } + item = { # Family Governorship + value = petition_liege_governorship_family + is_shown = { + petition_liege_admin_valid_trigger = yes + } + is_valid = { + is_house_head = yes + custom_tooltip = { + text = petition_liege_governorship_tt + petition_liege_governorship_trigger = yes + } + custom_tooltip = { + text = petition_liege_governorship_family_count_tt + petition_liege_governorship_family_count_trigger = yes + } + custom_tooltip = { + text = petition_liege_governorship_family_valid_tt + petition_liege_governorship_family_valid_trigger = yes + } + } + current_description = petition_liege_governorship_family_desc + localization = petition_liege_decision_option_governorship_family + icon = "gfx/interface/icons/character_interactions/grant_governorship.dds" + ai_chance = { value = 0 } # Currently unused + } + item = { # House Governorship Rights + value = petition_liege_house_governorship_rights + is_shown = { + petition_liege_admin_valid_trigger = yes + } + is_valid = { + petition_liege_house_governorship_rights_trigger = yes + } + current_description = petition_liege_house_governorship_rights_desc + localization = petition_liege_decision_option_house_governorship_rights + icon = "gfx/interface/icons/character_interactions/request_appointment_support.dds" + ai_chance = { value = 0 } # Currently unused + } + item = { # Council + value = petition_liege_council_seat + is_shown = { + petition_liege_admin_valid_trigger = no + } + is_valid = { + is_councillor = no + custom_tooltip = { # Liege can shuffle council + text = petition_liege_council_seat_liege_tt + petition_liege_council_seat_liege_trigger = yes + } + } + current_description = petition_liege_council_seat_desc + localization = petition_liege_decision_option_council_seat + icon = "gfx/interface/icons/message_feed/council.dds" + ai_chance = { value = 0 } # Currently unused + } + item = { # Family Council Appointment + value = petition_liege_council_seat_family + is_shown = { + petition_liege_admin_valid_trigger = yes + } + is_valid = { + custom_tooltip = { # Liege can shuffle council + text = petition_liege_council_seat_liege_tt + petition_liege_council_seat_liege_trigger = yes + } + is_house_head = yes + custom_tooltip = { + text = petition_liege_council_seat_family_tt + petition_liege_council_seat_family_trigger = { HOUSE = root.house LIEGE = root.liege } + } + } + current_description = petition_liege_council_seat_family_desc + localization = petition_liege_decision_option_council_seat_family + icon = "gfx/interface/icons/message_feed/council.dds" + ai_chance = { value = 0 } # Currently unused + } + + item = { # Court Position + value = petition_liege_court_position + is_shown = { + petition_liege_admin_valid_trigger = yes + } + is_valid = { + petition_liege_court_position_trigger = { HOUSE = root.house } + } + current_description = petition_liege_court_position_desc + localization = petition_liege_decision_option_court_position + icon = "gfx/interface/icons/court_position_types/court_tutor_court_position.dds" + ai_chance = { value = 0 } # Currently unused + } + item = { # Family Court Position + value = petition_liege_court_position_family + is_shown = { + petition_liege_admin_valid_trigger = yes + } + is_valid = { + is_house_head = yes + custom_tooltip = { + text = petition_liege_court_position_family_tt + petition_liege_court_position_family_trigger = { HOUSE = root.house } + } + } + current_description = petition_liege_court_position_family_desc + localization = petition_liege_decision_option_court_position_family + icon = "gfx/interface/icons/court_position_types/bodyguard_court_position.dds" + ai_chance = { value = 0 } # Currently unused + } + item = { # Debt + value = petition_liege_pay_debt + is_shown = { + petition_liege_admin_valid_trigger = no + } + is_valid = { + custom_tooltip = { # In debt + text = petition_liege_pay_debt_me_tt + gold <= -100 + } + custom_tooltip = { # Liege can afford your debt + text = petition_liege_pay_debt_liege_tt + liege.gold >= petitioner_debt_positivization_root_value + } + } + current_description = petition_liege_pay_debt_desc + localization = petition_liege_decision_option_pay_debt + icon = "gfx/interface/icons/message_feed/steward_job.dds" + ai_chance = { value = 0 } # Currently unused + } + ### Titles + item = { # Title Liege + value = petition_liege_title_liege + is_shown = { + petition_liege_admin_valid_trigger = no + NOT = { + government_has_flag = government_is_japan_feudal + } + } + is_valid = { + custom_tooltip = { + text = petition_liege_title_liege_tt + any_claim = { petition_liege_title_liege_trigger = yes } + } + } + current_description = petition_liege_title_liege_desc + localization = petition_liege_decision_option_title_liege + icon = "gfx/interface/icons/message_feed/titles.dds" + ai_chance = { value = 0 } # Currently unused + } + item = { # Title Vassal + value = petition_liege_title_vassal + is_shown = { + petition_liege_admin_valid_trigger = no + NOT = { + government_has_flag = government_is_japan_feudal + } + } + is_valid = { + custom_tooltip = { + text = petition_liege_title_vassal_liege_tt + # Only relevant if revocation is possible + liege = { has_realm_law_flag = title_revocation_allowed } + } + custom_tooltip = { + text = petition_liege_title_vassal_claim_tt + any_claim = { petition_liege_title_vassal_trigger = yes } + } + } + current_description = petition_liege_title_vassal_desc + localization = petition_liege_decision_option_title_vassal + icon = "gfx/interface/icons/message_feed/generic_neutral_effect.dds" + ai_chance = { value = 0 } # Currently unused + } + ### Wars + item = { # Faction War + value = petition_liege_faction_war + is_shown = { + petition_liege_admin_valid_trigger = no + } + is_valid = { + custom_tooltip = { + text = petition_liege_faction_war_tt + any_targeting_faction = { target_of_powerful_faction_trigger = yes } + } + NAND = { + government_has_flag = government_is_administrative + liege = { government_has_flag = government_is_administrative } + } + } + current_description = petition_liege_faction_war_desc + localization = petition_liege_decision_option_faction_war + icon = "gfx/interface/icons/message_feed/faction.dds" + ai_chance = { value = 0 } # Currently unused + } + item = { # Vassal War + value = petition_liege_vassal_war + is_shown = { + petition_liege_admin_valid_trigger = no + } + is_valid = { + custom_tooltip ={ + text = petition_liege_vassal_war_tt + petition_liege_vassal_war_trigger = yes + } + NAND = { + government_has_flag = government_is_administrative + liege = { government_has_flag = government_is_administrative } + } + } + current_description = petition_liege_vassal_war_desc + localization = petition_liege_decision_option_vassal_war + icon = "gfx/interface/icons/message_feed/generic_good_effect.dds" + ai_chance = { value = 0 } # Currently unused + } + item = { # War Aid + value = petition_liege_war_aid + is_shown = { + petition_liege_admin_valid_trigger = no + } + is_valid = { + custom_tooltip = { # Must not be in any war involving liege + text = petition_liege_war_aid_liege_tt + petition_liege_war_aid_share_trigger = yes + } + custom_tooltip = { # Losing an external war + text = petition_liege_war_aid_tt + petition_liege_war_aid_trigger = yes + } + custom_tooltip = { # Liege not at war themselves + text = petition_liege_internal_war_aid_tt + petition_war_aid_liege_ally_value >= petition_war_aid_rebels_value + } + custom_tooltip = { # Liege not at war themselves + text = petition_liege_external_war_aid_tt + petition_liege_war_liege_involvement_trigger = yes + } + NAND = { + government_has_flag = government_is_administrative + liege = { government_has_flag = government_is_administrative } + } + } + current_description = petition_liege_war_aid_desc + localization = petition_liege_decision_option_war_aid + icon = "gfx/interface/icons/message_feed/war.dds" + ai_chance = { value = 0 } # Currently unused + } + ### Counties + item = { # Control + value = petition_liege_county_control + is_shown = { + petition_liege_admin_valid_trigger = no + } + is_valid = { + custom_tooltip = { + text = petition_liege_county_control_tt + any_held_title = { petition_liege_county_control_trigger = yes } + } + } + current_description = petition_liege_county_control_desc + localization = petition_liege_decision_option_county_control + icon = "gfx/interface/icons/message_feed/control.dds" + ai_chance = { value = 0 } # Currently unused + } + item = { # Convert + value = petition_liege_county_convert + is_shown = { + petition_liege_admin_valid_trigger = no + } + is_valid = { + custom_tooltip = { + text = petition_liege_faith_tt + faith = liege.faith + } + custom_tooltip = { + text = petition_liege_county_convert_tt + any_held_title = { petition_liege_county_convert_trigger = yes } + } + } + current_description = petition_liege_county_convert_desc + localization = petition_liege_decision_option_county_convert + icon = "gfx/interface/icons/message_feed/bishop.dds" + ai_chance = { value = 0 } # Currently unused + } + item = { # Opinion + value = petition_liege_county_opinion + is_shown = { + petition_liege_admin_valid_trigger = no + } + is_valid = { + custom_tooltip = { + text = petition_liege_county_opinion_tt + any_held_title = { petition_liege_county_opinion_trigger = yes } + } + } + current_description = petition_liege_county_opinion_desc + localization = petition_liege_decision_option_county_opinion + icon = "gfx/interface/icons/message_feed/tier_up.dds" + ai_chance = { value = 0 } # Currently unused + } + ### Construction/Development + item = { # Fortify + value = petition_liege_fortify_border + is_shown = { + petition_liege_admin_valid_trigger = no + } + is_valid = { + custom_tooltip = { # Royal + text = petition_liege_fortify_border_tt + any_held_title = { petition_liege_fortify_border_trigger = yes } + } + } + current_description = petition_liege_fortify_border_desc + localization = petition_liege_decision_option_fortify_border + icon = "gfx/interface/icons/icon_garrison.dds" + ai_chance = { value = 0 } # Currently unused + } + item = { # Construct City + value = petition_liege_construct_city + is_shown = { + petition_liege_admin_valid_trigger = no + } + is_valid = { + custom_tooltip = { + text = petition_liege_city_planning_innovation_tt + culture = { has_innovation = innovation_city_planning } + liege.culture ?= { has_innovation = innovation_city_planning } + } + custom_tooltip = { + text = petition_liege_construct_city_tt + any_held_title = { petition_liege_construct_city_trigger = yes } + } + custom_tooltip = { + text = petition_liege_holding_tt + liege.gold > main_building_tier_1_cost + } + } + current_description = petition_liege_construct_city_desc + localization = petition_liege_decision_option_construct_city + icon = "gfx/interface/icons/message_feed/building.dds" + ai_chance = { value = 0 } # Currently unused + } + item = { # Construct Temple + value = petition_liege_construct_temple + is_shown = { + petition_liege_admin_valid_trigger = no + } + is_valid = { + custom_tooltip = { + text = petition_liege_city_planning_innovation_tt + culture = { has_innovation = innovation_city_planning } + liege.culture ?= { has_innovation = innovation_city_planning } + } + custom_tooltip = { + text = petition_liege_faith_tt + faith = liege.faith + } + custom_tooltip = { + text = petition_liege_construct_temple_tt + any_held_title = { petition_liege_construct_temple_trigger = yes } + } + custom_tooltip = { + text = petition_liege_holding_tt + liege.gold > main_building_tier_1_cost + } + } + current_description = petition_liege_construct_temple_desc + localization = petition_liege_decision_option_construct_temple + icon = "gfx/interface/icons/message_feed/religious.dds" + ai_chance = { value = 0 } # Currently unused + } + item = { # Development + value = petition_liege_development + is_valid = { + custom_tooltip = { + text = petition_liege_development_tt + exists = liege + liege.capital_province.county.development_level >= petitioner_development_difference_decision_value + } + } + current_description = petition_liege_development_desc + localization = petition_liege_decision_option_development + icon = "gfx/interface/icons/message_feed/guest.dds" + ai_chance = { value = 0 } # Currently unused + } + } + + effect = { + custom_tooltip = petition_liege_decision_effects + if = { + limit = { + liege = { is_ai = yes } + } + custom_description_no_bullet = { text = petition_liege_warning_effect } + } + show_as_tooltip = { + switch = { + trigger = has_trait + shy = { add_stress = medium_stress_impact_gain } + arrogant = { add_stress = medium_stress_impact_gain } + } + } + switch = { + trigger = yes + scope:petition_liege_gold = { # Gold + set_variable = { name = petition_type value = flag:gold } + } + scope:petition_liege_council_seat = { # Council + set_variable = { name = petition_type value = flag:council_seat } + } + scope:petition_liege_council_seat_family = { # Family Council + set_variable = { name = petition_type value = flag:council_seat_family } + } + scope:petition_liege_court_position = { # Court Position + set_variable = { name = petition_type value = flag:court_position } + } + scope:petition_liege_court_position_family = { # Family Court Position + set_variable = { name = petition_type value = flag:court_position_family } + } + scope:petition_liege_governorship_family = { # Family Governorship + set_variable = { name = petition_type value = flag:governorship_family } + } + scope:petition_liege_house_governorship_rights = { # House Governorship Rights + set_variable = { name = petition_type value = flag:house_governorship_rights } + } + scope:petition_liege_pay_debt = { # Debt + set_variable = { name = petition_type value = flag:pay_debt } + } + scope:petition_liege_war_aid = { # War Aid + set_variable = { name = petition_type value = flag:war_aid } + } + scope:petition_liege_vassal_war = { # Vassal Aid + set_variable = { name = petition_type value = flag:vassal_war } + } + scope:petition_liege_faction_war = { # Faction War + set_variable = { name = petition_type value = flag:faction_war } + } + scope:petition_liege_county_control = { # County Control + set_variable = { name = petition_type value = flag:county_control } + } + scope:petition_liege_county_convert = { # Convert County + set_variable = { name = petition_type value = flag:county_convert } + } + scope:petition_liege_county_opinion = { # County Opinion + set_variable = { name = petition_type value = flag:county_opinion } + } + scope:petition_liege_fortify_border = { # Fortify Border + set_variable = { name = petition_type value = flag:fortify_border } + } + scope:petition_liege_title_liege = { # Title Liege + set_variable = { name = petition_type value = flag:title_liege } + } + scope:petition_liege_title_vassal = { # Title Vassal + set_variable = { name = petition_type value = flag:title_vassal } + } + scope:petition_liege_construct_city = { # Construct City + set_variable = { name = petition_type value = flag:construct_city } + } + scope:petition_liege_construct_temple = { # Construct Temple + set_variable = { name = petition_type value = flag:construct_temple } + } + scope:petition_liege_development = { # Development + set_variable = { name = petition_type value = flag:development } + } + scope:petition_liege_gold = { # Gold + set_variable = { name = petition_type value = flag:gold } + } + scope:petition_liege_house_fief = { # House Fief + set_variable = { name = petition_type value = flag:house_fief } + } + } + if = { + limit = { + location = liege.capital_province + } + trigger_event = { + on_action = petition_liege_start + } + + trigger_event = petition_liege.9000 + } + else = { + start_travel_plan = { + destination = liege.capital_province + on_start_on_action = petition_liege_start + on_travel_planner_cancel_on_action = petition_liege_travel_planner_exit + on_arrival_event = petition_liege.9000 + on_arrival_destinations = all_but_last + } + } + } + + ai_potential = { + always = no # Only players can do this. AI vassals go through the normal court events/hold court activity. + } +} diff --git a/common/decisions/30_court_decisions.txt b/common/decisions/30_court_decisions.txt new file mode 100644 index 00000000..056419b5 --- /dev/null +++ b/common/decisions/30_court_decisions.txt @@ -0,0 +1,394 @@ +### Pay Homage ### +pay_homage_decision = { + ai_check_interval_by_tier = { + barony = 0 + county = 45 + duchy = 45 + kingdom = 45 + empire = 45 + hegemony = 0 + } + picture = { + trigger = { + NOR = { + government_has_flag = government_is_tribal + government_has_flag = government_is_theocracy + top_liege ?= { government_has_flag = government_is_tribal } + top_liege ?= { government_has_flag = government_is_theocracy } + } + OR = { + culture = { has_cultural_pillar = heritage_byzantine } + top_liege ?= { + OR = { + culture = { has_cultural_pillar = heritage_byzantine } + capital_barony ?= title:b_constantinople + is_roman_emperor_primary_title_trigger = yes + } + } + } + } + reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_knight_kneeling.dds" + } + decision_group_type = major + + cost = { + prestige = standard_activity_base_cost + gold = { + value = 0 + if = { + limit = { + exists = scope:pay_homage_gold + scope:pay_homage_gold = yes + has_treasury = no + } + add = medium_gold_value + } + } + treasury = { + value = 0 + if = { + limit = { + exists = scope:pay_homage_gold + scope:pay_homage_gold = yes + has_treasury = yes + } + add = medium_gold_value + } + } + } + + is_shown = { + is_landed = yes + primary_title.tier >= tier_county + top_liege != this + liege ?= { has_royal_court = yes } + has_dlc_feature = royal_court + OR = { + government_has_flag = government_is_feudal + government_has_flag = government_is_clan + } + NOT = { + culture = { has_cultural_parameter = must_pledge_loyalty_to_liege } + liege = { + culture = { has_cultural_parameter = must_pledge_loyalty_to_liege } + } + } + } + + is_valid = { + exists = liege + custom_tooltip = { + text = pay_homage_grace_valid_tt + trigger_if = { # Has not paid homage to this liege before + limit = { + has_variable = pay_homage_grace + exists = liege + } + NOT = { var:pay_homage_grace = liege } + } + } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + liege ?= { is_available_adult = yes } + is_at_war_with_liege = no + trigger_if = { + limit = { + is_ai = no + has_royal_court = yes + } + has_spawned_court_events = no # should only be used for human players + } + trigger_if = { # Has not paid homage to this liege before + limit = { + has_variable = pay_homage_grace + exists = liege + } + custom_tooltip = { + text = pay_homage_grace_tt + NOT = { var:pay_homage_grace = liege } + } + } + trigger_if = { + limit = { is_ai = yes } + NOT = { + liege = { has_variable = pay_homage_cooldown } + } + } + } + + widget = { + gui = "decision_view_widget_pay_homage" + controller = decision_option_list_controller + decision_to_second_step_button = "PAY_HOMAGE_DECISION_NEXT_STEP_BUTTON" + + item = { # Submission + value = pay_homage_submission + is_valid = {} + current_description = pay_homage_submission_desc + localization = pay_homage_decision_option_submission + icon = "gfx/interface/icons/icon_liege.dds" + ai_chance = { # Always likely + value = 50 + if = { # Generous vassals want to give gold if they can! + limit = { + ai_greed <= -50 + gold >= medium_gold_value + } + add = -50 + } + } + } + + item = { # Hook + value = pay_homage_hook + is_valid = { + custom_tooltip = { # Liege does not already have a hook + text = pay_homage_hook_tt + NOT = { + liege ?= { has_hook = prev } + } + } + } + current_description = pay_homage_hook_desc + localization = pay_homage_decision_option_hook + icon = "gfx/interface/icons/message_feed/hook.dds" + ai_chance = { # More likely if family + value = 25 + if = { + limit = { + liege ?= { is_close_or_extended_family_of = prev } + } + add = 25 + } + if = { # Certain AI's really do not want to be indebted + limit = { + OR = { + has_trait = paranoid + has_trait = arrogant + ai_greed >= 50 + } + } + add = -50 + } + } + } + + item = { # Contract + value = pay_homage_contract + is_shown = { government_has_flag = government_is_feudal } + is_valid = { + custom_tooltip = { # Contract can be changed + text = pay_homage_contract_modifiable_tt + vassal_contract_has_modifiable_obligations = yes + } + custom_tooltip = { # Contract not at highest + text = pay_homage_contract_increasable_tt + OR = { + vassal_contract_obligation_level_can_be_increased = feudal_government_taxes + vassal_contract_obligation_level_can_be_increased = feudal_government_levies + } + } + } + current_description = pay_homage_contract_desc + localization = pay_homage_decision_option_contract + icon = "gfx/interface/icons/message_feed/a_catch_all_councillor_icon.dds" + ai_chance = { # More likely if contract is already lenient + value = 10 + if = { + limit = { + OR = { + vassal_contract_obligation_level:feudal_government_levies = feudal_levies_low_level + vassal_contract_obligation_level:feudal_government_taxes = feudal_tax_low_level + } + } + add = 40 + } + else_if = { + limit = { + OR = { + vassal_contract_obligation_level:feudal_government_levies = feudal_levies_exempt_level + vassal_contract_obligation_level:feudal_government_taxes = feudal_tax_exempt_level + } + } + add = 90 + } + + if = { # Certain AI's really do not want increased obligations + limit = { + OR = { + has_trait = ambitious + has_trait = arrogant + ai_greed >= 50 + } + } + add = -50 + } + } + } + + item = { # Gold + value = pay_homage_gold + # Can afford gold homage + is_valid = { gold >= medium_gold_value } + current_description = pay_homage_gold_desc + localization = pay_homage_decision_option_gold + icon = "gfx/interface/icons/message_feed/money.dds" + ai_chance = { # More likely if rich + value = 50 + if = { + limit = { short_term_gold > major_gold_value } + add = 50 + } + + if = { # Certain AI's really do not want to part with gold + limit = { + ai_greed >= 50 + } + add = -100 + } + } + } + } + + effect = { + set_variable = { + name = homage_liege_scope + value = liege + } + custom_tooltip = pay_homage_decision_effects + custom_description_no_bullet = { text = pay_homage_gift_warning_effect } + if = { # Gift + limit = { scope:pay_homage_gold = yes } + set_variable = { + name = homage_type + value = flag:homage_gold + } + # used for refunding if travel is canceled mid-way + set_variable = { + name = pay_homage_gold_value + value = medium_gold_value + } + custom_tooltip = pay_homage_decision_effects_gold + } + else_if = { # Hook + limit = { scope:pay_homage_hook = yes } + set_variable = { + name = homage_type + value = flag:homage_hook + } + custom_tooltip = pay_homage_decision_effects_hook + } + else_if = { # Contract + limit = { scope:pay_homage_contract = yes } + set_variable = { + name = homage_type + value = flag:homage_contract + } + if = { + limit = { + vassal_contract_obligation_level:feudal_government_levies < vassal_contract_obligation_level:feudal_government_taxes + vassal_contract_obligation_level_can_be_increased = feudal_government_levies + } + custom_tooltip = pay_homage_decision_effects_contract_levies + } + else_if = { + limit = { + vassal_contract_obligation_level:feudal_government_taxes < vassal_contract_obligation_level:feudal_government_levies + vassal_contract_obligation_level_can_be_increased = feudal_government_taxes + } + custom_tooltip = pay_homage_decision_effects_contract_gold + } + else = { + if = { + limit = { vassal_contract_obligation_level_can_be_increased = feudal_government_taxes } + custom_tooltip = pay_homage_decision_effects_contract_gold + } + else = { custom_tooltip = pay_homage_decision_effects_contract_gold } + } + hidden_effect = { set_subject_contract_modification_blocked = yes } + } + else = { # Submission + set_variable = { + name = homage_type + value = flag:homage_submission + } + } + show_as_tooltip = { + switch = { + trigger = has_trait + shy = { add_stress = minor_stress_impact_gain } + arrogant = { add_stress = minor_stress_impact_gain } + } + } + save_scope_as = homage_vassal + if = { + limit = { exists = liege } # To stop errors + liege = { save_scope_as = homage_liege } + } + if = { + limit = { + liege = { + has_realm_law = uncrowned + } + } + custom_tooltip = pay_homage_uncrowned_tt + } + start_travel_plan = { + destination = liege.capital_province + on_start_on_action = pay_homage_start + on_travel_planner_cancel_on_action = pay_homage_travel_planner_exit + on_arrival_event = pay_homage.9999 + on_arrival_destinations = all_but_last + } + } + + ai_potential = { + is_at_war = no + } + + ai_will_do = { + base = 0 + modifier = { + add = 50 + prestige > standard_activity_base_cost + } + modifier = { # AI's who can give gold are more likely + add = 50 + gold >= medium_gold_value + ai_greed < 50 + primary_title.tier > tier_county + } + modifier = { + add = -50 + has_relation_rival = liege + } + modifier = { + add = -25 + opinion = { + target = liege + value < 0 + } + } + modifier = { # Dukes/kings should be more weighted + add = 25 + primary_title.tier >= tier_duchy + } + modifier = { # Barons should be less weighted + add = -25 + primary_title.tier < tier_county + } + #Unwilling to do it to lieges that are uncrowned + #Makes it less likely vassals will be traveling during coronation + modifier = { + factor = 0 + liege = { + has_realm_law = uncrowned + } + } + } +} diff --git a/common/decisions/30_mongol_invasion_decisions.txt b/common/decisions/30_mongol_invasion_decisions.txt new file mode 100644 index 00000000..fea72ee5 --- /dev/null +++ b/common/decisions/30_mongol_invasion_decisions.txt @@ -0,0 +1,266 @@ +### Submit to the Great Khan ### +submit_to_the_great_khan_decision = { + ai_check_interval_by_tier = { + barony = 0 + county = 12 + duchy = 12 + kingdom = 12 + empire = 12 + hegemony = 12 + } + picture = { + reference = "gfx/interface/illustrations/decisions/mpo_decision_great_khan.dds" + } + desc = submit_to_the_great_khan_decision_opening_desc + selection_tooltip = submit_to_the_great_khan_decision_tooltip + + sort_order = 110 + decision_group_type = major + + is_shown = { + is_landless_adventurer = no + is_independent_ruler = yes + OR = { + exists = global_var:mongol_empire_has_spawned + AND = { + exists = global_var:greatest_of_khans_title + exists = global_var:greatest_of_khans_title.holder + } + } + NOT = { + mpo_has_gok_mongol_empire_trigger = yes + } + OR = { + any_neighboring_top_liege_realm_owner = { + mpo_has_gok_mongol_empire_trigger = yes + } + AND = { + is_ai = no # this heavier check is for players, AI will only evaluate decision when immediately bordering the Mongols + any_neighboring_top_liege_realm_owner = { + any_neighboring_top_liege_realm_owner = { + mpo_has_gok_mongol_empire_trigger = yes + } + } + } + } + } + + is_valid_showing_failures_only = { + NOT = { highest_held_title_tier = tier_empire } + } + + effect = { + if = { + limit = { + exists = confederation + } + confederation = { + #Your confederation will survive, it has more members + if = { + limit = { + any_confederation_member = { + count >= 2 + NOT = { + this = root + } + } + } + remove_confederation_member = root + } + #Your confederation is toast + else = { + disband_confederation = yes + } + } + } + hidden_effect = { + if = { + limit = { + exists = title:e_mongol_empire.holder + } + title:e_mongol_empire.holder = { + save_scope_as = mongol_emperor + } + } + else = { + random_neighboring_top_liege_realm_owner = { + limit = { mpo_has_gok_mongol_empire_trigger = yes } + save_scope_as = mongol_emperor + } + if = { + limit = { + NOT = { + exists = scope:mongol_emperor + } + } + random_neighboring_top_liege_realm_owner = { + limit = { + mpo_has_gok_mongol_empire_trigger = yes + } + random_neighboring_top_liege_realm_owner = { + limit = { + mpo_has_gok_mongol_empire_trigger = yes + } + save_scope_as = mongol_emperor + } + } + } + } + } + every_character_war = { + limit = { + primary_defender = root + } + end_war = white_peace + } + hidden_effect = { + debug_log = "A ruler submitted to the khan" + debug_log_scopes = yes + } + save_scope_as = recipient + scope:mongol_emperor = { + send_interface_message = { + type = event_gok_submission_with_text + title = mpo_greatest_of_khans.0020_title + left_icon = root + + root = { + create_title_and_vassal_change = { + type = swear_fealty + save_scope_as = title_change + add_claim_on_loss = no + } + change_liege = { + liege = scope:mongol_emperor + change = scope:title_change + } + resolve_title_and_vassal_change = scope:title_change + if = { + limit = { + government_has_flag = government_is_nomadic + } + pay_herd = { + target = scope:mongol_emperor + value = domicile.major_herd_value + } + } + else_if = { + limit = { + NOT = { + government_has_flag = government_is_herder + } + } + pay_short_term_gold = { + target = scope:mongol_emperor + gold = major_gold_value + } + } + if = { + limit = { + #khan is still nomadic or pluralist and thus doesn't care about religion + scope:mongol_emperor = { + faith = { + has_doctrine = doctrine_pluralism_pluralistic + } + } + OR = { + government_has_flag = government_is_feudal + government_has_flag = government_is_clan + } + } + hidden_effect = { + if = { + limit = { is_independent_ruler = no } # To avoid errors during tooltip generation (prior to the contract being generated) + vassal_contract_set_obligation_level = { type = religious_rights level = 1 } + } + } + custom_tooltip = religious_protection_tt + } + } + } + } + } + + ai_potential = { + OR = { + exists = global_var:mongol_empire_has_spawned + AND = { + exists = global_var:greatest_of_khans_title + exists = global_var:greatest_of_khans_title.holder + } + } + is_independent_ruler = yes + highest_held_title_tier < tier_empire + trigger_if = { + limit = { + government_has_flag = government_is_nomadic + } + domicile = { + herd >= massive_herd_value + } + } + trigger_if = { + limit = { + NOR = { + government_has_flag = government_is_herder + government_has_flag = government_is_nomadic + } + } + gold >= medium_gold_value + } + } + + ai_will_do = { # is_shown trigger means AI will only evaluate these when immediate neighbors with the Mongols + base = 0 + # Very likely if you're an independent count bordering the Empire + modifier = { + add = 25 + highest_held_title_tier = tier_county + } + # Fairly likely if you're an independent duke bordering the Empire + modifier = { + add = 10 + highest_held_title_tier = tier_duchy + OR = { + culture = { has_cultural_pillar = heritage_mongolic } + culture = { has_cultural_pillar = heritage_turkic } + } + } + # A little bit likely if you're an independent king in the Altaic group bordering the Empire + modifier = { + add = 10 + highest_held_title_tier = tier_duchy + OR = { + culture = { has_cultural_pillar = heritage_mongolic } + culture = { has_cultural_pillar = heritage_turkic } + } + } + # More likely if you're Craven + modifier = { + factor = 1.25 + has_trait = craven + } + # Unlikely if you're Brave + modifier = { + factor = 0.2 + has_trait = brave + } + # Unlikely if you're Arrogant + modifier = { + factor = 0.1 + has_trait = arrogant + } + # Very likely if you're already allies + modifier = { + factor = 1.5 + any_ally = { + mpo_has_gok_mongol_empire_trigger = yes + } + } + # The AI should never do this as a king or above + modifier = { + factor = 0 + highest_held_title_tier >= tier_kingdom + } + } +} diff --git a/common/decisions/40_japan_decisions.txt b/common/decisions/40_japan_decisions.txt new file mode 100644 index 00000000..c376bf97 --- /dev/null +++ b/common/decisions/40_japan_decisions.txt @@ -0,0 +1,548 @@ +### Pledge Loyalty to the [GetPlayer.GetLiege.GetTitleTierName|U] ### +pledge_loyalty_to_liege_decision = { + ai_check_interval_by_tier = { + barony = 0 + county = 45 + duchy = 45 + kingdom = 45 + empire = 45 + hegemony = 0 + } + picture = { + trigger = { + culture = { has_cultural_parameter = must_pledge_loyalty_to_liege } + top_liege ?= { + culture = { has_cultural_parameter = must_pledge_loyalty_to_liege } + } + } + reference = "gfx/interface/illustrations/event_story/tgp_japanese_shogunate.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_knight_kneeling.dds" + } + decision_group_type = major + + cost = { + gold = { + value = 0 + if = { + limit = { + exists = scope:pledge_loyalty_to_liege_gold + scope:pledge_loyalty_to_liege_gold = yes + } + add = medium_gold_value + } + } + } + + is_shown = { + is_landed = yes + primary_title.tier >= tier_county + is_independent_ruler = no + liege ?= { has_royal_court = yes } + culture = { has_cultural_parameter = must_pledge_loyalty_to_liege } + OR = { + government_has_flag = government_is_feudal + government_has_flag = government_is_clan + government_has_flag = government_is_japan_feudal + } + } + + is_valid = { + custom_tooltip = { + text = pledge_loyalty_to_liege_grace_valid_tt + trigger_if = { # Has not Pledged Loyalty to this Liege before + limit = { + has_variable = pledge_loyalty_to_liege_grace + } + NOT = { var:pledge_loyalty_to_liege_grace = liege } + } + } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + liege ?= { is_available_adult = yes } + is_at_war_with_liege = no + trigger_if = { + limit = { + is_ai = no + has_royal_court = yes + } + has_spawned_court_events = no # should only be used for human players + } + trigger_if = { # Has not Pledged Loyalty to this Liege before + limit = { + has_variable = pledge_loyalty_to_liege_grace + } + custom_tooltip = { + text = pledge_loyalty_to_liege_grace_valid_tt + NOT = { var:pledge_loyalty_to_liege_grace = liege } + } + } + } + + widget = { + gui = "decision_view_widget_pay_homage" + controller = decision_option_list_controller + decision_to_second_step_button = "pledge_loyalty_to_liege_DECISION_NEXT_STEP_BUTTON" + + item = { # Submission + value = pledge_loyalty_to_liege_submission + is_valid = {} + current_description = pledge_loyalty_to_liege_submission_desc + localization = pledge_loyalty_to_liege_decision_option_submission + icon = "gfx/interface/icons/icon_liege.dds" + ai_chance = { # Always likely + value = 50 + if = { # Generous vassals want to give gold if they can! + limit = { + ai_greed <= -50 + gold >= medium_gold_value + } + add = -50 + } + } + } + + item = { # Hook + value = pledge_loyalty_to_liege_hook + is_valid = { + custom_tooltip = { # Liege does not already have a hook + text = pledge_loyalty_to_liege_hook_tt + NOT = { + liege ?= { has_hook = prev } + } + } + } + current_description = pledge_loyalty_to_liege_hook_desc + localization = pledge_loyalty_to_liege_decision_option_hook + icon = "gfx/interface/icons/message_feed/hook.dds" + ai_chance = { # More likely if family + value = 25 + if = { + limit = { + liege ?= { is_close_or_extended_family_of = prev } + } + add = 25 + } + if = { # Certain AI's really do not want to be indebted + limit = { + OR = { + has_trait = paranoid + has_trait = arrogant + ai_greed >= 50 + } + } + add = -50 + } + } + } + + item = { # Contract + value = pledge_loyalty_to_liege_contract + is_shown = { government_has_flag = government_is_feudal } + is_valid = { + custom_tooltip = { # Contract can be changed + text = pledge_loyalty_to_liege_contract_modifiable_tt + vassal_contract_has_modifiable_obligations = yes + } + custom_tooltip = { # Contract not at highest + text = pledge_loyalty_to_liege_contract_increasable_tt + OR = { + vassal_contract_obligation_level_can_be_increased = feudal_government_taxes + vassal_contract_obligation_level_can_be_increased = feudal_government_levies + } + } + } + current_description = pledge_loyalty_to_liege_contract_desc + localization = pledge_loyalty_to_liege_decision_option_contract + icon = "gfx/interface/icons/message_feed/a_catch_all_councillor_icon.dds" + ai_chance = { # More likely if contract is already lenient + value = 10 + if = { + limit = { + OR = { + vassal_contract_obligation_level:feudal_government_levies = feudal_levies_low_level + vassal_contract_obligation_level:feudal_government_taxes = feudal_tax_low_level + } + } + add = 40 + } + else_if = { + limit = { + OR = { + vassal_contract_obligation_level:feudal_government_levies = feudal_levies_exempt_level + vassal_contract_obligation_level:feudal_government_taxes = feudal_tax_exempt_level + } + } + add = 90 + } + + if = { # Certain AI's really do not want increased obligations + limit = { + OR = { + has_trait = ambitious + has_trait = arrogant + ai_greed >= 50 + } + } + add = -50 + } + } + } + + item = { # Gold + value = pledge_loyalty_to_liege_gold + is_valid = { + custom_tooltip = { # Can afford gold homage + text = pledge_loyalty_to_liege_gold_tt + gold >= medium_gold_value # Can afford gold homage + } + } + current_description = pledge_loyalty_to_liege_gold_desc + localization = pledge_loyalty_to_liege_decision_option_gold + icon = "gfx/interface/icons/message_feed/money.dds" + ai_chance = { # More likely if rich + value = 50 + if = { + limit = { gold > major_gold_value } + add = 50 + } + + if = { # Certain AI's really do not want to part with gold + limit = { + ai_greed >= 50 + } + add = -100 + } + } + } + } + + effect = { + set_variable = { + name = pledge_loyalty_to_liege_scope + value = liege + } + custom_tooltip = pledge_loyalty_to_liege_decision_effects + custom_description_no_bullet = { text = pledge_loyalty_to_liege_gift_warning_effect } + if = { # Gift + limit = { scope:pledge_loyalty_to_liege_gold = yes } + set_variable = { + name = homage_type + value = flag:pledge_loyalty_to_liege_gold + } + # used for refunding if travel is canceled mid-way + set_variable = { + name = pledge_loyalty_to_liege_gold_value + value = medium_gold_value + } + custom_tooltip = pledge_loyalty_to_liege_decision_effects_gold + } + else_if = { # Hook + limit = { scope:pledge_loyalty_to_liege_hook = yes } + set_variable = { + name = homage_type + value = flag:pledge_loyalty_to_liege_hook + } + custom_tooltip = pledge_loyalty_to_liege_decision_effects_hook + } + else_if = { # Contract + limit = { scope:pledge_loyalty_to_liege_contract = yes } + set_variable = { + name = homage_type + value = flag:pledge_loyalty_to_liege_contract + } + if = { + limit = { + vassal_contract_obligation_level:feudal_government_levies < vassal_contract_obligation_level:feudal_government_taxes + vassal_contract_obligation_level_can_be_increased = feudal_government_levies + } + custom_tooltip = pledge_loyalty_to_liege_decision_effects_contract_levies + } + else_if = { + limit = { + vassal_contract_obligation_level:feudal_government_taxes < vassal_contract_obligation_level:feudal_government_levies + vassal_contract_obligation_level_can_be_increased = feudal_government_taxes + } + custom_tooltip = pledge_loyalty_to_liege_decision_effects_contract_gold + } + else = { + if = { + limit = { vassal_contract_obligation_level_can_be_increased = feudal_government_taxes } + custom_tooltip = pledge_loyalty_to_liege_decision_effects_contract_gold + } + else = { custom_tooltip = pledge_loyalty_to_liege_decision_effects_contract_gold } + } + hidden_effect = { set_vassal_contract_modification_blocked = yes } + } + else = { # Submission + set_variable = { + name = homage_type + value = flag:pledge_loyalty_to_liege_submission + } + } + show_as_tooltip = { + switch = { + trigger = has_trait + shy = { add_stress = minor_stress_impact_gain } + arrogant = { add_stress = minor_stress_impact_gain } + } + } + save_scope_as = pledge_loyalty_to_liege_vassal + if = { + limit = { exists = liege } # To stop errors + liege = { save_scope_as = pledge_loyalty_to_liege_liege } + } + start_travel_plan = { + destination = liege.capital_province + on_start_on_action = pledge_loyalty_to_liege_start + on_travel_planner_cancel_on_action = pledge_loyalty_to_liege_travel_planner_exit + on_arrival_event = pledge_loyalty_to_liege.9000 + on_arrival_destinations = all_but_last + } + } + + ai_potential = { + is_at_war = no + } + + ai_will_do = { + base = 0 + modifier = { + add = 60 + culture = { has_cultural_parameter = must_pledge_loyalty_to_liege } + } + modifier = { + add = 50 + prestige > standard_activity_base_cost + } + modifier = { # AI's who can give gold are more likely + add = 50 + gold >= medium_gold_value + ai_greed < 50 + primary_title.tier > tier_county + } + modifier = { + add = -50 + has_relation_rival = liege + } + modifier = { + add = -25 + opinion = { + target = liege + value < 0 + } + } + modifier = { # Dukes/kings should be more weighted + add = 25 + primary_title.tier >= tier_duchy + } + modifier = { # Barons should be less weighted + add = -25 + primary_title.tier < tier_county + } + } +} + +### Petition the Ceremonial Monarch ### +petition_ceremonial_liege_decision = { + ai_check_interval = 0 + sort_order = 199 + + selection_tooltip = { + first_valid = { + triggered_desc = { + trigger = { + liege = { tgp_is_ceremonial_regent_trigger = yes } + } + desc = petition_liege_decision_tooltip_non_royal + } + desc = petition_liege_decision_tooltip + } + } + + title = { + first_valid = { + triggered_desc = { + trigger = { exists = top_liege.primary_title.var:administrative_ui_special_title.holder } + desc = petition_ceremonial_liege_decision_title + } + desc = petition_ceremonial_liege_decision + } + } + desc = petition_ceremonial_liege_decision_desc + picture = { + trigger = { + culture = { has_graphical_east_asia_culture_group_trigger = yes } + } + reference = "gfx/interface/illustrations/decisions/tgp_kowtow.dds" + } + picture = { + trigger = { + NOR = { + government_has_flag = government_is_tribal + government_has_flag = government_is_nomadic + government_has_flag = government_is_theocracy + top_liege ?= { government_has_flag = government_is_tribal } + top_liege ?= { government_has_flag = government_is_nomadic } + top_liege ?= { government_has_flag = government_is_theocracy } + } + OR = { + culture = { has_cultural_pillar = heritage_byzantine } + top_liege ?= { + OR = { + culture = { has_cultural_pillar = heritage_byzantine } + capital_barony ?= title:b_constantinople + is_roman_emperor_primary_title_trigger = yes + } + } + } + } + reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_knight_kneeling.dds" + } + + cost = { + prestige = { + value = 0 + if = { + limit = { petition_liege_admin_valid_trigger = no } + add = standard_activity_base_cost + } + } + influence = { + value = 0 + if = { + limit = { petition_liege_admin_valid_trigger = yes } + add = standard_activity_base_cost + } + } + } + + cooldown = { + days = standard_petition_liege_cooldown_time + } + + is_shown = { + is_playable_character = yes + has_dlc_feature = royal_court + tgp_is_ceremonial_petition_shown_trigger = yes + } + + is_valid_showing_failures_only = { + is_available_adult = yes + tgp_is_ceremonial_petition_shown_trigger = yes + tgp_is_ceremonial_petition_valid_trigger = yes + } + + widget = { + gui = "decision_view_widget_petition_liege" + controller = decision_option_list_controller + decision_to_second_step_button = "CHOOSE_PETITION_DECISION_NEXT_STEP_BUTTON" + + item = { # Regent endorsement + value = petition_ceremonial_liege_regent + is_valid = { + government_allows = administrative + is_independent_ruler = no + trigger_if = { + limit = { exists = top_liege.primary_title.var:administrative_ui_special_title.holder } + custom_tooltip = { + text = petition_ceremonial_liege_regent_already_given_tt + NOT = { var:petition_liege_regent_support ?= top_liege.primary_title.var:administrative_ui_special_title.holder } + } + } + trigger_else = { always = no } + } + current_description = petition_ceremonial_liege_regent_desc + localization = petition_ceremonial_liege_decision_option_regent + icon = "gfx/interface/icons/message_feed/tier_up.dds" + ai_chance = { value = 0 } # Currently unused + } + item = { # Appointment support + value = petition_ceremonial_liege_appointment + is_valid = { government_allows = administrative } + current_description = petition_ceremonial_liege_appointment_desc + localization = petition_ceremonial_liege_decision_option_appointment + icon = "gfx/interface/icons/message_feed/icon_scheme_promote.dds" + ai_chance = { value = 0 } # Currently unused + } + item = { # Royal wedding + value = petition_ceremonial_liege_wedding + is_valid = { + tgp_is_in_ceremonial_house_trigger = no + } + current_description = petition_ceremonial_liege_wedding_desc + localization = petition_ceremonial_liege_decision_option_wedding + icon = "gfx/interface/icons/message_feed/marriage.dds" + ai_chance = { value = 0 } # Currently unused + } + item = { # Privilege + value = petition_ceremonial_liege_privilege + is_valid = { + tgp_is_in_ceremonial_house_trigger = no + } + current_description = petition_ceremonial_liege_privilege_desc + localization = petition_ceremonial_liege_decision_option_privilege + icon = "gfx/interface/icons/message_feed/vassal_contract.dds" + ai_chance = { value = 0 } # Currently unused + } + } + + effect = { + top_liege.primary_title.var:administrative_ui_special_title.holder = { save_scope_as = ceremonial_liege } + custom_tooltip = petition_ceremonial_liege_decision_effects + if = { + limit = { + liege = { is_ai = yes } + } + custom_description_no_bullet = { text = petition_liege_warning_effect } + } + show_as_tooltip = { + switch = { + trigger = has_trait + shy = { add_stress = medium_stress_impact_gain } + arrogant = { add_stress = medium_stress_impact_gain } + } + } + switch = { + trigger = yes + scope:petition_ceremonial_liege_regent = { + set_variable = { name = petition_type value = flag:regent } + } + scope:petition_ceremonial_liege_appointment = { + set_variable = { name = petition_type value = flag:appointment } + } + scope:petition_ceremonial_liege_wedding = { + set_variable = { name = petition_type value = flag:wedding } + } + scope:petition_ceremonial_liege_privilege = { + set_variable = { name = petition_type value = flag:privilege } + } + } + if = { + limit = { location = scope:ceremonial_liege.capital_province } + trigger_event = { on_action = petition_ceremonial_liege_start } + trigger_event = petition_liege.9020 + } + else = { + trigger_event = { on_action = petition_ceremonial_liege_start } + start_travel_plan = { + destination = scope:ceremonial_liege.capital_province + on_travel_planner_cancel_on_action = petition_ceremonial_liege_travel_planner_exit + on_arrival_event = petition_liege.9020 + on_arrival_destinations = all_but_last + } + } + add_character_flag = { + flag = petition_ceremonial_liege_character_flag + weeks = 2 + } + } + + ai_potential = { always = no } # Only players can do this. AI vassals go through the normal court events/hold court activity. +} diff --git a/common/decisions/80_major_decisions.txt b/common/decisions/80_major_decisions.txt new file mode 100644 index 00000000..b4840257 --- /dev/null +++ b/common/decisions/80_major_decisions.txt @@ -0,0 +1,3293 @@ + +################################################## +# GOVERNMENT DECISIONS + +################################################## +# Convert to Feudalism +# by Mathilda Bjarnehed +################################################## + +# Deprecated decision of yore. +#convert_to_feudalism_decision = { + #picture = { + #reference = "gfx/interface/illustrations/decisions/decision_realm.dds" + #} + #decision_group_type = major + #desc = convert_to_feudalism_decision_desc + # + #ai_check_interval = 36 + # + #is_shown = { + #government_has_flag = government_is_tribal + #} + # + #is_valid = { + #has_realm_law = tribal_authority_3 + #custom_description = { + #text = faith_is_reformed + #subject = root + #faith = { NOT = { has_doctrine_parameter = unreformed } } + #} + #prestige_level = 5 + #} + # + #cost = { + #prestige = 150 + #} + # + #effect = { + #change_government = feudal_government + #trigger_event = major_decisions.0001 + #add_realm_law_skip_effects = crown_authority_0 + #} + # + #ai_potential = { + ##always = yes + #} + # + #ai_will_do = { + #base = 100 + #modifier = { #Go for the more lenient decision if this is the case + #add = -100 + #liege = { government_has_flag = government_is_feudal } + #} + #} +#} + +################################################## +# Convert Realm to Feudalism/Clan through Liege +# by Linnéa Thimrén +################################################## + +# A more lenient decision to convert if your liege is feudal +### Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] Ways through Liege ### +convert_to_feudalism_liege_converted_decision = { + picture = { + trigger = { + has_tgp_dlc_trigger = yes + liege = { + culture = { has_cultural_pillar = heritage_japonic } + } + } + reference = "gfx/interface/illustrations/decisions/tgp_dominance.dds" + } + picture = { + trigger = { + liege = { + government_has_flag = government_is_clan + } + } + reference = "gfx/interface/illustrations/event_scenes/bp1_courtyard_mena.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_realm.dds" + } + decision_group_type = major + desc = convert_to_feudalism_liege_converted_decision_desc + + ai_check_interval_by_tier = { + barony = 0 + county = 72 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + is_shown = { + government_has_flag = government_is_tribal + liege = { + OR = { + government_has_flag = government_is_japan_feudal + government_has_flag = government_is_feudal + government_has_flag = government_is_clan + } + } + } + + is_valid = { + OR = { + has_realm_law = tribal_authority_1 + has_realm_law = tribal_authority_2 + has_realm_law = tribal_authority_3 + } + custom_description = { + text = faith_is_reformed + subject = root + faith = { NOT = { has_doctrine_parameter = unreformed } } + } + trigger_if = { + limit = { government_has_flag = government_is_wanua } + faith = { has_doctrine = doctrine_monotheist } + } + custom_description = { + text = recent_conversion_to_tribalism + NOT = { has_character_flag = just_converted_to_tribalism } + } + } + + is_valid_showing_failures_only = { + custom_tooltip = { + text = permafrost_feudal_ban + NOT = { culture = { has_cultural_parameter = permafrost_cannot_become_feudal } } + } + } + + cost = { + prestige = 150 + } + + effect = { + trigger_event = major_decisions.0001 + save_scope_as = actor + convert_whole_realm_to_feudalism_effect = yes + hidden_effect = { + every_vassal = { + trigger_event = { + id = major_decisions.0002 + days = 3 + } + } + } + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} + +# Convert from Clan if your liege is Feudal +### Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] Ways through Liege ### +convert_clan_to_feudalism_through_liege_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_realm.dds" + } + decision_group_type = major + desc = convert_clan_to_feudalism_through_liege_decision_desc + + ai_check_interval_by_tier = { + barony = 0 + county = 72 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + is_shown = { + government_has_flag = government_is_clan + top_liege != this + liege = { + government_has_flag = government_is_feudal + } + } + + is_valid = { + custom_description = { + text = same_faith_as_liege + OR = { + religion = liege.religion + faith = { + faith_hostility_level = { + target = root.liege.faith + value <= faith_fully_accepted_level + } + } + } + } + custom_description = { + text = same_culture_as_liege + OR = { + culture = liege.culture + culture = { + cultural_acceptance = { target = root.liege.culture value >= 90 } # Essentially the same culture + } + } + } + } + + cost = { + prestige = 150 + } + + effect = { + trigger_event = major_decisions.0001 + save_scope_as = actor + + change_government = feudal_government + + hidden_effect = { + every_vassal_or_below = { + limit = { government_has_flag = government_is_clan } + change_government = feudal_government + trigger_event = { + id = major_decisions.0002 + days = 3 + } + } + } + } + + ai_potential = { + prestige >= 150 + } + + ai_will_do = { + base = 0 + + modifier = { + add = 100 + opinion = { + target = liege + value >= 0 + } + } + } +} + +# Convert from Feudal if your liege is Clan +### Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] Ways through Liege ### +convert_feudalism_to_clan_through_liege_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_realm.dds" + } + decision_group_type = major + desc = convert_feudalism_to_clan_through_liege_decision_desc + + ai_check_interval_by_tier = { + barony = 0 + county = 72 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + is_shown = { + government_has_flag = government_is_feudal + top_liege != this + liege = { + government_has_flag = government_is_clan + } + } + + is_valid = { + custom_description = { + text = same_faith_as_liege + OR = { + religion = liege.religion + faith = { + faith_hostility_level = { + target = root.liege.faith + value <= faith_fully_accepted_level + } + } + } + } + custom_description = { + text = same_culture_as_liege + OR = { + culture = liege.culture + culture = { + cultural_acceptance = { target = root.liege.culture value >= 90 } # Essentially the same culture + } + } + } + } + + cost = { + prestige = 150 + } + + effect = { + trigger_event = major_decisions.0001 + save_scope_as = actor + + change_government = clan_government + + hidden_effect = { + every_vassal_or_below = { + limit = { government_has_flag = government_is_feudal } + change_government = clan_government + trigger_event = { + id = major_decisions.0002 + days = 3 + } + } + } + } + + ai_potential = { + prestige >= 150 + } + + ai_will_do = { + base = 0 + + modifier = { + add = 100 + opinion = { + target = liege + value >= 0 + } + } + } +} + +################################################## +# Convert Realm to Feudalism/Clan +# by Linnéa Thimrén +################################################## + +# A decision to feudalize the entire realm (wow!) +### Adopt [ROOT.Char.Custom('GetTribalReformGovernment')|U] Ways ### +convert_whole_realm_to_feudalism_decision = { + picture = { + trigger = { + has_tgp_dlc_trigger = yes + liege = { + culture = { has_cultural_pillar = heritage_japonic } + } + } + reference = "gfx/interface/illustrations/decisions/tgp_dominance.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_realm.dds" + } + decision_group_type = major + desc = convert_whole_realm_to_feudalism_decision_desc + + ai_check_interval_by_tier = { + barony = 0 + county = 72 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + is_shown = { + government_has_flag = government_is_tribal + OR = { + top_liege = this + AND = { + top_liege != this + liege = { + NOR = { + government_has_flag = government_is_feudal + government_has_flag = government_is_clan + } + } + } + } + } + + is_valid = { + has_realm_law = tribal_authority_3 + custom_description = { + text = faith_is_reformed + subject = root + faith = { NOT = { has_doctrine_parameter = unreformed } } + } + prestige_level >= 2 + capital_province.county = { + development_level >= convert_to_feudalism_development_requirement + } + custom_description = { #You need to have 70% of all (non-regional/unique) tribal innovations! + text = has_all_tribal_innovations + subject = root.culture + culture = { + calc_true_if = { + amount >= 9 + has_innovation = innovation_motte + has_innovation = innovation_catapult + has_innovation = innovation_barracks + has_innovation = innovation_mustering_grounds + has_innovation = innovation_bannus + has_innovation = innovation_quilted_armor + has_innovation = innovation_gavelkind + has_innovation = innovation_crop_rotation + has_innovation = innovation_city_planning + has_innovation = innovation_casus_belli + has_innovation = innovation_plenary_assemblies + has_innovation = innovation_ledger + has_innovation = innovation_development_01 + has_innovation = innovation_currency_01 + } + } + } + trigger_if = { + limit = { + government_has_flag = government_is_wanua + is_ai = yes + } + faith = { has_doctrine = doctrine_monotheist } + } + } + + is_valid_showing_failures_only = { + custom_tooltip = { + text = permafrost_feudal_ban + NOT = { culture = { has_cultural_parameter = permafrost_cannot_become_feudal } } + } + } + + cost = { + prestige = 200 + } + + effect = { + gain_legitimizing_legend_seed_tooltip_effect = yes + add_character_flag = ready_to_receive_seed + trigger_event = major_decisions.0001 + save_scope_as = actor + convert_whole_realm_to_feudalism_effect = yes + hidden_effect = { + every_vassal = { + trigger_event = { + id = major_decisions.0002 + days = 3 + } + } + } + } + + ai_potential = { + NOT = { mpo_has_gok_mongol_empire_trigger = yes } #Stop the Mongols from slowing their conquest. + } + + ai_will_do = { + base = 100 + } +} + +################################################## +# Convert Realm to Tribalism +# by Maxence Voleau +################################################## + +# A decision to deformalise the entire realm back into tribes. +### Embrace Tribalism ### +convert_to_tribalism_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_realm.dds" + } + decision_group_type = major + desc = convert_to_tribalism_decision_desc + + ai_check_interval_by_tier = { + barony = 0 + county = 72 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + is_shown = { + is_landed = yes + primary_title.tier >= tier_county + NOT = { + any_held_title = { + title_tier = county + title_province = { + NOT = { has_holding_type = tribal_holding } + } + } + } + OR = { + government_has_flag = government_is_feudal + government_has_flag = government_is_clan + government_has_flag = government_is_mandala + } + } + + is_valid = { + + } + + + effect = { + trigger_event = major_decisions.0200 + change_government = tribal_government + add_prestige = { + add = -150 + } + + hidden_effect = { + add_character_flag = { + flag = just_converted_to_tribalism + years = 5 + } + } + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} + +################################################## +# Convert Realm to Feudalism (West African Pagan) +# by Ewan Cowhig Croft +################################################## + +# A decision for West African pagans to feudalise without reforming. +### Adopt [ROOT.Char.Custom('GetTribalReformGovernment')|U] Ways: #weak (West African Pagan)#! ### +convert_whole_realm_to_feudalism_west_african_pagan_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_realm.dds" + } + decision_group_type = major + desc = convert_whole_realm_to_feudalism_west_african_pagan_decision_desc + + ai_check_interval_by_tier = { + barony = 0 + county = 72 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + is_shown = { + # Only tribals need formalise. + government_has_flag = government_is_tribal + # Unreformed West African Pagans are our targets. + faith_qualifies_for_west_african_pagan_feudalisation_trigger = yes + } + + is_valid = { + # Repeat the faith requirements, so that the player knows what's up. + faith_qualifies_for_west_african_pagan_feudalisation_trigger = yes + # Must have suitable authority. + has_realm_law = tribal_authority_3 + # Independents only. + top_liege = this + # West Africans feudalise from large empires. + calc_true_if = { + amount >= 4 + realm_size >= minor_realm_size + highest_held_title_tier >= tier_kingdom + custom_tooltip = { + text = convert_whole_realm_to_feudalism_west_african_pagan_decision.tt.vassal_count + any_vassal = { count >= convert_whole_realm_to_feudalism_west_african_pagan_decision_vassal_count_value } + } + prestige_level >= high_prestige_level + piety_level >= high_piety_level + custom_tooltip = { + text = convert_whole_realm_to_feudalism_west_african_pagan_decision.tt.wa_capital_development + capital_county = { + development_level >= convert_whole_realm_to_feudalism_west_african_pagan_decision_wa_capital_development_value + title_province = { geographical_region = world_africa_west } + } + } + } + # You need to have 70% of all (non-regional/unique) tribal innovations! + custom_description = { + text = has_all_tribal_innovations + subject = root.culture + culture = { + calc_true_if = { + amount >= 9 + has_innovation = innovation_motte + has_innovation = innovation_catapult + has_innovation = innovation_barracks + has_innovation = innovation_mustering_grounds + has_innovation = innovation_bannus + has_innovation = innovation_quilted_armor + has_innovation = innovation_gavelkind + has_innovation = innovation_crop_rotation + has_innovation = innovation_city_planning + has_innovation = innovation_casus_belli + has_innovation = innovation_plenary_assemblies + has_innovation = innovation_ledger + has_innovation = innovation_development_01 + has_innovation = innovation_currency_01 + } + } + } + } + + cost = { prestige = 500 } + + effect = { + trigger_event = major_decisions.0001 + save_scope_as = actor + convert_whole_realm_to_feudalism_effect = yes + hidden_effect = { + every_vassal = { + trigger_event = { + id = major_decisions.0002 + days = 3 + } + } + } + } + + ai_potential = { + # Cut down on checks for other tribals. + exists = capital_county.title_province + capital_county.title_province = { geographical_region = world_africa_west } + } + + ai_will_do = { + base = 100 + } +} + + + + + + + + + + + + +################################################## +# DYNASTY DECISIONS + +################################################## +# Declare Bloodline Holy +# by (probably) Mathilda Bjarnehed +################################################## + +### Consecrate Bloodline ### +declare_bloodline_holy_decision = { + picture = { + trigger = { + culture = { has_graphical_east_asia_culture_group_trigger = yes } + } + reference = "gfx/interface/illustrations/event_scenes/tgp_holysite_asia.dds" + } + picture = { + trigger = { + culture = { has_graphical_india_culture_group_trigger = yes } + } + reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_indian.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_family_tree.dds" + } + decision_group_type = major + desc = declare_bloodline_holy_decision_desc + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + is_shown = { + is_lowborn = no + is_landless_adventurer = no + highest_held_title_tier >= 3 #Dukes and higher. + NOT = { #Just once per Faith. + faith = { + exists = var:variable_savior_found + } + } + NOR = { + has_trait = saoshyant + has_trait = saoshyant_descendant + has_trait = sayyid + has_trait = blood_of_prophet + has_trait = savior + has_trait = divine_blood + has_trait = paragon + has_trait = consecrated_blood + faith.religion = faith:aqlani.religion #Uses Sayyid mechanics already. + faith.religion = faith:mazdayasna.religion #Must aim to become Saoshyant instead. + dynasty = { + exists = var:variable_made_bloodline_holy + dynasty:japanese_yamato ?= this # Already divine + } + } + OR = { #Should not be available to non-Temporal religious heads. + root.faith = { has_doctrine = doctrine_temporal_head } + root != root.faith.religious_head + } + OR = { #Either headless faith, religious head himself, or in good relations with other religious head. + root.faith = { has_doctrine = doctrine_no_head } + AND = { + faith = { has_doctrine = doctrine_temporal_head } #Should not be available for the Pope and such. + root = root.faith.religious_head + } + AND = { + exists = root.faith.religious_head + root != root.faith.religious_head + } + } + faith = { NOT = { has_doctrine_parameter = unreformed } } + } + + is_valid = { + trigger_if = { + limit = { + exists = root.faith.religious_head + root != root.faith.religious_head + } + root.faith.religious_head = { + opinion = { + target = root + value >= 75 + } + } + } + custom_description = { + text = faith_is_reformed + subject = root + faith = { NOT = { has_doctrine_parameter = unreformed } } + } + custom_description = { + text = "consecrate_bloodline_holy_site" + faith = { + any_holy_site = { + OR = { + county.holder = root + county.holder.top_liege = { this = root } + } + count >= 1 + } + } + } + piety_level >= 5 + } + + cost = { + piety = 2500 + } + + effect = { + gain_legitimizing_legend_seed_tooltip_effect = yes + trigger_event = major_decisions.0100 + show_as_tooltip = { + declare_bloodline_holy_decision_effect = yes + } + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} + +################################################## +# Strengthen your Bloodline +# by Mathilda Bjarnehed +################################################## + +### Strengthen Bloodline ### +strengthen_bloodline_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds" + } + decision_group_type = major + desc = strengthen_bloodline_decision_desc + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + is_shown = { + is_lowborn = no + NOT = { + dynasty = { + has_dynasty_modifier = strong_blood + } + } + OR = { + has_trait = intellect_good + has_trait = beauty_good + has_trait = physique_good + any_child = { + dynasty = root.dynasty + OR = { + has_trait = intellect_good + has_trait = beauty_good + has_trait = physique_good + } + } + AND = { + player_heir ?= { + OR = { + has_trait = intellect_good + has_trait = beauty_good + has_trait = physique_good + } + } + } + } + is_landless_adventurer = no + } + + is_valid = { + is_dynast = yes + has_trait = intellect_good + has_trait = beauty_good + has_trait = physique_good + OR = { + has_trait = intellect_good_3 + has_trait = beauty_good_3 + has_trait = physique_good_3 + } + num_of_bad_genetic_traits = 0 + } + + effect = { + gain_legitimizing_legend_seed_tooltip_effect = yes + show_as_tooltip = { + strengthen_bloodline_decision_effects = yes + } + + trigger_event = major_decisions.0500 + + every_player = { + limit = { + this != root + dynasty = root.dynasty + } + send_interface_toast = { + type = event_toast_effect_good + title = strengthen_bloodline_decision + show_as_tooltip = { + strengthen_bloodline_decision_effects = yes + } + } + } + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} + +################################################## +# Dynasty of Many Crowns +# by Mathilda Bjarnehed +################################################## + +### Dynasty of Many Crowns ### +dynasty_of_many_crowns_decision = { + picture = { + trigger = { + government_is_japanese_trigger = yes + } + reference = "gfx/interface/illustrations/event_story/tgp_japanese_shogunate.dds" + } + picture = { + trigger = { culture = { has_graphical_east_asia_culture_group_trigger = yes } } + reference = "gfx/interface/illustrations/event_story/tgp_dynastic_cycle_stability.dds" + } + picture = { + trigger = { culture = { has_graphical_india_culture_group_trigger = yes } } + reference = "gfx/interface/illustrations/holding_types/tgp_castle_se_asia.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds" + } + desc = dynasty_of_many_crowns_decision_desc + decision_group_type = major + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + is_shown = { + is_landless_adventurer = no + is_lowborn = no + NOT = { + dynasty = { + has_dynasty_modifier = dynasty_of_many_crowns + } + } + highest_held_title_tier >= tier_kingdom + } + + is_valid = { + dynasty = { + any_dynasty_member = { + count >= 10 + is_independent_ruler = yes + highest_held_title_tier >= tier_kingdom + } + } + } + + effect = { + gain_legitimizing_legend_seed_tooltip_effect = yes + save_scope_as = many_crowns + show_as_tooltip = { + dynasty_of_many_crowns_effects = yes + } + + trigger_event = major_decisions.0501 + + every_player = { + limit = { + this != root + dynasty = root.dynasty + } + send_interface_toast = { + type = event_toast_effect_good + title = dynasty_of_many_crowns + show_as_tooltip = { + dynasty_of_many_crowns_effects = yes + } + } + } + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} + + + + + + + + + + + + +################################################## +# DE JURE DECISIONS + +################################################## +# Found New Kingdom +# by some unknown hero +################################################## + +### Found a New Kingdom ### +found_kingdom_decision = { + picture = { + trigger = { + culture = { has_graphical_east_asia_culture_group_trigger = yes } + } + reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_asia_welcome.dds" + } + picture = { + trigger = { + culture = { has_graphical_india_culture_group_trigger = yes } + } + reference = "gfx/interface/illustrations/event_scenes/ep2_feast_indian.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds" + } + decision_group_type = major + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 60 + kingdom = 0 + empire = 0 + hegemony = 0 + } + desc = found_kingdom_decision_desc + + is_shown = { + highest_held_title_tier = tier_duchy + NOT = { + has_game_rule = off_custom_kingdoms + } + is_landed_or_landless_administrative = yes + is_confederation_member = no + } + + is_valid = { + prestige_level >= 3 + top_liege = this + OR = { + custom_description = { + text = found_kingdom_decision_three_duchies_held + any_held_title = { + count > 2 + title_tier = duchy + } + } + sub_realm_size >= 30 + } + trigger_if = { + limit = { + government_has_flag = government_is_nomadic + } + OR = { + has_realm_law = nomadic_authority_5 + has_realm_law = nomadic_authority_4 + has_realm_law = nomadic_authority_3 + } + } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + is_at_war = no + } + + cost = { + gold = { + value = 300 + if = { + limit = { + OR = { + government_has_flag = government_is_nomadic + has_treasury = yes + } + } + multiply = 0 + } + } + treasury = { + value = 300 + if = { + limit = { + has_treasury = no + } + multiply = 0 + } + } + prestige = 500 + piety = { + value = 200 + if = { + limit = { + government_has_flag = government_is_nomadic + } + multiply = 0 + } + } + } + + effect = { + create_custom_kingdom_effect = yes + if = { + limit = { + is_ai = no + NOT = { exists = global_var:found_kingdom_decision } + } + set_global_variable = { + name = found_kingdom_decision + value = root + } + set_global_variable = { + name = found_kingdom_decision_kingdom + value = root.primary_title + } + } + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} + +################################################## +# Found New Empire +# by some unknown hero +################################################## + +### Found a New Empire ### +found_empire_decision = { + picture = { + trigger = { + government_is_japanese_trigger = yes + } + reference = "gfx/interface/illustrations/event_story/tgp_japanese_shogunate.dds" + } + picture = { + trigger = { culture = { has_graphical_east_asia_culture_group_trigger = yes } } + reference = "gfx/interface/illustrations/event_story/tgp_dynastic_cycle_stability.dds" + } + picture = { + trigger = { culture = { has_graphical_india_culture_group_trigger = yes } } + reference = "gfx/interface/illustrations/decisions/tgp_decision_mandala.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds" + } + decision_group_type = major + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 60 + empire = 0 + hegemony = 0 + } + desc = found_empire_decision_desc + + is_shown = { + highest_held_title_tier = tier_kingdom + OR = { + top_liege = this + any_held_title = { + count >= 3 + title_tier = kingdom + } + } + NOT = { + has_game_rule = off_custom_kingdoms + } + is_landed_or_landless_administrative = yes + is_confederation_member = no + } + + is_valid = { + prestige_level >= 4 + trigger_if = { + limit = { + government_has_flag = government_is_nomadic + } + OR = { + sub_realm_size >= 60 + AND = { + custom_description = { + text = found_empire_decision_three_kingdoms_held + any_held_title = { + count >= 2 + title_tier = kingdom + } + } + sub_realm_size >= 40 + } + } + } + trigger_else = { + OR = { + sub_realm_size >= 120 + AND = { + custom_description = { + text = found_empire_decision_three_kingdoms_held + any_held_title = { + count >= 3 + title_tier = kingdom + } + } + sub_realm_size >= 80 + } + } + } + + trigger_if = { + limit = { + government_has_flag = government_is_nomadic + } + OR = { + has_realm_law = nomadic_authority_5 + has_realm_law = nomadic_authority_4 + } + } + + trigger_if = { + limit = { + exists = struggle:iberian_struggle + # only display the condition for people from relevant faiths and cultures + struggle:iberian_struggle = { + OR = { + is_culture_involved_in_struggle = root.culture + is_faith_involved_in_struggle = root.faith + } + } + # and living nearby + any_realm_county = { + title_province = { + OR = { + geographical_region = ghw_region_north_africa + geographical_region = world_europe_west + geographical_region = world_europe_south + } + } + } + } + custom_description = { + text = found_empire_decision_not_part_of_iberian_struggle + NOT = { + any_character_struggle = { + is_struggle_type = iberian_struggle + } + } + } + } + + rule_title_creation_imperial_power_projection_title_creation_trigger = yes + } + + is_valid_showing_failures_only = { + top_liege = this + is_available_adult = yes + is_at_war = no + } + + cost = { + gold = { + value = 1200 + if = { + limit = { + OR = { + government_has_flag = government_is_nomadic + has_treasury = yes + } + } + multiply = 0 + } + } + treasury = { + value = 1200 + if = { + limit = { + has_treasury = no + } + multiply = 0 + } + } + prestige = 2000 + piety = { + value = 600 + if = { + limit = { + government_has_flag = government_is_nomadic + } + multiply = 0 + } + } + } + + effect = { + if = { + limit = { + NOT = { government_has_flag = government_is_nomadic } + } + create_custom_empire_effect = yes + gain_heroic_legend_seed_tooltip_effect = yes + hidden_effect = { + legend_seed_new_title_effect = yes + } + } + else = { + create_custom_empire_effect = yes + } + if = { + limit = { + is_ai = no + NOT = { exists = global_var:found_empire_decision } + } + set_global_variable = { + name = found_empire_decision + value = root + } + set_global_variable = { + name = found_empire_decision_empire + value = root.primary_title + } + } + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} + + + + + + + + + + + + +################################################## +# REALM DECISIONS + +################################################## +# Adopt Special Succession +# by Ewan Cowhig Croft +################################################## + +# Take on one of your cultural succession types. +### Adopt Special Succession Type ### +adopt_special_succession_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds" + } + desc = adopt_special_succession_decision_desc + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + is_shown = { + OR = { #Must be eligible for a special succession type. + special_succession_witengamot_trigger = yes + special_succession_thing_trigger = yes + special_succession_tanistry_trigger = yes + special_succession_jirga_trigger = yes + } + AND = { + is_landed_or_landless_administrative = yes + highest_held_title_tier >= tier_kingdom + has_realm_law_flag = partition_succession_law + any_held_title = { + title_tier >= kingdom + NOR = { + has_title_law_flag = advanced_succession_law + has_title_law_flag = elective_succession_law + } + } + } + current_date < 1100.1.1 #Curtail special succession types as the centuries wear on. Ever on. + + trigger_if = { # Prevent Norway from essentially giving England back to the Anglo-Saxons + limit = { + is_ai = yes + special_succession_thing_trigger = yes + any_held_title = { + this = title:k_england + } + NAND = { # If they're on the isle itself, it's fine + primary_title = title:k_england + capital_county.kingdom = title:k_england + } + } + always = no + } + } + + is_valid = { + trigger_if = { + limit = { highest_held_title_tier = tier_kingdom } + #Either hold a valid top-tier king title as a king... + AND = { + any_held_title = { + title_tier = kingdom + NOR = { + custom_description = { + text = found_kingdom_decision_advanced_succesion + has_title_law_flag = advanced_succession_law + } + custom_description = { + text = found_kingdom_decision_elective_succesion + has_title_law_flag = elective_succession_law + } + } + } + } + } + trigger_else = { + #... Or a valid top-tier empire title as an emperor. + AND = { + highest_held_title_tier >= tier_empire + any_held_title = { + title_tier >= empire + NOR = { + custom_description = { + text = found_kingdom_decision_advanced_succesion + has_title_law_flag = advanced_succession_law + } + custom_description = { + text = found_kingdom_decision_elective_succesion + has_title_law_flag = elective_succession_law + } + } + } + } + } + } + + cost = { + prestige = 300 + } + + effect = { + show_as_tooltip = { + custom_tooltip = adopt_special_succession_decision_effects.tt + } + trigger_event = major_decisions.3100 + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} + +################################################## +# Challenge Ruler for Title +# by Linnéa Thimrén +################################################## + +### Challenge the [ROOT.Char.GetLiege.GetTitleAsNameNoTooltip|U] ### +tribal_challenge_ruler_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds" + } + decision_group_type = major + desc = tribal_challenge_ruler_decision_desc + selection_tooltip = tribal_challenge_ruler_decision_tooltip + + ai_check_interval_by_tier = { + barony = 0 + county = 36 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + cooldown = { days = 3650 } + + is_shown = { + government_has_flag = government_is_tribal + liege ?= { + this != root + government_has_flag = government_is_tribal + primary_title ?= { + save_temporary_scope_as = title_check + } + } + has_claim_on = scope:title_check + can_start_single_combat_trigger = yes + is_imprisoned = no + } + + is_valid_showing_failures_only = { + is_adult = yes + liege = { + is_available = yes + is_adult = yes + } + custom_description = { + text = recently_took_tribal_challenge_ruler_decision + subject = root + NOT = { has_character_flag = recently_took_the_tribal_challenge_ruler_decision } + } + can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = liege } + } + + effect = { + save_scope_as = challenger + + add_character_flag = { #To enable the event and block the decision + flag = recently_took_the_tribal_challenge_ruler_decision + years = 10 + } + + liege = { + save_scope_as = liege_to_challenge + primary_title = { + save_scope_as = title_being_fought_over + } + trigger_event = tribal.1001 + } + + custom_tooltip = tribal_challenge_ruler_effect_tooltip + show_as_tooltip = { + random_list = { + 10 = { + show_chance = no + desc = tribal_challenge_ruler_desc_success + tribal_transfer_liege_title_effect = yes + } + 10 = { + show_chance = no + desc = tribal_challenge_ruler_desc_failure + tribal_challenger_lost_effect = yes + } + } + } + } + + ai_potential = { #Strict restrictions on the ai so they don't go challenge people all the time + highest_held_title_tier > tier_barony + has_trait = ambitious + } + + ai_will_do = { + base = 0 + + ai_value_modifier = { + ai_greed = 0.25 + } + + opinion_modifier = { + opinion_target = liege + multiplier = -1 + } + + modifier = { + add = 25 + has_trait = ambitious + } + + modifier = { #Unlikely towards players since it can be such a disruptive force + add = -50 + liege = { is_ai = no } + } + + modifier = { + add = -5000 + liege = { + is_ai = yes + mpo_has_gok_mongol_empire_trigger = yes + } + } + } +} + + + + + + + + + + + + +################################################## +# PERSONAL DECISIONS + +################################################## +# GetFaith Cannibalism +# by Linnéa Thimrén +################################################## + +### [ROOT.Char.GetFaith.GetAdjectiveNoTooltip] Cannibalism ### +accept_cannibalism_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_misc.dds" + } + decision_group_type = major + ai_check_interval = 0 + + desc = accept_cannibalism_decision_desc + selection_tooltip = accept_cannibalism_decision_tooltip + + is_shown = { + is_cannibal_trigger = yes + NOR = { #Snacking on people should be frowned upon + faith = { has_doctrine_parameter = cannibalism_legal } + faith = { has_variable = accepted_cannibalism } + faith.religious_head = root + } + + } + + is_valid = { + trigger_if = { + limit = { exists = root.cp:councillor_court_chaplain } + custom_description = { + text = accept_cannibalism_decision_custom + #Your court chaplain should also be a cannibal! + root.cp:councillor_court_chaplain ?= { is_cannibal_trigger = yes } + } + } + trigger_if = { + limit = { exists = faith.religious_head } + faith.religious_head = { + opinion = { + target = root + value >= 40 + } + } + } + piety_level >= high_piety_level + } + + is_valid_showing_failures_only = { + is_ruler = yes + is_available_adult = yes + } + + cost = { + piety = major_piety_value + } + + effect = { + save_scope_as = cannibal + root.cp:councillor_court_chaplain = { + save_scope_as = court_chaplain + } + show_as_tooltip = { + accept_cannibalism_decision_effect = yes + } + trigger_event = major_decisions.1001 + every_player = { + limit = { + this != root + faith = root.faith + } + trigger_event = major_decisions.1002 + } + } + + ai_potential = { + always = no + } + + ai_will_do = { + base = 0 + } +} + +################################################## +# Found University +# by (probably) Linnéa Thimrén +################################################## + +### Found University ### +found_university_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_misc.dds" + } + decision_group_type = major + ai_check_interval = 0 + + desc = found_university_decision_desc + selection_tooltip = found_university_decision_tooltip + + is_shown = { + always = no # Universities are now built like normal special buildings so they can be seen in the Economy Mapmode, keeping this decision around in case we want to retool it into something else + highest_held_title_tier >= tier_duchy + any_sub_realm_barony = { + OR = { #A place where universities historically existed early + this = title:b_fes + this = title:b_cairo + this = title:b_bologna + this = title:b_salamanca + this = title:b_madrid + this = title:b_oxford + this = title:b_cambridge + this = title:b_padua + this = title:b_siena + this = title:b_coimbra + this = title:b_napoli + this = title:b_tirakka + this = title:b_milano + this = title:b_lund + this = title:b_vienna + this = title:b_speyer + this = title:b_krakow + this = title:b_pisa + this = title:b_turin + this = title:b_ferrara + this = title:b_leipzig + this = title:b_messina + this = title:b_barcelona + this = title:b_dumbarton + } + title_province = { + has_university_building_trigger = no + } + } + } + + is_valid = { + prestige_level >= 4 + + OR = { + trigger_if = { + limit = { + any_sub_realm_barony = { this = title:b_fes } + title:b_fes.title_province = { NOT = { exists = var:university } } + } + AND = { + title:b_fes.county = { development_level >= 30 } + custom_description = { + text = no_special_building_slot + title:b_fes.title_province = { has_special_building_slot = no } + } + } + } + trigger_if = { + limit = { + any_sub_realm_barony = { this = title:b_cairo } + title:b_cairo.title_province = { NOT = { exists = var:university } } + } + AND = { + title:b_cairo.county = { development_level >= 30 } + custom_description = { + text = no_special_building_slot + title:b_cairo.title_province = { has_special_building_slot = no } + } + } + } + trigger_if = { + limit = { + any_sub_realm_barony = { this = title:b_bologna } + title:b_bologna.title_province = { NOT = { exists = var:university } } + } + AND = { + title:b_bologna.county = { development_level >= 30 } + custom_description = { + text = no_special_building_slot + title:b_bologna.title_province = { has_special_building_slot = no } + } + } + } + trigger_if = { + limit = { + any_sub_realm_barony = { this = title:b_salamanca } + title:b_salamanca.title_province = { NOT = { exists = var:university } } + } + AND = { + title:b_salamanca.county = { development_level >= 30 } + custom_description = { + text = no_special_building_slot + title:b_salamanca.title_province = { has_special_building_slot = no } + } + } + } + trigger_if = { + limit = { + any_sub_realm_barony = { this = title:b_madrid } + title:b_madrid.title_province = { NOT = { exists = var:university } } + } + AND = { + title:b_madrid.county = { development_level >= 30 } + custom_description = { + text = no_special_building_slot + title:b_madrid.title_province = { has_special_building_slot = no } + } + } + } + trigger_if = { + limit = { + any_sub_realm_barony = { this = title:b_oxford } + title:b_oxford.title_province = { NOT = { exists = var:university } } + } + AND = { + title:b_oxford.county = { development_level >= 30 } + custom_description = { + text = no_special_building_slot + title:b_oxford.title_province = { has_special_building_slot = no } + } + } + } + trigger_if = { + limit = { + any_sub_realm_barony = { this = title:b_cambridge } + title:b_cambridge.title_province = { NOT = { exists = var:university } } + } + AND = { + title:b_cambridge.county = { development_level >= 30 } + custom_description = { + text = no_special_building_slot + title:b_cambridge.title_province = { has_special_building_slot = no } + } + } + } + trigger_if = { + limit = { + any_sub_realm_barony = { this = title:b_padua } + title:b_padua.title_province = { NOT = { exists = var:university } } + } + AND = { + title:b_padua.county = { development_level >= 30 } + custom_description = { + text = no_special_building_slot + title:b_padua.title_province = { has_special_building_slot = no } + } + } + } + trigger_if = { + limit = { + any_sub_realm_barony = { this = title:b_siena } + title:b_siena.title_province = { NOT = { exists = var:university } } + } + AND = { + title:b_siena.county = { development_level >= 30 } + custom_description = { + text = no_special_building_slot + title:b_siena.title_province = { has_special_building_slot = no } + } + } + } + trigger_if = { + limit = { + any_sub_realm_barony = { this = title:b_coimbra } + title:b_coimbra.title_province = { NOT = { exists = var:university } } + } + AND = { + title:b_coimbra.county = { development_level >= 30 } + custom_description = { + text = no_special_building_slot + title:b_coimbra.title_province = { has_special_building_slot = no } + } + } + } + trigger_if = { + limit = { + any_sub_realm_barony = { this = title:b_napoli } + title:b_napoli.title_province = { NOT = { exists = var:university } } + } + AND = { + title:b_napoli.county = { development_level >= 30 } + custom_description = { + text = no_special_building_slot + title:b_napoli.title_province = { has_special_building_slot = no } + } + } + } + trigger_if = { + limit = { + any_sub_realm_barony = { this = title:b_tirakka } + title:b_tirakka.title_province = { NOT = { exists = var:university } } + } + AND = { + title:b_tirakka.county = { development_level >= 30 } + custom_description = { + text = no_special_building_slot + title:b_tirakka.title_province = { has_special_building_slot = no } + } + } + } + trigger_if = { + limit = { + any_sub_realm_barony = { this = title:b_milano } + title:b_milano.title_province = { NOT = { exists = var:university } } + } + AND = { + title:b_milano.county = { development_level >= 30 } + custom_description = { + text = no_special_building_slot + title:b_milano.title_province = { has_special_building_slot = no } + } + } + } + trigger_if = { + limit = { + any_sub_realm_barony = { this = title:b_lund } + title:b_lund.title_province = { NOT = { exists = var:university } } + } + AND = { + title:b_lund.county = { development_level >= 30 } + custom_description = { + text = no_special_building_slot + title:b_lund.title_province = { has_special_building_slot = no } + } + } + } + trigger_if = { + limit = { + any_sub_realm_barony = { this = title:b_vienna } + title:b_vienna.title_province = { NOT = { exists = var:university } } + } + AND = { + title:b_vienna.county = { development_level >= 30 } + custom_description = { + text = no_special_building_slot + title:b_vienna.title_province = { has_special_building_slot = no } + } + } + } + trigger_if = { + limit = { + any_sub_realm_barony = { this = title:b_speyer } + title:b_speyer.title_province = { NOT = { exists = var:university } } + } + AND = { + title:b_speyer.county = { development_level >= 30 } + custom_description = { + text = no_special_building_slot + title:b_speyer.title_province = { has_special_building_slot = no } + } + } + } + trigger_if = { + limit = { + any_sub_realm_barony = { this = title:b_krakow } + title:b_krakow.title_province = { NOT = { exists = var:university } } + } + AND = { + title:b_krakow.county = { development_level >= 30 } + custom_description = { + text = no_special_building_slot + title:b_krakow.title_province = { has_special_building_slot = no } + } + } + } + trigger_if = { + limit = { + any_sub_realm_barony = { this = title:b_pisa } + title:b_pisa.title_province = { NOT = { exists = var:university } } + } + AND = { + title:b_pisa.county = { development_level >= 30 } + custom_description = { + text = no_special_building_slot + title:b_pisa.title_province = { has_special_building_slot = no } + } + } + } + trigger_if = { + limit = { + any_sub_realm_barony = { this = title:b_turin } + title:b_turin.title_province = { NOT = { exists = var:university } } + } + AND = { + title:b_turin.county = { development_level >= 30 } + custom_description = { + text = no_special_building_slot + title:b_turin.title_province = { has_special_building_slot = no } + } + } + } + trigger_if = { + limit = { + any_sub_realm_barony = { this = title:b_ferrara } + title:b_ferrara.title_province = { NOT = { exists = var:university } } + } + AND = { + title:b_ferrara.county = { development_level >= 30 } + custom_description = { + text = no_special_building_slot + title:b_ferrara.title_province = { has_special_building_slot = no } + } + } + } + trigger_if = { + limit = { + any_sub_realm_barony = { this = title:b_leipzig } + title:b_leipzig.title_province = { NOT = { exists = var:university } } + } + AND = { + title:b_leipzig.county = { development_level >= 30 } + custom_description = { + text = no_special_building_slot + title:b_leipzig.title_province = { has_special_building_slot = no } + } + } + } + trigger_if = { + limit = { + any_sub_realm_barony = { this = title:b_messina } + title:b_messina.title_province = { NOT = { exists = var:university } } + } + AND = { + title:b_messina.county = { development_level >= 30 } + custom_description = { + text = no_special_building_slot + title:b_messina.title_province = { has_special_building_slot = no } + } + } + } + trigger_if = { + limit = { + any_sub_realm_barony = { this = title:b_barcelona } + title:b_barcelona.title_province = { NOT = { exists = var:university } } + } + AND = { + title:b_barcelona.county = { development_level >= 30 } + custom_description = { + text = no_special_building_slot + title:b_barcelona.title_province = { has_special_building_slot = no } + } + } + } + trigger_if = { + limit = { + any_sub_realm_barony = { this = title:b_dumbarton } + title:b_dumbarton.title_province = { NOT = { exists = var:university } } + } + AND = { + title:b_dumbarton.county = { development_level >= 30 } + custom_description = { + text = no_special_building_slot + title:b_dumbarton.title_province = { has_special_building_slot = no } + } + } + } + } + } + + is_valid_showing_failures_only = { + is_ruler = yes + is_available_adult = yes + } + + effect = { + save_scope_as = founder + + show_as_tooltip = { found_university_decision_effect = yes } + + trigger_event = major_decisions.2001 + every_player = { + limit = { + this != root + is_within_diplo_range = { CHARACTER = root } + } + trigger_event = major_decisions.2002 + } + } + + cost = { + prestige = medium_prestige_value + } + + ai_potential = { + always = no + } + + ai_will_do = { + base = 0 + } +} + +################################################## +# Build a Glass Monument +# by Linnéa Thimrén +################################################## + +### Build a Glass Monument ### +lunatic_building_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds" + } + decision_group_type = major + ai_check_interval = 0 + + desc = lunatic_building_decision_desc + selection_tooltip = lunatic_building_decision_tooltip + + is_shown = { + has_trait = lunatic + has_character_flag = glass_dream + is_landed_or_landless_administrative = yes + exists = capital_province + NOT = { + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:lunatic_building_decision + } + } + } + + is_valid = { + prestige_level >= 2 + } + + is_valid_showing_failures_only = { + is_ruler = yes + is_available_adult = yes + } + + effect = { + save_scope_as = builder + root.cp:councillor_court_chaplain = { + save_scope_as = court_chaplain + } + show_as_tooltip = { lunatic_building_decision_effect = yes } + + trigger_event = major_decisions.3001 + every_player = { + limit = { + this != root + is_within_diplo_range = { CHARACTER = root } + } + trigger_event = major_decisions.3002 + } + #Can only happen once + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:lunatic_building_decision + } + } + + cost = { + gold = { + value = 0 + if = { + limit = { + has_treasury = no + } + add = massive_gold_value + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + } + add = massive_gold_value + } + } + prestige = medium_prestige_gain + } + + ai_potential = { + always = no + } + + ai_will_do = { + base = 0 + } +} + +################################################## +# Found Witch Coven +# by +################################################## + +### Found Witch Coven ### +found_witch_coven_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds" + } + decision_group_type = major + ai_check_interval = 0 + desc = found_witch_coven_decision_desc + + is_shown = { + OR = { + has_trait = witch + any_secret = { type = secret_witch } + } + exists = house + NOT = { house = { has_house_modifier = witch_coven } } + } + + is_valid = { + is_house_head = yes + trigger_if = { + limit = { + player_heir ?= { + is_child_of = root + house = root.house + } + } + player_heir = { + is_witch_known_by_trigger = { CHARACTER = root } + } + } + #We want a certain % to be witches but also a minimum amount. So if the house is small, we use a minimum number, and if the house is larger we use % + trigger_if = { + limit = { + house = { + any_adult_house_member = { + always = yes + count <= 6 + } + } + } + house = { + custom_tooltip = { + text = found_witch_coven_house_member_count_tt + any_adult_house_member = { + count >= found_witch_coven_member_count_value + is_witch_known_by_trigger = { CHARACTER = root } + } + } + any_adult_house_member = { + count >= found_witch_coven_member_count_value + is_witch_known_by_trigger = { CHARACTER = root } + } + } + } + trigger_else = { + house = { + custom_tooltip = { + text = found_witch_coven_house_member_percent_tt + any_adult_house_member = { + percent >= found_witch_coven_member_percent_value + is_witch_known_by_trigger = { CHARACTER = root } + } + } + any_adult_house_member = { + percent >= found_witch_coven_member_percent_value + is_witch_known_by_trigger = { CHARACTER = root } + } + } + } + } + + is_valid_showing_failures_only = { + } + + effect = { + found_witch_coven_decision_effects = yes + } +} + +################################################## +# Repay Loan +# by Linnéa Thimrén +################################################## + +### Repay Loan ### +repay_loan_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_spend_money.dds" + } + decision_group_type = major + + desc = repay_loan_decision_decision_desc + selection_tooltip = repay_loan_decision_decision_tooltip + + ai_check_interval = 0 + + is_shown = { + var:loan_holder ?= { + any_in_list = { + variable = owes_me_money + this = root + } + } + exists = var:loan_amount_owed + } + + is_valid_showing_failures_only = { + is_available = yes + gold >= var:loan_amount_owed + } + + effect = { + var:loan_holder ?= { save_scope_as = recipient } + pay_short_term_gold = { + gold = var:loan_amount_owed + target = scope:recipient + } + clear_loanee_variables_effect = yes + scope:recipient = { + remove_list_variable = { + name = owes_me_money + target = root + } + } + } + + ai_potential = { + always = no + } + + ai_will_do = { + base = 0 + } +} + +################################################## +# Escape from Prison +# by Linnéa Thimrén +################################################## + +### Escape from Prison ### +escape_from_prison_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_prison.dds" + } + decision_group_type = major + desc = escape_from_prison_decision_desc + selection_tooltip = escape_from_prison_decision_tooltip + + ai_check_interval_by_tier = { + barony = 0 + county = 24 + duchy = 24 + kingdom = 24 + empire = 24 + hegemony = 24 + } + + cooldown = { days = 1825 } + + is_shown = { + is_imprisoned = yes + NOT = { #Disqualify Hereward, but only when he's been imprisoned via the story cycle + has_character_flag = harrying_imprisoned_flag + } + } + + is_valid_showing_failures_only = { + #is_available = yes + age >= 10 + } + + effect = { + imprisoner = { + save_scope_as = imprisoner + } + show_as_tooltip = { + random_list = { + 50 = { + show_chance = no + desc = escape_from_prison_decision_success.tt + release_from_prison = yes + scope:imprisoner = { + if = { + limit = { + OR = { + has_revoke_title_reason = root + has_banish_reason = root + has_execute_reason = root + } + } + add_opinion = { + target = root + modifier = escaped_from_prison_crime + } + } + else = { + add_opinion = { + target = root + modifier = escaped_from_prison_opinion + } + } + } + } + 50 = { + show_chance = no + desc = escape_from_prison_decision_failure.tt + custom_tooltip = escape_from_prison_decision_failure_outcome.tt + } + } + } + custom_tooltip = escape_from_prison_decision_effect_tooltip + trigger_event = { + on_action = escape_from_prison + } + # If this is an AI, reset the AI escape cooldown. + if = { + limit = { + is_ai = yes + exists = imprisoner + } + imprisoner = { + add_character_flag = { + flag = imprisoner_in_recent_escape_attempt + days = 1825 + } + } + } + } + + ai_potential = { + # Pre-filter AI & stop them spamming their gaoler. + imprisoner ?= { + NOT = { has_character_flag = imprisoner_in_recent_escape_attempt } + } + OR = { + # Important prisoners wish to escape. + is_playable_character = yes + # As do prisoners held in abhorrent conditions. + is_in_prison_type = dungeon + } + } + + ai_will_do = { + base = 0 + + # Weight up for those who are brave, haughty, or enjoy their creature comforts. + modifier = { + add = 50 + has_trait = brave + } + modifier = { + add = 50 + has_trait = ambitious + } + modifier = { + add = 25 + has_trait = arrogant + } + modifier = { + add = 25 + has_trait = greedy + } + modifier = { + add = 25 + has_trait = gluttonous + } + modifier = { + add = 25 + has_character_modifier = childhood_prison_escape + } + # Weight down for cowards, the humble, and the stoic. + modifier = { + add = -50 + has_trait = craven + } + modifier = { + add = -25 + has_trait = content + } + modifier = { + add = -25 + has_trait = humble + } + modifier = { + add = -25 + has_trait = generous + } + modifier = { + add = -25 + has_trait = temperate + } + modifier = { + add = -25 + has_character_modifier = childhood_prison_endure + } + # Being tortured really motivates you, regardless of personality. + modifier = { + add = 200 + has_character_modifier = recently_tortured + } + # High prowess characters know they stand a chance. + modifier = { + add = 25 + prowess >= high_skill_rating + } + modifier = { + add = 25 + prowess >= very_high_skill_rating + } + modifier = { + add = 25 + prowess >= extremely_high_skill_rating + } + # Low prowess characters know they don't. + modifier = { + add = -25 + prowess <= mediocre_skill_rating + # Unless they're *that* arrogant. + NOR = { + has_trait = arrogant + ai_boldness >= very_high_positive_ai_value + } + } + modifier = { + add = -25 + prowess <= low_skill_rating + # Unless they're *that* arrogant. + NOR = { + has_trait = arrogant + ai_boldness >= very_high_positive_ai_value + } + } + } +} + +# Found Duchy Decision +### Found a New Duchy ### +found_duchy_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds" + } + decision_group_type = major + ai_check_interval_by_tier = { + barony = 0 + county = 60 + duchy = 0 + kingdom = 0 + empire = 0 + hegemony = 0 + } + + cooldown = { years = 10 } + + is_shown = { + highest_held_title_tier = tier_county + is_landed = yes + OR = { + AND = { + is_ai = no + has_game_rule = on_custom_duchies_player + } + has_game_rule = on_custom_duchies + } + NOR = { + government_allows = administrative + government_has_flag = government_is_nomadic + government_is_japanese_trigger = yes + } + } + + is_valid = { + is_independent_ruler = yes + trigger_if = { + limit = { + has_legitimacy = yes + } + OR = { + prestige_level >= 3 + legitimacy_level >= 4 + } + } + trigger_else = { + prestige_level >= 4 + } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + is_at_war = no + } + + cost = { + gold = { + value = 0 + if = { + limit = { + has_treasury = no + } + add = massive_gold_value + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + } + add = massive_gold_value + } + } + prestige = 250 + piety = 200 + } + + effect = { + create_custom_duchy_effect = yes + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} + +# Expand Duchy Decision +### Expand Duchy ### +expand_duchy_decision = { + picture = { + trigger = { + OR = { + government_has_flag = government_is_nomadic + government_has_flag = government_is_clan + } + } + reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_sunder.dds" + } + picture = { + trigger = { culture = { has_building_gfx = southeast_asian_building_gfx } } + reference = "gfx/interface/illustrations/decisions/tgp_projects_mandala_capital.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds" + } + decision_group_type = realm + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 240 + kingdom = 240 + empire = 240 + hegemony = 240 + } + + cooldown = { years = 10 } + + widget = { + controller = create_holy_order + barony_valid = { + scope:ruler = { + trigger_if = { + limit = { + highest_held_title_tier = tier_duchy + } + primary_title = { + save_temporary_scope_as = duchy_title + } + } + trigger_else = { + capital_county.duchy = { + save_temporary_scope_as = duchy_title + } + } + } + trigger_if = { + limit = { exists = this } + save_temporary_scope_as = checking_title + is_capital_barony = yes + NOT = { + scope:duchy_title = { + is_de_jure_liege_or_above_target = scope:checking_title + } + } + this.county = { + OR = { + any_neighboring_county = { + duchy = scope:duchy_title + } + AND = { + scope:duchy_title = { is_titular = yes } + this = scope:duchy_title.title_capital_county + } + } + } + holder = scope:ruler + } + } + } + + is_shown = { + save_temporary_scope_as = root_scope_temporary + highest_held_title_tier >= tier_duchy + OR = { + AND = { + is_ai = no + has_game_rule = on_custom_duchies_player + } + has_game_rule = on_custom_duchies + } + is_landed_or_landless_administrative = yes + trigger_if = { + limit = { + highest_held_title_tier = tier_duchy + } + any_held_title = { + tier = tier_duchy + NOR = { + is_landless_type_title = yes + is_noble_family_title = yes + } + save_temporary_scope_as = duchy_title + } + } + trigger_else = { + root.capital_county.duchy = { + save_temporary_scope_as = duchy_title + } + } + scope:duchy_title = { + any_de_jure_county = { + count < expand_duchy_max_size_value + } + } + } + + is_valid = { + save_temporary_scope_as = root_scope_temporary + is_independent_ruler = yes + trigger_if = { + limit = { + highest_held_title_tier = tier_duchy + } + primary_title = { + save_temporary_scope_as = duchy_title + } + } + trigger_else = { + root.capital_county.duchy = { + save_temporary_scope_as = duchy_title + } + } + trigger_if = { + limit = { + OR = { + has_legitimacy = yes + exists = scope:barony + } + } + OR = { + trigger_if = { + limit = { government_has_flag = government_is_mandala } + piety_level >= 3 + } + trigger_else = { prestige_level >= 3 } + trigger_if = { + limit = { + has_legitimacy = yes + } + legitimacy_level >= 4 + } + trigger_if = { + limit = { + exists = scope:barony + } + custom_tooltip = { + text = expand_duchy_capital_tooltip + scope:barony.county ?= root.primary_title.title_capital_county + } + } + } + } + trigger_else = { + prestige_level >= 3 + } + custom_tooltip = { + text = expand_duchy_less_than_4 + scope:duchy_title = { + any_de_jure_county = { + count < expand_duchy_max_size_value + } + } + } + trigger_if = { + limit = { + exists = scope:barony + } + scope:barony.county ?= { + title_held_years >= 5 + } + } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + is_at_war = no + } + + cost = { + prestige = { + if = { + limit = { + trigger_if = { + limit = { + highest_held_title_tier = tier_duchy + } + primary_title = { + save_temporary_scope_as = duchy_title + } + } + trigger_else = { + root.capital_county.duchy = { + save_temporary_scope_as = duchy_title + } + } + scope:barony.county ?= scope:duchy_title.title_capital_county + } + value = 250 + } + else = { + value = 1000 + } + } + } + + effect = { + if = { + limit = { + highest_held_title_tier = tier_duchy + } + primary_title = { + save_temporary_scope_as = duchy_title_scope + } + } + else = { + root.capital_county.duchy = { + save_temporary_scope_as = duchy_title_scope + } + } + hidden_effect = { + if = { + limit = { + scope:barony.duchy.title_capital_county ?= scope:barony.county + scope:barony.duchy ?= { + any_de_jure_county = { + NOT = { this = scope:barony.county } + } + } + } + scope:barony.duchy = { + ordered_de_jure_county = { + order_by = development_level + limit = { NOT = { this = scope:barony.county } } + save_scope_as = new_duchy_capital + } + set_capital_county = scope:new_duchy_capital + } + } + } + scope:barony.county ?= { + set_de_jure_liege_title = scope:duchy_title_scope + } + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} + +# Set De Jure Capital Decision +### Relocate De Jure Capital ### +set_de_jure_capital_decision = { + picture = { + trigger = { + government_has_flag = government_is_nomadic + } + reference = "gfx/interface/illustrations/event_scenes/mpo_city_steppe.dds" + } + picture = { + trigger = { + OR = { + government_has_flag = government_is_celestial + government_has_flag = government_is_meritocratic + } + } + reference = "gfx/interface/illustrations/holding_types/tgp_city_china.dds" + } + picture = { + trigger = { + government_is_japanese_trigger = yes + } + reference = "gfx/interface/illustrations/holding_types/tgp_city_japan.dds" + } + picture = { + trigger = { + OR = { + government_has_flag = government_is_mandala + culture = { has_graphical_india_culture_group_trigger = yes } + } + } + reference = "gfx/interface/illustrations/holding_types/city_india.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/ep3_decision_city.dds" + } + decision_group_type = realm + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 240 + kingdom = 240 + empire = 240 + hegemony = 0 + } + + cooldown = { years = 10 } + + widget = { + gui = "decision_view_widget_option_list_generic" + controller = decision_option_list_controller + decision_to_second_step_button = "SET_DE_JURE_CAPITAL_CHOOSE_TYPE" + show_from_start = yes + + item = { # Duchy + value = set_duchy_capital + is_valid = { + + } + current_description = set_de_jure_capital_decision + localization = set_de_jure_capital_duchy + icon = "gfx/interface/icons/duchy_crown.dds" + ai_chance = { value = 100 } + } + + item = { # Kingdom + value = set_kingdom_capital + is_shown = { + root = { + highest_held_title_tier >= tier_kingdom + } + } + current_description = set_de_jure_capital_decision + localization = set_de_jure_capital_kingdom + icon = "gfx/interface/icons/kingdom_crown.dds" + ai_chance = { value = 100 } + } + + item = { # Empire + value = set_empire_capital + is_shown = { + root = { + highest_held_title_tier >= tier_empire + } + } + current_description = set_de_jure_capital_decision + localization = set_de_jure_capital_empire + icon = "gfx/interface/icons/empire_crown.dds" + ai_chance = { value = 100 } + } + + item = { # Hegemony + value = set_hegemony_capital + is_shown = { + root = { + highest_held_title_tier >= tier_hegemony + } + } + current_description = set_de_jure_capital_decision + localization = set_de_jure_capital_hegemony + icon = "gfx/interface/icons/hegemony_crown.dds" + ai_chance = { value = 100 } + } + } + + is_shown = { + highest_held_title_tier >= tier_duchy + any_held_title = { + tier >= tier_duchy + NOR = { + is_landless_type_title = yes + is_noble_family_title = yes + } + } + OR = { + AND = { + highest_held_title_tier >= tier_duchy + NOT = { root.capital_county = root.capital_county.duchy.title_capital_county } + } + AND = { + highest_held_title_tier >= tier_kingdom + NOT = { root.capital_county = root.capital_county.kingdom.title_capital_county } + } + AND = { + highest_held_title_tier >= tier_empire + NOT = { root.capital_county = root.capital_county.empire.title_capital_county } + } + AND = { + highest_held_title_tier >= tier_hegemony + NOT = { root.capital_county = root.capital_county.hegemony.title_capital_county } + } + } + } + + is_valid = { + root.capital_county = { + save_temporary_scope_as = current_capital + } + trigger_if = { + limit = { + OR = { + AND = { + highest_held_title_tier = tier_duchy + scope:set_duchy_capital = yes + } + AND = { + highest_held_title_tier = tier_kingdom + scope:set_kingdom_capital = yes + } + AND = { + highest_held_title_tier = tier_empire + scope:set_empire_capital = yes + } + AND = { + highest_held_title_tier = tier_hegemony + scope:set_hegemony_capital = yes + } + } + } + root.primary_title = { + save_temporary_scope_as = current_de_jure + } + } + trigger_else = { + switch = { + trigger = yes + scope:set_duchy_capital = { + root.capital_county.duchy = { save_temporary_scope_as = current_de_jure } + } + scope:set_kingdom_capital = { + root.capital_county.kingdom = { save_temporary_scope_as = current_de_jure } + } + scope:set_empire_capital = { + root.capital_county.empire = { save_temporary_scope_as = current_de_jure } + } + scope:set_hegemony_capital = { + root.capital_county.hegemony = { save_temporary_scope_as = current_de_jure } + } + } + } + + scope:current_de_jure.title_capital_county = { + save_temporary_scope_as = title_check + } + + has_title = scope:current_de_jure + custom_tooltip = { + text = set_de_jure_not_de_jure_tooltip + scope:current_de_jure = { + is_de_jure_liege_or_above_target = scope:current_capital + } + } + custom_tooltip = { + text = set_de_jure_capital_already_done_tooltip + NOT = { + scope:title_check = scope:current_capital + } + } + custom_tooltip = { + text = set_de_jure_capital_hold_current_capital_tooltip + any_sub_realm_county = { this = scope:title_check } + } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + is_at_war = no + } + + cost = { + prestige = { + if = { + limit = { + is_ai = no + } + switch = { + trigger = yes + scope:set_duchy_capital = { value = 500 } + scope:set_kingdom_capital = { value = 750 } + scope:set_empire_capital = { value = 1000 } + scope:set_hegemony_capital = { value = 1500 } + } + } + else = { + value = 250 + } + } + } + + effect = { + root.capital_county = { + save_scope_as = current_capital_scope + } + if = { + limit = { + OR = { + AND = { + highest_held_title_tier = tier_duchy + scope:set_duchy_capital = yes + } + AND = { + highest_held_title_tier = tier_kingdom + scope:set_kingdom_capital = yes + } + AND = { + highest_held_title_tier = tier_empire + scope:set_empire_capital = yes + } + AND = { + highest_held_title_tier = tier_hegemony + scope:set_hegemony_capital = yes + } + } + } + root.primary_title = { + title_capital_county = { save_scope_as = old_capital } + save_scope_as = current_de_jure_scope + } + } + else = { + switch = { + trigger = yes + scope:set_duchy_capital = { + root.capital_county.duchy = { + title_capital_county = { save_scope_as = old_capital } + save_scope_as = current_de_jure_scope + } + } + scope:set_kingdom_capital = { + root.capital_county.kingdom = { + title_capital_county = { save_scope_as = old_capital } + save_scope_as = current_de_jure_scope + } + } + scope:set_empire_capital = { + root.capital_county.empire = { + title_capital_county = { save_scope_as = old_capital } + save_scope_as = current_de_jure_scope + } + } + scope:set_hegemony_capital = { + root.capital_county.hegemony = { + title_capital_county = { save_scope_as = old_capital } + save_scope_as = current_de_jure_scope + } + } + } + } + + if = { + limit = { + scope:set_duchy_capital = yes + } + custom_tooltip = { text = set_de_jure_capital_warning } + } + else = { + custom_tooltip = { + text = set_de_jure_capital_effect_tooltip + } + } + hidden_effect = { + scope:current_de_jure_scope ?= { + set_capital_county = root.capital_county + } + # A bit of an ugly script hack, to make sure the Duchy Building slot is properly moved, which happens when a duchy capital is moved out of the duchy de jure. We temporarily move them out of the duchy de jure, and back again, to force this effect. Remove when Code gets a chance to have a look at it + if = { + limit = { + scope:set_duchy_capital = yes + } + } + scope:old_capital ?= { + duchy = { save_scope_as = current_duchy } + title:d_zun_warriors = { + save_scope_as = placeholder_duchy + } + scope:current_duchy = { + every_de_jure_county = { + limit = { + NOT = { this = root.capital_county } + } + set_de_jure_liege_title = scope:placeholder_duchy + add_to_list = correction_list + } + } + every_in_list = { + list = correction_list + set_de_jure_liege_title = scope:current_duchy + } + } + } + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} + +# Restore Carthage + +restore_carthage_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds" + } + decision_group_type = major + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 120 + empire = 0 + hegemony = 0 + } + + desc = restore_carthage_decision_desc + selection_tooltip = restore_carthage_decision_tooltip + + is_shown = { + is_ruler = yes + is_playable_character = yes + + OR = { + culture = { has_cultural_pillar = heritage_syriac } + culture = culture:levantine + } + + # Not repeatable. + NOT = { + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:flag_restored_carthage + } + } + } + + is_valid = { + is_independent_ruler = yes + highest_held_title_tier < tier_empire + + prestige_level >= 4 + + completely_controls_region = custom_carthage + completely_controls_region = custom_tripolitania + completely_controls_region = custom_mauretania + completely_controls_region = custom_carthago_nova + + } + + is_valid_showing_failures_only = { + top_liege = this + is_available_adult = yes + } + + cost = { + gold = { + value = 1200 + } + } + + effect = { + save_scope_as = founder + show_as_tooltip = { restore_carthage_scripted_effect = yes } + + hidden_effect = { + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:flag_restored_carthage + } + } + + trigger_event = major_decisions.3300 + } +} diff --git a/common/decisions/80_major_decisions_central_asia.txt b/common/decisions/80_major_decisions_central_asia.txt new file mode 100644 index 00000000..be13c41c --- /dev/null +++ b/common/decisions/80_major_decisions_central_asia.txt @@ -0,0 +1,535 @@ +###DECISIONS LIST### + +## +#Become Genghis Khan +#Enforce Bactrian Supremacy +## + + +########## +#Become Genghis Khan +# by Petter Vilberg +### Become Greatest of Khans ### +become_greatest_of_khans_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds" + } + decision_group_type = major + desc = become_greatest_of_khans_decision_desc + + ai_check_interval = 0 + sort_order = 200 + + is_shown = { + highest_held_title_tier >= tier_duchy + is_playable_character = yes + culture = { has_cultural_pillar = heritage_mongolic } + NOT = { + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:become_greatest_of_khans_decision + } + } + #TRUE DLC-OWNING NOMADS HAVE THEIR OWN PATH + has_mpo_dlc_trigger = no + } + + is_valid = { + prestige_level >= 4 + highest_held_title_tier = tier_empire + sub_realm_size >= greatest_of_khans_target_counties + capital_province = { + geographical_region = world_steppe + } + } + + is_valid_showing_failures_only = { + is_landed = yes + is_adult = yes + is_available = yes + top_liege = this + } + + cost = { + gold = { + value = 0 + if = { + limit = { + has_treasury = no + } + add = massive_gold_value + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + } + add = massive_gold_value + } + } + prestige = { + value = major_prestige_value + } + } + + effect = { + gain_heroic_legend_seed_tooltip_effect = yes + #Can only happen once + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:become_greatest_of_khans_decision + } + + show_as_tooltip = { + add_trait = greatest_of_khans + give_nickname = nick_genghis_khan + if = { + limit = { + prestige_level < 5 + } + add_prestige_level = 1 + } + custom_tooltip = become_greatest_of_khans_decision_enable_mongol_invasion_cb + custom_tooltip = become_greatest_of_khans_decision_gain_mongol_empire + add_realm_law_skip_effects = high_partition_succession_law + spawn_mongol_troops_condensed_effect = yes + } + + save_scope_as = genghis_khan + + trigger_event = central_asia.0001 #I became the Genghis Khan + add_to_temporary_list = received_notification + + every_vassal_or_below = { + trigger_event = central_asia.0002 #My ruler became the Genghis Khan + add_to_temporary_list = received_notification + } + + every_ruler = { + limit = { + NOT = { + is_in_list = received_notification + } + } + + trigger_event = central_asia.0003 #Someone has become Genghis Khan + } + } +} + + + +########## +#Enforce Bactrian Supremacy +# by Petter Vilberg +### Establish Bactrian Supremacy ### +establish_bactrian_supremacy_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_sunder.dds" + } + decision_group_type = major + desc = establish_bactrian_supremacy_decision_desc + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + is_shown = { + highest_held_title_tier >= tier_county + culture = { + OR = { + this = culture:afghan + this = culture:tajik + any_parent_culture_or_above = { + OR = { + this = culture:tajik + this = culture:afghan + } + } + } + } + NOT = { + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:establish_bactrian_supremacy_decision + } + } + } + + is_valid = { + completely_controls_region = custom_bactria + custom_description = { + text = "is_king_or_emperor" + highest_held_title_tier >= tier_kingdom + } + OR = { + religion = religion:zoroastrianism_religion + religion = religion:buddhism_religion + faith = faith:manichean + } + prestige_level >= 3 + OR = { + government_has_flag = government_is_feudal + government_has_flag = government_is_clan + government_allows = administrative + government_has_flag = government_is_landless_adventurer + } + capital_province = { + geographical_region = custom_bactria + } + } + + is_valid_showing_failures_only = { + is_landed = yes + is_adult = yes + is_available = yes + top_liege = this + } + + cost = { + gold = { + value = 0 + if = { + limit = { + has_treasury = no + } + add = massive_gold_value + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + } + add = massive_gold_value + } + } + prestige = { + value = major_prestige_value + } + } + + effect = { + gain_heroic_legend_seed_tooltip_effect = yes + #Can only happen once + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:establish_bactrian_supremacy_decision + } + + save_scope_as = bactrian_emperor + + show_as_tooltip = { + establish_bactrian_supremacy_effect = yes + } + trigger_event = central_asia.0011 + + add_to_list = notification_sent + } + + ai_will_do = { + base = 100 + } +} + +########## +#Establish the Yamagate in Samarkand +# by James Beaumont +### Establish the Yamagate in Samarkand ### +establish_yamagate_in_samarkand_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" + } + desc = establish_yamagate_in_samarkand_decision_desc + selection_tooltip = establish_yamagate_in_samarkand_decision_tooltip + decision_group_type = major + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + is_shown = { + is_ruler = yes + is_playable_character = yes + faith = faith:manichean + NOT = { + has_title = title:d_manichean + } + NOT = { title:c_samarkand.holder = { has_title = title:d_manichean } } + NOT = { capital_county = { this = title:c_samarkand } } + OR = { + NOT = { + exists = title:d_manichean.holder + } + AND = { + exists = title:d_manichean.holder + title:d_manichean.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_samarkand_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 = samarkand_held_by_you_or_vassal_tt + OR = { + title:c_samarkand.holder = { + any_liege_or_above = { this = root } + } + title:c_samarkand.holder = { this = root } + } + } + } + + effect = { + add_piety = 1000 + add_character_flag = flag_already_given_samarkand_once + create_title_and_vassal_change = { + type = returned + save_scope_as = change + add_claim_on_loss = no + } + title:c_samarkand = { + change_title_holder = { + holder = title:d_manichean.holder + change = scope:change + } + } + #If you're a higher tier than the HoF, vassalise them + if = { + limit = { + tier_difference = { + target = title:d_manichean.holder + value >= 1 + } + } + title:d_manichean.holder = { + change_liege = { + liege = root + change = scope:change + } + } + } + resolve_title_and_vassal_change = scope:change + + title:d_manichean.holder = { + set_realm_capital = title:c_samarkand + add_opinion = { + target = prev + modifier = established_samarkand_opinion + } + } + } + + ai_potential = { + faith = faith:manichean + } + + ai_will_do = { #Do it always, for coherence. + base = 100 + modifier = { + factor = 0 + title:c_samarkand.holder = { + OR = { + is_ai = no + any_liege_or_above = { is_ai = no } # AI will never take provinces away from a player. + } + } + } + modifier = { + factor = 0 + has_trait = cynical + } + } +} + +########## +#End the Old Ways +# by James Beaumont +### Break With the Old Ways ### +break_with_the_old_ways_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" + } + desc = break_with_the_old_ways_decision_desc + selection_tooltip = break_with_the_old_ways_decision_tooltip + decision_group_type = major + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + is_shown = { + is_ruler = yes + is_playable_character = yes + faith = faith:kabarism + NOT = { + faith:kabarism = { + has_variable = old_ways_been_broken + } + } + } + + is_valid_showing_failures_only = { + 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 } + } + trigger_if = { + limit = { + faith = { exists = religious_head } + } + is_liege_or_above_of = root.faith.religious_head + } + } + + widget = { + gui = "decision_view_widget_option_list_generic" + controller = decision_option_list_controller + decision_to_second_step_button = "CHOOSE_REFORMATION_TYPE" + show_from_start = yes + + item = { # Righteous: Chosen People + value = bwow_no_changes + current_description = bwow_no_changes_desc + localization = bwow_chosen_people + icon = "gfx/interface/icons/faith/tengri.dds" + ai_chance = { + value = 10 + add = ai_sociability + add = ai_compassion + } + } + + item = { # Pluralist + value = bwow_chosen_people + current_description = bwow_chosen_people_desc + localization = bwow_no_changes + icon = "gfx/interface/icons/icon_culture.dds" + ai_chance = { + value = 100 + add = ai_zeal + } + } + + item = { # Righteous: Esotericism + value = bwow_esotericism + current_description = bwow_esotericism_desc + localization = bwow_esotericism + icon = "gfx/interface/icons/traits/mystic_base.dds" + ai_chance = { + value = 100 + add = { + subtract = ai_rationality + } + } + } + + item = { # Fundementalist + value = bwow_fundementalist + current_description = bwow_fundementalist_desc + localization = bwow_fundementalist + icon = "gfx/interface/icons/icon_skill_martial.dds" + ai_chance = { + value = 0 + add = ai_zeal + add = ai_vengefulness + add = { + subtract = ai_sociability + subtract = ai_compassion + } + } + } + } + + effect = { + trigger_event = religious_decision.0501 + show_as_tooltip = { + if = { + limit = { + scope:bwow_no_changes = yes + } + root.faith = { remove_doctrine = unreformed_faith_doctrine } + } + if = { + limit = { + scope:bwow_chosen_people = yes + } + root.faith = { break_with_old_ways_become_syncretic = yes } + } + if = { + limit = { + scope:bwow_esotericism = yes + } + root.faith = { break_with_old_ways_become_righteous = yes } + } + if = { + limit = { + scope:bwow_fundementalist = yes + } + root.faith = { break_with_old_ways_become_fundamentalist = yes } + } + } + hidden_effect = { + faith:kabarism = { + set_variable = old_ways_been_broken + } + } + } + + ai_potential = { + faith = faith:kabarism + } + + ai_will_do = { + base = 100 + modifier = { + factor = 0 + has_trait = cynical + } + } +} diff --git a/common/decisions/80_major_decisions_middle_east.txt b/common/decisions/80_major_decisions_middle_east.txt new file mode 100644 index 00000000..3f57bdb6 --- /dev/null +++ b/common/decisions/80_major_decisions_middle_east.txt @@ -0,0 +1,986 @@ +#Create the Empire of Outremer +### Form the Outremer Empire ### +create_outremer_empire_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds" + } + desc = create_outremer_empire_decision_desc + selection_tooltip = create_outremer_empire_decision_tooltip + decision_group_type = major + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 120 + kingdom = 120 + empire = 0 + hegemony = 0 + } + + is_shown = { + is_ruler = yes + is_playable_character = yes + #Visible to dukes and kings. + highest_held_title_tier >= tier_duchy + highest_held_title_tier <= tier_kingdom + #Must be in the right area. + capital_province = { geographical_region = world_middle_east } + #Must have the correct religion, and support from the rest of Catholicism. + religion = { exists = var:variable_ghw_unlocked } #The era of the Crusades must have started. + faith = faith:catholic + #Exempt Byzantine group: this is such a huge slap in the face to _anyone_ even vaguely in the Greek sphere. + culture = { + NOR = { + has_cultural_pillar = heritage_byzantine + has_cultural_pillar = heritage_caucasian + has_cultural_pillar = heritage_syriac + } + } + #Can only do it once. + NOT = { + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:flag_created_outremer_empire + } + } + } + + is_valid = { + prestige_level >= max_prestige_level + highest_held_title_tier = tier_kingdom + completely_controls_region = custom_outremer + } + + is_valid_showing_failures_only = { + is_landed = yes + is_capable_adult = yes + is_imprisoned = no + top_liege = this + is_at_war = no + } + + effect = { + custom_tooltip = create_outremer_empire_decision_effect_tooltip + gain_heroic_legend_seed_tooltip_effect = yes + show_as_tooltip = { + form_outremer_scripted_effect = yes + } + trigger_event = { + id = middle_east_decisions.0001 + } + hidden_effect = { + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:flag_created_outremer_empire + } + set_global_variable = { + name = flag_created_outremer_empire + value = root + } + } + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} + +### Restore the Ash'ari Caliphate ### +restore_sunni_caliphate_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_realm.dds" + } + desc = restore_sunni_caliphate_decision_desc + selection_tooltip = restore_sunni_caliphate_decision_tooltip + decision_group_type = major + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + is_shown = { + is_ruler = yes + is_playable_character = yes + faith = faith:ashari + NOT = { faith = { exists = religious_head } } + highest_held_title_tier > 3 #Only Kings and Emperors + } + + is_valid = { + completely_controls = title:c_mecca + completely_controls = title:d_medina + completely_controls = title:d_shammar + completely_controls = title:d_palestine + completely_controls = title:d_oultrejourdain + 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_sunni_caliphate_decision_effect_tooltip + show_as_tooltip = { + restore_sunni_caliphate_scripted_effect = yes + } + trigger_event = { + id = middle_east_decisions.0003 + } + } + + ai_potential = { + always = yes + } + + ai_will_do = { #Always do it when possible. + base = 100 + ai_value_modifier = { + ai_zeal = 1.0 + } + modifier = { + factor = 0 + has_trait = cynical + } + } +} + +### Embrace Outremer Culture ### +embrace_outremer_culture_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_realm.dds" + } + desc = embrace_outremer_culture_decision_desc + selection_tooltip = embrace_outremer_culture_decision_tooltip + decision_group_type = major + + ai_check_interval_by_tier = { + barony = 0 + county = 120 + duchy = 120 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + is_shown = { + is_ruler = yes + is_playable_character = yes + faith:catholic.religion = { exists = var:variable_ghw_unlocked } #The era of the Crusades must have started. + NOR = { + root.culture = culture:roman + root.culture = { + any_parent_culture = { + has_cultural_pillar = heritage_arabic + } + } + } + OR = { + faith.religion = faith:catholic.religion + top_liege ?= { faith.religion = faith:catholic.religion } + } + capital_province = { + OR = { + geographical_region = world_middle_east + geographical_region = world_persian_empire + geographical_region = world_africa + } + } + top_liege = { + culture != root.culture + } + top_liege.culture = { + any_parent_culture = { + has_cultural_pillar = heritage_arabic + } + } + } + + is_valid = { + custom_description = { + text = "under_outremer_liege" + top_liege = { + culture != root.culture + } + liege.culture = { + any_parent_culture = { + has_cultural_pillar = heritage_arabic + } + } + } + custom_description = { + text = "under_outremer_empire" + liege = { + has_title = title:e_outremer + } + } + } + + is_valid_showing_failures_only = { + is_landed = yes + } + + effect = { + custom_tooltip = embrace_outremer_culture_decision_courtiers_embrace_outremer + custom_tooltip = embrace_outremer_culture_decision_provinces_embrace_outremer + custom_tooltip = embrace_outremer_culture_decision_capital_embraces_outremer + top_liege.culture = { save_scope_as = outremer_equivalent } + hidden_effect = { + every_courtier = { + limit = { + has_culture = root.culture + dynasty = root.dynasty + } + set_culture = scope:outremer_equivalent + } + every_held_title = { + title_tier = county + limit = { + culture = { has_same_culture_heritage = root.culture } + title_province = { + OR = { + geographical_region = world_middle_east + geographical_region = world_persian_empire + geographical_region = world_africa + } + } + } + set_county_culture = scope:outremer_equivalent + } + capital_county = { set_county_culture = scope:outremer_equivalent } + } + set_culture = scope:outremer_equivalent + add_character_flag = converted_culture_this_lifetime + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + modifier = { #Small Crusader States will balkanize with their own culture or go native. + factor = 0 + top_liege = { + highest_held_title_tier < 4 #Less than King + } + } + } +} + +### Restore Israel ### +create_israel_kingdom_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds" + } + desc = create_israel_kingdom_decision_desc + selection_tooltip = create_israel_kingdom_decision_tooltip + decision_group_type = major + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 120 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + is_shown = { + is_ruler = yes + is_playable_character = yes + faith.religion = faith:rabbinism.religion + NOT = { + exists = title:k_israel.holder + } + NOT = { #Can only do it once. + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:create_israel_kingdom + } + } + } + + is_valid = { + prestige_level >= high_prestige_level + piety_level >= high_piety_level + completely_controls = title:d_palestine + completely_controls = title:d_urdunn + completely_controls = title:d_oultrejourdain + custom_description = { + text = "jerusalem_is_same_faith" + title:c_jerusalem.faith = root.faith + } + } + + is_valid_showing_failures_only = { + is_landed = yes + is_capable_adult = yes + is_imprisoned = no + top_liege = this + is_at_war = no + } + + effect = { + gain_heroic_legend_seed_tooltip_effect = yes + custom_tooltip = create_israel_kingdom_decision_effect_tooltip + show_as_tooltip = { + create_israel_scripted_effect = yes + } + trigger_event = { + id = middle_east_decisions.0005 + } + hidden_effect = { + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:create_israel_kingdom + } + set_global_variable = { + name = create_israel_kingdom + value = root + } + } + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} + +### Restore the [ROOT.Char.GetFaith.GetAdjectiveNoTooltip] High Priesthood ### +jewish_restore_high_priesthood_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" + } + desc = jewish_restore_high_priesthood_decision_desc + selection_tooltip = jewish_restore_high_priesthood_decision_tooltip + decision_group_type = major + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + is_shown = { + is_ruler = yes + is_playable_character = yes + NOT = { #Can be redone if somehow the High Priest title is destroyed + exists = faith.religious_head + } + religion = religion:judaism_religion + faith = { + NOT = { + has_doctrine_parameter = no_head_of_faith + } + } + } + + is_valid = { + piety_level >= 2 + custom_description = { + text = "restore_high_priesthood_holy_sites" + faith = { + any_holy_site = { + OR = { + county.holder = root + county.holder.top_liege = { this = root } + } + count >= 3 + } + } + } + } + + is_valid_showing_failures_only = { + is_capable_adult = yes + is_imprisoned = no + top_liege = this + is_at_war = no + } + + effect = { + custom_tooltip = restore_high_priesthood_decision_effect_tooltip + trigger_event = { + id = middle_east_decisions.0007 + } + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} + +### Restore the [ROOT.Char.GetFaith.AltPriestTermPlural] ### +zoroastrian_restore_high_priesthood_decision = { #Updated for FP3 by Ola + picture = { + reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_foundation.dds" + } + desc = zoroastrian_restore_high_priesthood_decision_desc + selection_tooltip = zoroastrian_restore_high_priesthood_decision_tooltip + decision_group_type = major + sort_order = 80 + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + is_shown = { + is_ruler = yes + is_playable_character = yes + NOR = { #Can be redone if somehow the High Priest title is destroyed + exists = faith.religious_head + faith = { has_doctrine = doctrine_no_head } #Only if Faith is meant to have one. + faith = { has_doctrine = doctrine_temporal_head } #Cannot be done if you have taken the "Destroy the Magi" decision + } + OR = { + faith = faith:mazdayasna + faith = faith:zurvanism + faith = faith:gayomarthianism + faith = faith:khurmazta + faith = faith:mazdakism + faith = faith:khurramism + faith = faith:urartuism + faith = faith:afridunism + } + } + + is_valid = { + piety_level >= high_piety_level + custom_description = { + text = "restore_high_priesthood_holy_sites" + faith = { + any_holy_site = { + OR = { + county.holder = root + county.holder.top_liege = { this = root } + } + count >= 3 + } + } + } + } + + is_valid_showing_failures_only = { + is_landed = yes + is_capable_adult = yes + is_imprisoned = no + top_liege = this + is_at_war = no + } + + effect = { + custom_tooltip = restore_high_priesthood_decision_effect_tooltip + trigger_event = { + id = middle_east_decisions.0009 + } + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} + +### Become the Saoshyant ### +become_saoshyant_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_foundation.dds" + } + desc = become_saoshyant_decision_desc + selection_tooltip = become_saoshyant_decision_tooltip + decision_group_type = major + sort_order = 100 #FP3 change; this is an extremely epic decision, we want it to appear on top. + + 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:mazdayasna.religion + NOT = { #Can only do it once. + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:flag_became_saoshyant + } + } + } + + is_valid = { + piety_level >= very_high_piety_level + has_title = title:e_persia + completely_controls = title:e_persia + } + + is_valid_showing_failures_only = { + is_capable_adult = yes + is_imprisoned = no + top_liege = this + is_at_war = no + } + + + effect = { + show_as_tooltip = { + become_saoshyant_decision_effect = yes + } + trigger_event = { + id = middle_east_decisions.0011 + } + hidden_effect = { + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:flag_became_saoshyant + } + } + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} + +#Refound the long-lapsed & short-lived Armenian Empire - by Ewan Cowhig Croft +### Revive Greater Armenia ### +create_armenian_empire_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_realm.dds" + } + desc = create_armenian_empire_decision_desc + selection_tooltip = create_armenian_empire_decision_tooltip + decision_group_type = major + + ai_check_interval = 0 + + is_shown = { + is_playable_character = yes # Normally this will always be true, but if in DEBUG mode and playing as an unlanded ruler this will cause error spam without it. + highest_held_title_tier <= tier_kingdom + capital_province = { geographical_region = custom_greater_armenia } + OR = { + faith = faith:armenian_apostolic + culture = culture:armenian + } + NOT = { #Can only do it once. + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:flag_created_armenian_empire + } + } + OR = { + government_has_flag = government_is_feudal + government_has_flag = government_is_republic + government_has_flag = government_is_clan + government_allows = administrative + government_has_flag = government_is_landless_adventurer + } + } + + is_valid = { + top_liege = this + highest_held_title_tier = tier_kingdom + completely_controls_region = custom_greater_armenia + } + + is_valid_showing_failures_only = { + is_landed = yes + is_available_adult = yes + } + + cost = { + prestige = 2000 + piety = 1000 + } + + effect = { + show_as_tooltip = { + revive_armenian_empire_decision_scripted_effect = yes + } + save_scope_as = founder + trigger_event = { + id = middle_east_decisions.1001 + } + #Notify other players. + every_player = { + limit = { + this != root + is_within_diplo_range = { CHARACTER = root } + } + trigger_event = middle_east_decisions.1002 + } + hidden_effect = { + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:flag_created_armenian_empire + } + set_global_variable = { + name = flag_created_armenian_empire + value = scope:founder + } + } + } + + ai_potential = { + always = no + } + + ai_will_do = { + base = 0 + } +} + +################################# +# Found the Empire of Beth Nahrain +# by Anna Johansson +################################# + +### Found Empire Of Beth Nahrain Decision ### +found_empire_of_beth_nahrain_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds" + } + decision_group_type = major + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 120 + empire = 0 + hegemony = 0 + } + + title = middle_east_major_decisions.1020.t + desc = middle_east_major_decisions.1020.desc + selection_tooltip = middle_east_major_decisions.1020.tt + + is_shown = { + is_ruler = yes + is_playable_character = yes + capital_province = { geographical_region = world_middle_east } + + any_sub_realm_county = { + OR = { + faith = faith:nestorian + culture = { + OR = { + this = culture:assyrian + any_parent_culture_or_above = { + this = culture:assyrian + } + } + } + } + } + + #Can only do it once + NOT = { + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:created_beth_nahrain + } + } + } + is_valid = { + is_independent_ruler = yes + highest_held_title_tier = tier_kingdom + culture = { has_cultural_pillar = heritage_syriac } + custom_tooltip = { + text = completely_controls_jazira_mesopotamia_tt + completely_controls = title:k_jazira + completely_controls = title:k_mesopotamia + } + custom_tooltip = { + text = has_titles_jazira_mesopotamia_tt + has_title = title:k_jazira + has_title = title:k_mesopotamia + } + OR = { + custom_tooltip = { + text = has_title_and_completely_control_jerusalem_tt + has_title = title:k_jerusalem + completely_controls = title:k_jerusalem + } + custom_tooltip = { + text = has_title_and_completely_control_syria_tt + has_title = title:k_syria + completely_controls = title:k_syria + } + } + } + + is_valid_showing_failures_only = { + is_landed = yes + is_capable_adult = yes + is_imprisoned = no + is_at_war = no + } + + effect = { + hidden_effect = { + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:created_beth_nahrain + } + create_title_and_vassal_change = { + type = created + save_scope_as = title_change + add_claim_on_loss = no + } + title:k_jazira = { + set_de_jure_liege_title = title:e_beth_nahrain + } + title:k_mesopotamia = { + set_de_jure_liege_title = title:e_beth_nahrain + } + + if = { + limit = { + has_title = title:k_jerusalem + completely_controls = title:k_jerusalem + } + title:k_jerusalem = { + set_de_jure_liege_title = title:e_beth_nahrain + } + } + + if = { + limit = { + has_title = title:k_syria + completely_controls = title:k_syria + } + title:k_syria = { + set_de_jure_liege_title = title:e_beth_nahrain + } + } + } + #Create Beth Nahrain + title:e_beth_nahrain = { + change_title_holder = { + holder = root + change = scope:title_change + } + } + resolve_title_and_vassal_change = scope:title_change + + dynasty = { + add_dynasty_prestige = 1000 + } + + give_nickname = nick_beth_nahrain + + show_as_tooltip = { + promote_culture_beth_nahrain_scripted_effect = yes + custom_tooltip = middle_east_major_decisions.1020.promote_culture.tt + } + save_scope_as = suppress_tooltips + + trigger_event = { id = middle_east_decisions.1020 } + + show_as_tooltip = { + random_list = { + 100 = { + show_chance = no + desc = middle_east_major_decisions.1020.learning.desc + learning_beth_nahrain_scripted_effect = yes + } + 100 = { + show_chance = no + desc = middle_east_major_decisions.1020.martial.desc + martial_beth_nahrain_scripted_effect = yes + } + 100 = { + show_chance = no + trigger = { + faith = faith:nestorian + } + desc = middle_east_major_decisions.1020.nestorian.desc + nestorian_faith_beth_nahrain_scripted_effect = yes + } + 100 = { + show_chance = no + trigger = { + NOT = { + faith = faith:nestorian + } + } + desc = middle_east_major_decisions.1020.no_faith.desc + no_faith_beth_nahrain_scripted_effect = yes + } + } + } + } + + cost = { + prestige = 1000 + } + + ai_potential = { + culture = { has_cultural_pillar = heritage_syriac } + } + + ai_will_do = { + base = 100 + } +} + +############## +# Dar al-Islam +############## + +### Establish the Dar al-Islam ### +create_dar_al_islam_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_foundation.dds" + } + decision_group_type = major + + desc = create_dar_al_islam_decision_desc + selection_tooltip = create_dar_al_islam_decision_tt + + sort_order = 1000 # Should be at the very top + + is_shown = { + # Only for Islamic head of faiths + faith = { religious_head ?= root } + faith.religion = religion:islam_religion + # And only if it hasn't been created yet + NOT = { has_global_variable = created_dar_al_islam } + } + is_valid = { + # The basics + is_independent_ruler = yes + any_held_title = { + count >= 2 + tier = tier_empire + } + faith = { has_doctrine = doctrine_temporal_head } + # Must be very pious + prestige_level >= 4 + piety_level >= 5 + # Controls Islamic core lands + completely_controls_region = world_middle_east_arabia + completely_controls_region = world_middle_east_jerusalem + completely_controls_region = world_persia + completely_controls_region = world_africa_north + # Also controls at minimum % of all islamic counties + save_temporary_scope_as = root_scope + custom_tooltip = { + text = realm_controls_enough_islamic_counties_desc + any_realm_county = { + faith.religion = religion:islam_religion + count >= islam_required_county_number_value + } + } + } + + is_valid_showing_failures_only = { + is_capable_adult = yes + is_imprisoned = no + is_at_war = no + } + + effect = { + show_as_tooltip = { + create_dar_al_islam_effect = yes + } + save_scope_as = dar_al_islam_ruler + # Save all existing islamic head of faiths and their titles + religion:islam_religion = { + every_faith = { + if = { + limit = { + exists = religious_head + faith_hostility_level = { + target = root.faith + value < faith_hostile_level + } + } + religious_head_title = { + add_to_list = old_hof_title + } + religious_head = { + add_to_list = former_islamic_hofs + } + } + } + } + # Trigger follow-up events + trigger_event = middle_east_decisions.1100 + every_player = { + limit = { + this != root + NOT = { is_in_list = former_islamic_hofs } + } + trigger_event = middle_east_decisions.1101 + } + every_in_list = { + list = former_islamic_hofs + limit = { this != root } + trigger_event = { id = middle_east_decisions.1102 days = 1 } + } + } + + cost = { + piety = 1500 + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 0 + empire = 24 + hegemony = 0 + } + + ai_potential = { + faith = { religious_head ?= root } + faith.religion = religion:islam_religion + } + + ai_will_do = { + base = 100 + } +} diff --git a/common/decisions/80_major_decisions_south_asia.txt b/common/decisions/80_major_decisions_south_asia.txt new file mode 100644 index 00000000..b060baac --- /dev/null +++ b/common/decisions/80_major_decisions_south_asia.txt @@ -0,0 +1,698 @@ +###DECISIONS LIST### + +## +#Become Chakravarti +#Become Lord/Lady of the Sacred River +#Declare Bene Israel +#Found the Empire of Hindustan +## + + +########## +#Become Chakravarti +# by Petter Vilberg +### Become Chakravarti ### +become_chakravarti_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/hindu_ruler.dds" + } + decision_group_type = major + desc = become_chakravarti_decision_desc + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + is_shown = { + OR = { + religion = religion:hinduism_religion + religion = religion:buddhism_religion + religion = religion:jainism_religion + } + highest_held_title_tier >= tier_kingdom + capital_province = { + geographical_region = world_india + } + + NOT = { + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:become_chakravarti_decision + } + } + } + + is_valid = { + completely_controls = title:e_rajastan + completely_controls = title:e_deccan + completely_controls = title:e_bengal + piety_level >= 5 + } + + is_valid_showing_failures_only = { + is_landed = yes + is_adult = yes + is_available = yes + top_liege = this + } + + cost = { + piety = { + value = massive_piety_value + } + gold = { + value = 0 + if = { + limit = { + has_treasury = no + } + add = massive_gold_value + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + } + add = massive_gold_value + } + } + } + + effect = { + gain_heroic_legend_seed_tooltip_effect = yes + #Can only happen once + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:become_chakravarti_decision + } + + custom_tooltip = become_chakravarti_decision_indian_empires_unite_effect + custom_tooltip = become_chakravarti_decision_new_primary_title_effect + show_as_tooltip = { + add_trait = chakravarti + add_prestige = massive_prestige_value + add_prestige_level = 2 + faith = { + add_doctrine = divine_destiny_doctrine + change_fervor = { + value = major_fervor_gain + desc = fervor_gain_chakravarti + } + } + } + + save_scope_as = chakravarti + + trigger_event = south_asia.0001 #I became the Chakravarti + add_to_temporary_list = received_notification + + every_vassal_or_below = { + if = { + limit = { + OR = { + faith.religion = faith:vaishnavism.religion + faith.religion = faith:theravada.religion + faith.religion = faith:digambara.religion + } + } + trigger_event = south_asia.0002 #My ruler became the Chakravarti + } + else = { + trigger_event = south_asia.0003 #My ruler became the Chakravarti - convert? + } + add_to_temporary_list = received_notification + } + + every_ruler = { + limit = { + NOT = { + is_in_list = received_notification + } + } + + trigger_event = south_asia.0004 #Someone has become the Chakravarti + } + } + + ai_will_do = { + base = 100 + } +} + +########## +#Become Lord/Lady of the Sacred River +# by Petter Vilberg +### Take Stewardship of the Sacred River ### +take_stewardship_of_the_sacred_river_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/hindu_religious.dds" + } + decision_group_type = major + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 120 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + desc = take_stewardship_of_the_sacred_river_decision_desc + + is_shown = { + religion = religion:hinduism_religion + highest_held_title_tier >= tier_duchy + NOT = { has_character_modifier = ruler_of_the_ganges_modifier } + #Only if the Hindu Mandala already has their capital in the area + trigger_if = { + limit = { government_has_flag = government_is_mandala } + capital_province = { geographical_region = custom_ganges_plain } + } + } + + is_valid = { + completely_controls_region = custom_ganges_plain + custom_description = { + text = capital_province_in_ganges_region + capital_province = { geographical_region = custom_ganges_plain } + } + prestige_level >= 3 + piety_level >= 1 + } + + is_valid_showing_failures_only = { + is_landed = yes + is_adult = yes + is_available = yes + trigger_if = { + limit = { has_global_variable = ruler_of_ganges } + custom_description = { + text = capital_province_in_ganges_region + NOR = { + global_var:ruler_of_ganges = { + is_alive = yes + target_is_liege_or_above = root + } + AND = { + global_var:ruler_of_ganges = { is_alive = yes } + target_is_liege_or_above = global_var:ruler_of_ganges + } + } + } + } + } + + cost = { + piety = { + value = major_prestige_value + } + gold = { + value = 0 + if = { + limit = { + has_treasury = no + } + add = major_gold_value + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + } + add = major_gold_value + } + } + } + + effect = { + gain_heroic_legend_seed_tooltip_effect = yes + show_as_tooltip = { + take_stewardship_of_the_sacred_river_effect = yes + } + + save_scope_as = ruler_of_ganges + + trigger_event = south_asia.0011 + add_to_temporary_list = ruler_of_ganges_notification_sent + + if = { + limit = { + exists = global_var:ruler_of_ganges + global_var:ruler_of_ganges = { + is_alive = yes + } + } + global_var:ruler_of_ganges = { + trigger_event = { + id = south_asia.0013 #Someone else has taken my title + days = 3 + } + add_to_temporary_list = ruler_of_ganges_notification_sent + } + } + + if = { #Only send notification the first time the decision is taken + limit = { + NOT = { has_global_variable = ruler_of_ganges_notification_sent } + } + every_independent_ruler = { + limit = { + religion = religion:hinduism_religion + } + trigger_event = { + id = south_asia.0012 + days = 3 + } + add_to_temporary_list = ruler_of_ganges_notification_sent + } + set_global_variable = { + name = ruler_of_ganges_notification_sent + value = yes + } + } + } + + ai_will_do = { + base = 100 + } +} + +########## +#Declare Bene Israel +# by James Beaumont +### Consolidate Bene Israel ### +form_bene_israel_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds" + } + decision_group_type = major + + desc = form_bene_israel_decision_desc + selection_tooltip = form_bene_israel_decision_tooltip + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 120 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + is_shown = { + is_ruler = yes + is_playable_character = yes + faith = faith:malabarism + highest_held_title_tier = tier_duchy + capital_province = { geographical_region = world_india } + + NOT = { + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:form_bene_israel_decision + } + } + } + + is_valid = { + has_title = title:d_chera_nadu + has_title = title:d_konkana + completely_controls = title:d_chera_nadu + completely_controls = title:d_konkana + custom_description = { + text = malabarism_religious_head_exists_tt + subject = this + faith = { exists = religious_head } + } + piety_level >= 3 + } + + is_valid_showing_failures_only = { + is_landed = yes + is_adult = yes + is_available = yes + top_liege = this + } + + cost = { + piety = { + value = medium_piety_value + } + gold = { + value = 0 + if = { + limit = { + has_treasury = no + } + add = medium_gold_value + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + } + add = medium_gold_value + } + } + } + + effect = { + #Can only happen once + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:form_bene_israel_decision + } + + save_scope_as = founder + + show_as_tooltip = { + unite_bene_israel_effect = yes + } + + trigger_event = south_asia.0021 #I formed Bene Israel + + every_player = { + limit = { + this != scope:founder + top_liege = { + OR = { + this = scope:founder + any_neighboring_and_across_water_top_liege_realm_owner = { this = scope:founder } + } + } + } + trigger_event = south_asia.0022 + } + } + + ai_will_do = { + base = 100 + } +} + +###################################### +## Establish the Theravada Faith ## +## ## +## by Nick Meredith ## +## in memory of RDH ## +###################################### + +### Spread the [ROOT.Char.GetFaith.GetNameNoTooltip] Faith ### +spread_theravada_faith_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/hindu_religious.dds" + } + decision_group_type = major + title = spread_theravada_faith_decision + desc = spread_theravada_faith_decision_desc + confirm_text = spread_theravada_faith_decision_confirm # had to use an override for some reason + selection_tooltip = spread_theravada_faith_decision_tooltip # same here + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 120 + empire = 120 + hegemony = 120 + } + cooldown = { days = 365 } + + is_shown = { + highest_held_title_tier >= tier_kingdom + faith = faith:theravada + + OR = { + culture = culture:burmese + culture = culture:mon + } + NOT = { + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:spread_theravada_faith_flag + } + } + any_vassal = { #so that potential later events don't break + has_faith = faith:ari + is_powerful_vassal = yes + } + exists = cp:councillor_court_chaplain + } + + is_valid = { + highest_held_title_tier >= tier_kingdom + faith = faith:theravada + + OR = { + culture = culture:burmese + culture = culture:mon + } + prestige_level >= 3 + piety_level >= 2 + } + + is_valid_showing_failures_only = { + is_landed = yes + } + + cost = { + piety = { + value = major_piety_value + } + gold = { + value = 0 + if = { + limit = { + has_treasury = no + } + add = medium_gold_value + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + } + add = medium_gold_value + } + } + prestige = { + value = massive_prestige_value + } + } + + effect = { + + show_as_tooltip = { + custom_tooltip = spread_theravada_faith_decision_cus_tt + } + + trigger_event = { + id = south_asia.0030 + } + } + + ai_will_do = { + base = 100 + } +} + +###################################### +## Found the empire of Hindustan ## +## ## +## by Henrik Lohmander ## +###################################### + +### Found the Empire of Hindustan ### +found_the_empire_of_hindustan_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_sunder.dds" + } + decision_group_type = major + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 12 + empire = 12 + hegemony = 0 + } + + is_shown = { + is_landed_or_landless_administrative = yes + exists = dynasty # Everyone should have a dynasty, but in case they don't... + NOT = { #Title existance conditions. + exists = title:e_hindustan.holder #Empire of Hindustan + } + capital_province = { + OR = { + geographical_region = world_khorasan + geographical_region = world_transoxiana + geographical_region = world_makran + geographical_region = world_kabulistan + geographical_region = world_india + geographical_region = world_burma + } + } + NOT = { #You can only do it once. + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:flag_founded_hindustan + } + } + faith = { + religion_tag = islam_religion + } + OR = { #Government conditions. + government_has_flag = government_is_feudal + government_has_flag = government_is_clan + government_allows = administrative + government_has_flag = government_is_landless_adventurer + } + OR = { + highest_held_title_tier <= tier_kingdom + has_title = title:e_bengal + has_title = title:e_deccan + has_title = title:e_rajastan + } + } + + is_valid = { + #Standard requirements. + is_independent_ruler = yes + prestige_level >= very_high_prestige_level + piety_level >= high_piety_level + #Title ownership conditions. + #This is currently significantly easier for AI to get the ball rolling + trigger_if = { + limit = { + is_ai = yes + } + OR = { + completely_controls = title:k_punjab + has_title = title:k_punjab + } + OR = { + completely_controls = title:k_delhi + has_title = title:k_delhi + } + } + trigger_if = { + limit = { + is_ai = no + } #And have some additional royal dignity for good measure. + has_title = title:k_punjab + has_title = title:k_delhi + completely_controls = title:d_kuru + OR = { + has_title = title:k_kosala + has_title = title:k_malwa + has_title = title:k_rajputana + } + } + sub_realm_size >= 40 #This is roughly equal to Punjab, Delhi and Kosala. + + #HoF preference conditions. + trigger_if = { + limit = { + is_ai = no + exists = faith.religious_head + } + OR = { + faith.religious_head = { #And they have to actually like you enough to want to invest you. + opinion = { + target = root + value >= high_positive_opinion + } + } + root = { has_strong_usable_hook = faith.religious_head } #Or you have a strong hook on them that you can actually use. + root = { has_weak_hook = faith.religious_head } #Or a regular hook, to be fair, provided you meet the other criteria. + } + } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + } + + effect = { + save_scope_as = founder + show_as_tooltip = { + found_empire_of_hindustan_scripted_effect = yes + } + gain_heroic_legend_seed_tooltip_effect = yes + if = { + limit = { + faith.religious_head ?= { is_playable_character = yes } + } + faith.religious_head = { save_scope_as = founder_hof } + faith.religious_head.capital_province = { save_scope_as = ceremony_locale } + } + else = { + capital_province = { save_scope_as = ceremony_locale } + } + trigger_event = { + id = south_asia.0050 + } + #Notify other players. + every_player = { + limit = { + is_ai = no + NOT = { this = root } + is_within_diplo_range = { CHARACTER = root } + } + trigger_event = south_asia.0051 + } + hidden_effect = { + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:flag_founded_hindustan + } + } + } + + cost = { + gold = { + value = 0 + if = { + limit = { + has_treasury = no + is_ai = no + } + add = 500 + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + is_ai = no + } + add = 500 + } + } + piety = 200 + } + + ai_potential = { + is_independent_ruler = yes + } + + ai_will_do = { + base = 100 + } +} diff --git a/common/decisions/90_minor_decisions.txt b/common/decisions/90_minor_decisions.txt new file mode 100644 index 00000000..53ea3720 --- /dev/null +++ b/common/decisions/90_minor_decisions.txt @@ -0,0 +1,2568 @@ +########################################## +# Hire for a specific Court Position +# These used to be separate decisions, but are now combined into one +# by Chad Uhl +########################################### +### Recruit for a Court Position ### +recruit_court_position_decision = { + ai_check_interval = 0 + picture = { + trigger = { culture = { has_graphical_east_asia_culture_group_trigger = yes } } + reference = "gfx/interface/illustrations/decisions/tgp_scholars.dds" + } + picture = { + trigger = { culture = { has_graphical_india_culture_group_trigger = yes } } + reference = "gfx/interface/illustrations/decisions/hindu_religious.dds" + } + picture = { + trigger = { + NOT = { government_has_flag = government_is_nomadic } + } + reference = "gfx/interface/illustrations/decisions/decision_recruitment.dds" + } + picture = { + trigger = { + government_has_flag = government_is_nomadic + } + reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_tribal_neutral.dds" + } + sort_order = 10 + decision_group_type = courtier + + is_shown = { + is_landed_or_landless_administrative = yes + } + + 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_CHARACTER_ROLE_DECISION_NEXT_STEP_BUTTON" + show_from_start = yes + + item = { # Court Physician + value = hire_physician_decision + is_shown = { + is_ruler = yes + is_landless_adventurer = no + } + is_valid = { + NOR = { + employs_court_position = court_physician_court_position + custom_tooltip = { + text = recruit_court_physician_cooldown_tt + has_character_flag = recruit_court_physician_cooldown + } + } + } + current_description = hire_physician_decision_desc + localization = hire_physician_decision + icon = "gfx/interface/icons/court_position_types/court_physician_court_position.dds" + ai_chance = { value = 100 } + } + item = { #Caravan Master + value = hire_travel_leader_decision + is_shown = { + exists = primary_title + primary_title.tier >= tier_county + is_landless_adventurer = no + } + is_valid = { + NOR = { + employs_court_position = travel_leader_court_position + custom_tooltip = { + text = recruit_travel_leader_cooldown_tt + has_character_flag = recruit_travel_leader_cooldown + } + } + } + current_description = hire_travel_leader_decision_desc + localization = hire_travel_leader_decision + icon = "gfx/interface/icons/court_position_types/travel_leader_court_position.dds" + ai_chance = { + value = 100 + if = { + limit = { + NOR = { + highest_held_title_tier > tier_barony + is_landed_or_landless_administrative = yes + gold > low_skill_court_physician_cost + is_at_war = no + } + } + multiply = 0 + } + } + } + item = { # Wet Nurse + value = find_wet_nurse_decision + is_shown = { + is_landed_or_landless_administrative = yes + has_bp2_dlc_trigger = yes + } + is_valid = { + NOR = { + employs_court_position = wet_nurse_court_position + custom_tooltip = { + text = recruit_wet_nurse_cooldown_tt + has_character_flag = recruit_wet_nurse_cooldown + } + } + } + current_description = find_wet_nurse_decision_desc + localization = find_wet_nurse_decision + icon = "gfx/interface/icons/court_position_types/wet_nurse_court_position.dds" + ai_chance = { + value = 10 + if = { + limit = { + any_child = { #more willing if mother of your children is dead, too old or not healthy + mother ?= { + OR = { + is_alive = no + age > 45 + health < 3 + } + } + } + } + add = 100 + } + if = { + limit = { + NOR = { + highest_held_title_tier > tier_barony + NOT = { + employs_court_position = wet_nurse_court_position + } + any_child = { + age < 5 + } + } + } + multiply = 0 + } + } + } + item = { # Charioteer + value = hire_charioteer_decision + is_shown = { + has_ep3_dlc_trigger = yes + is_landless_adventurer = no + culture = { + has_cultural_parameter = hosts_chariot_races + } + } + is_valid = { + NOR = { + employs_court_position = charioteer_court_position + custom_tooltip = { + text = recruit_charioteer_cooldown_tt + has_character_flag = recruit_charioteer_cooldown + } + } + } + current_description = hire_charioteer_decision_desc + localization = hire_charioteer_decision + icon = "gfx/interface/icons/court_position_types/charioteer_court_position.dds" + ai_chance = { value = 100 } + } + item = { # Bookmaker + value = hire_bookmaker_decision + is_shown = { + has_ep3_dlc_trigger = yes + is_landless_adventurer = no + culture = { + has_cultural_parameter = hosts_chariot_races + } + } + is_valid = { + NOR = { + employs_court_position = bookmaker_court_position + custom_tooltip = { + text = recruit_bookmaker_cooldown_tt + has_character_flag = recruit_bookmaker_cooldown + } + } + } + current_description = hire_bookmaker_decision_desc + localization = hire_bookmaker_decision + icon = "gfx/interface/icons/court_position_types/bookmaker_court_position.dds" + ai_chance = { value = 100 } + } + item = { # Eunuch + value = hire_eunuch_decision + is_shown = { + has_ep3_dlc_trigger = yes + is_landless_adventurer = no + culture = { + has_cultural_parameter = can_appoint_chief_eunuch + } + } + is_valid = { + NOR = { + employs_court_position = chief_eunuch_court_position + custom_tooltip = { + text = recruit_chief_eunuch_cooldown_tt + has_character_flag = recruit_eunuch_cooldown + } + } + } + current_description = hire_eunuch_decision_desc + localization = hire_eunuch_decision + icon = "gfx/interface/icons/court_position_types/chief_eunuch_court_position.dds" + ai_chance = { value = 100 } + } + item = { # Gardener + value = recruit_gardener_decision + is_shown = { + culture = { + has_cultural_parameter = can_recruit_gardeners + } + is_landless_adventurer = no + } + is_valid = { + NOR = { + employs_court_position = court_gardener_court_position + custom_tooltip = { + text = recruit_court_gardener_cooldown_tt + has_character_flag = recruit_court_gardener_cooldown + } + } + } + current_description = recruit_gardener_decision_desc + localization = recruit_gardener_decision + icon = "gfx/interface/icons/court_position_types/court_gardener_court_position.dds" + ai_chance = { value = 100 } + } + item = { # Linguist (Self) + value = invite_a_linguist_self + is_shown = { + # Standard filter checks. + is_playable_character = yes + has_royal_court = yes + has_dlc_feature = royal_court + # Language checks. + NOT = { has_court_language_of_culture = root.culture } # No need for linguist + any_culture_global = { # Need somewhere to recruit linguist from + exists = culture_head + root.liege = { has_court_language_of_culture = prev } + } + } + is_valid = { + age >= 6 + is_alive = yes + NOT = { exists = involved_activity } + is_imprisoned = no + NOT = { knows_court_language_of = root } + custom_tooltip = { + text = scheming_already + NOT = { # Is not currently learning a language and doesn't know court language + any_scheme = { type = learn_language } + } + } + custom_tooltip = { + text = linguist_already_present + NOT = { + any_courtier = { # You don't already have a linguist at court + has_character_flag = court_linguist_flag + knows_court_language_of = root + } + } + } + NOT = { + custom_tooltip = { + text = recruit_linguist_self_cooldown_tt + has_character_flag = recruit_linguist_self_cooldown + } + } + } + current_description = invite_a_linguist_desc + localization = invite_a_linguist_self + icon = "gfx/interface/icons/scheme_types/icon_scheme_learn_language.dds" + ai_chance = { value = 100 } + } + item = { # Linguist (Liege) + value = invite_a_linguist_liege + is_shown = { + # Standard filter checks. + is_landed_or_landless_administrative = yes + # Liege checks. + top_liege != this + liege = { has_royal_court = yes has_dlc_feature = royal_court } + # Language checks. + trigger_if = { + limit = { has_royal_court = yes } + NOT = { has_same_court_language = liege } # Can use other decision in this case + } + NOR = { + liege = { has_court_language_of_culture = root.culture } # No need to learn your own culture's language + AND = { + knows_language_of_culture = root.liege.culture + trigger_if = { + limit = { + any_child = { } + } + any_child = { + count > 0 + knows_language_of_culture = root.liege.culture + } + } + } + } + any_culture_global = { # Need somewhere to recruit linguist from + exists = culture_head + root.liege = { has_court_language_of_culture = prev } + } + } + is_valid = { + age >= 6 + is_alive = yes + NOT = { exists = involved_activity } + is_imprisoned = no + custom_tooltip = { + text = scheming_already + NOT = { # Is not currently learning a language and doesn't know court language + any_scheme = { type = learn_language } + } + } + custom_tooltip = { + text = linguist_already_present + NOT = { + any_courtier = { # You don't already have a linguist at court + has_character_flag = court_linguist_flag + knows_court_language_of = root.liege + } + } + } + NOT = { + custom_tooltip = { + text = recruit_linguist_liege_cooldown_tt + has_character_flag = recruit_linguist_liege_cooldown + } + } + } + current_description = invite_a_linguist_desc + localization = invite_a_linguist_liege + icon = "gfx/interface/icons/scheme_types/icon_scheme_learn_language.dds" + ai_chance = { value = 100 } + } + item = { #Stargazer + value = invite_a_stargazer_decision + is_shown = { + government_has_flag = government_is_nomadic + exists = primary_title + primary_title.tier >= tier_county + is_landless_adventurer = no + } + is_valid = { + NOR = { + employs_court_position = court_astrologer_court_position + custom_tooltip = { + text = recruit_court_astrologer_cooldown_tt + has_character_flag = recruit_court_astrologer_cooldown + } + } + exists = capital_province + } + current_description = invite_a_stargazer_decision_desc + localization = invite_a_stargazer_decision + icon = "gfx/interface/icons/court_position_types/court_astrologer_court_position.dds" + ai_chance = { + value = 100 + if = { + limit = { + NOR = { + highest_held_title_tier > tier_barony + gold > low_skill_court_physician_cost + is_at_war = no + } + } + multiply = 0 + } + } + } + item = { # Siege Engineer + value = invite_a_siege_engineer_decision + is_shown = { + government_has_flag = government_is_nomadic + exists = primary_title + primary_title.tier >= tier_county + is_landless_adventurer = no + } + is_valid = { + NOR = { + employs_court_position = siege_engineer_court_position + custom_tooltip = { + text = recruit_siege_engineer_cooldown_tt + has_character_flag = recruit_siege_engineer_cooldown + } + } + exists = capital_province + } + current_description = invite_a_siege_engineer_decision_desc + localization = invite_a_siege_engineer_decision + icon = "gfx/interface/icons/court_position_types/siege_engineer_court_position.dds" + ai_chance = { + value = 100 + if = { + limit = { + NOR = { + highest_held_title_tier > tier_barony + gold > low_skill_court_physician_cost + is_at_war = no + } + } + multiply = 0 + } + } + } + item = { # Foreign Emissary + value = invite_a_foreign_emissary_decision + is_shown = { + government_has_flag = government_is_nomadic + exists = primary_title + primary_title.tier >= tier_county + is_landless_adventurer = no + } + is_valid = { + NOR = { + employs_court_position = foreign_emissary_court_position + custom_tooltip = { + text = recruit_foreign_emissary_cooldown_tt + has_character_flag = recruit_foreign_emissary_cooldown + } + } + exists = capital_province + } + current_description = invite_a_foreign_emissary_decision_desc + localization = invite_a_foreign_emissary_decision + icon = "gfx/interface/icons/court_position_types/foreign_emissary_court_position.dds" + ai_chance = { + value = 100 + if = { + limit = { + NOR = { + highest_held_title_tier > tier_barony + gold > low_skill_court_physician_cost + is_at_war = no + } + } + multiply = 0 + } + } + } + item = { # Court Brahmin + value = invite_a_court_brahmin_decision + is_shown = { + government_has_flag = government_is_mandala + exists = primary_title + primary_title.tier >= tier_county + } + is_valid = { + NOR = { + employs_court_position = court_brahmin_court_position + custom_tooltip = { + text = recruit_court_brahmin_cooldown_tt + has_character_flag = recruit_court_brahmin_cooldown + } + } + exists = capital_province + } + current_description = invite_a_court_brahmin_decision_desc + localization = invite_a_court_brahmin_decision + icon = "gfx/interface/icons/court_position_types/court_brahmin_court_position.dds" + ai_chance = { + value = 100 + if = { + limit = { + NOR = { + highest_held_title_tier > tier_barony + gold > low_skill_court_physician_cost + is_at_war = no + } + } + multiply = 0 + } + } + } + item = { # Khlon Glan + value = invite_a_khlon_glan_decision + is_shown = { + government_has_flag = government_is_mandala + exists = primary_title + primary_title.tier >= tier_county + } + is_valid = { + NOR = { + employs_court_position = khlon_glan_court_position + custom_tooltip = { + text = recruit_khlon_glan_cooldown_tt + has_character_flag = recruit_khlon_glan_cooldown + } + } + exists = capital_province + } + current_description = invite_a_khlon_glan_decision_desc + localization = invite_a_khlon_glan_decision + icon = "gfx/interface/icons/court_position_types/khlon_glan_court_position.dds" + ai_chance = { + value = 100 + if = { + limit = { + NOR = { + highest_held_title_tier > tier_barony + gold > low_skill_court_physician_cost + is_at_war = no + } + } + multiply = 0 + } + } + } + } + + effect = { + custom_tooltip = recruit_court_position_decision_tt + hidden_effect = { + custom_tooltip = recruit_court_position_decision_tooltip + if = { # Court Physician + limit = { scope:hire_physician_decision = yes } + hidden_effect = { + add_character_flag = { + flag = health_3001_hire_physician_decision_text + days = 20 + } + } + set_variable = { + name = recruit_court_physician_cooldown + years = 1 + } + trigger_event = { + id = health.3001 + days = { 7 14 } + } + } + else_if = { # Travel Leader + limit = { scope:hire_travel_leader_decision = yes } + add_character_flag = { + flag = recruit_travel_leader_cooldown + years = 1 + } + trigger_event = { + id = travel_events.1010 + days = { 7 14 } + } + } + else_if = { # Wet Nurse + limit = { scope:find_wet_nurse_decision = yes } + add_character_flag = { + flag = recruit_wet_nurse_cooldown + years = 1 + } + trigger_event = { + id = bp2_decision.0001 + days = { 7 14 } + } + } + else_if = { # Charioteer + limit = { scope:hire_charioteer_decision = yes } + add_character_flag = { + flag = recruit_charioteer_cooldown + years = 1 + } + trigger_event = { + id = ep3_decisions_event.1000 + days = { 7 14 } + } + } + else_if = { + limit = { scope:hire_bookmaker_decision = yes } + add_character_flag = { + flag = recruit_bookmaker_cooldown + years = 1 + } + trigger_event = { + id = ep3_decisions_event.1010 + } + } + else_if = { # Eunuch + limit = { scope:hire_eunuch_decision = yes } + add_character_flag = { + flag = recruit_eunuch_cooldown + years = 1 + } + trigger_event = { + id = ep3_decisions_event.5010 + days = { 7 14 } + } + } + else_if = { # Court Gardener + limit = { scope:recruit_gardener_decision = yes } + hidden_effect = { + if = { + limit = { + exists = root.capital_province + any_pool_character = { + province = root.capital_province + stewardship >= medium_skill_rating + culture = root.culture + opinion = { # Just to make sure you don't pull in rivals or similar + value >= -30 + target = root + } + } + } + random_pool_character = { + province = root.capital_province + limit = { + stewardship >= medium_skill_rating + culture = root.culture + opinion = { # Just to make sure you don't pull in rivals or similar + value >= -30 + target = root + } + } + if = { + limit = { + NOT = { + has_trait = lifestyle_gardener + } + } + add_trait = lifestyle_gardener + } + save_scope_as = new_commander # Ignore the name, it's to save on localisation + } + } + else = { + create_character = { + employer = root + template = pool_repopulate_stewardship + faith = root.faith + culture = root.culture + save_scope_as = new_commander + } + } + if = { + limit = { + exists = scope:new_commander + } + scope:new_commander = { + force_character_skill_recalculation = yes + add_character_flag = { + flag = blocked_from_leaving + years = 25 + } + if = { + limit = { + NOT = { + has_trait = lifestyle_gardener + } + } + add_trait = lifestyle_gardener + } + } + if = { + limit = { + scope:new_commander = { + NOT = { + is_courtier_of = root + } + } + } + add_courtier = scope:new_commander + } + send_interface_toast = { + type = event_toast_effect_neutral + title = gardener_recruited.t + left_icon = scope:new_commander + custom_tooltip = commander_recruited.desc + } + } + } + add_character_flag = { + flag = recruit_court_gardener_cooldown + years = 1 + } + } + else_if = { + limit = { scope:invite_a_linguist_self = yes } + save_scope_as = target_court_language + custom_tooltip = { + text = invite_a_linguist_tt_self + trigger_event = ep1_decision.0201 + } + if = { + limit = { + NOT = { knows_court_language_of = root.liege } + any_scheme = { is_hostile = no } + } + custom_description_no_bullet = { text = learn_language_will_cancel_ongoing_schemes_tt } + } + add_character_flag = { + flag = recruit_linguist_self_cooldown + years = 1 + } + } + else_if = { + limit = { scope:invite_a_linguist_liege = yes } + liege = { save_scope_as = target_court_language } + save_scope_value_as = { name = language_scheme_type value = flag:liege } + custom_tooltip = { + text = invite_a_linguist_tt_liege + trigger_event = ep1_decision.0201 + } + if = { + limit = { + NOT = { knows_court_language_of = root.liege } + any_scheme = { is_hostile = no } + } + custom_description_no_bullet = { text = learn_language_will_cancel_ongoing_schemes_tt } + } + add_character_flag = { + flag = recruit_linguist_liege_cooldown + years = 1 + } + } + else_if = { # Stargazer + limit = { scope:invite_a_stargazer_decision = yes } + add_character_flag = { + flag = recruit_court_astrologer_cooldown + years = 1 + } + trigger_event = { + id = mpo_decisions_events.0070 + days = { 7 14 } + } + } + else_if = { # Siege Engineer + limit = { scope:invite_a_siege_engineer_decision = yes } + add_character_flag = { + flag = recruit_siege_engineer_cooldown + years = 1 + } + trigger_event = { + id = mpo_decisions_events.0080 + days = { 7 14 } + } + } + else_if = { # Foreign Emissary + limit = { scope:invite_a_foreign_emissary_decision = yes } + add_character_flag = { + flag = recruit_foreign_emissary_cooldown + years = 1 + } + trigger_event = { + id = mpo_decisions_events.0090 + days = { 7 14 } + } + } + else_if = { # Court Brahmin + limit = { scope:invite_a_court_brahmin_decision = yes } + add_character_flag = { + flag = recruit_court_brahmin_cooldown + years = 1 + } + trigger_event = { + id = tgp_east_asia_decision_events.0200 + days = { 7 14 } + } + } + else_if = { # Khlon Glan + limit = { scope:invite_a_khlon_glan_decision = yes } + add_character_flag = { + flag = recruit_khlon_glan_cooldown + years = 1 + } + trigger_event = { + id = tgp_east_asia_decision_events.0210 + days = { 7 14 } + } + } + } + } + + ai_potential = { + always = no # Only players can do this. AI vassals go through the normal court events/hold court activity. + } +} + +### Gain Weight ### +gain_weight_decision = { #by Linnéa Thimrén + picture = { + reference = "gfx/interface/illustrations/decisions/decision_misc.dds" + } + desc = gain_weight_decision_desc + selection_tooltip = gain_weight_decision_tooltip + + ai_check_interval = 0 + + is_shown = { + OR = { + has_character_modifier = malnourished_modifier + current_weight < -50 + } + NOT = { has_character_modifier = gaining_weight_modifier } + } + + is_valid_showing_failures_only = { + is_imprisoned = no + NOT = { has_trait = incapable } + } + + effect = { + add_character_modifier = { + modifier = gaining_weight_modifier + } + + trigger_event = { #To give faster, and steadier, results + id = health.5004 + days = 90 + } + } + + ai_potential = { + always = no + } + + ai_will_do = { + base = 0 + } +} + +### Stop Gaining Weight ### +stop_gain_weight_decision = { #by Linnéa Thimrén + picture = { + reference = "gfx/interface/illustrations/decisions/decision_activity.dds" + } + desc = stop_gain_weight_decision_desc + selection_tooltip = stop_gain_weight_decision_tooltip + + ai_check_interval = 0 + + is_shown = { + has_character_modifier = gaining_weight_modifier + } + + effect = { + remove_character_modifier = gaining_weight_modifier + } + + ai_potential = { + always = no + } + + ai_will_do = { + base = 0 + } +} + +### Lose Weight ### +lose_weight_decision = { #by Linnéa Thimrén + picture = { + reference = "gfx/interface/illustrations/decisions/decision_activity.dds" + } + desc = lose_weight_decision_desc + selection_tooltip = lose_weight_decision_tooltip + + ai_check_interval = 0 + + is_shown = { + OR = { + has_character_modifier = obese_modifier + current_weight > 50 + } + NOT = { has_character_modifier = losing_weight_modifier } + } + + is_valid_showing_failures_only = { + is_imprisoned = no + NOT = { has_trait = incapable } + } + + effect = { + stress_impact = { + gluttonous = medium_stress_impact_gain + } + add_character_modifier = { + modifier = losing_weight_modifier + } + + trigger_event = { #To give faster results + id = health.5005 + days = 180 + } + } + + ai_potential = { + always = no + } + + ai_will_do = { + base = 0 + } +} + +### Stop Losing Weight ### +stop_lose_weight_decision = { #by Linnéa Thimrén + picture = { + reference = "gfx/interface/illustrations/decisions/decision_misc.dds" + } + desc = stop_lose_weight_decision_desc + selection_tooltip = stop_lose_weight_decision_tooltip + + ai_check_interval = 0 + + is_shown = { + has_character_modifier = losing_weight_modifier + } + + effect = { + remove_character_modifier = losing_weight_modifier + } + + ai_potential = { + always = no + } + + ai_will_do = { + base = 0 + } +} + +### Attempt Suicide ### +commit_suicide_decision = { #by Linnéa Thimrén + picture = { + reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds" + } + desc = { + first_valid = { + triggered_desc = { + trigger = { has_variable = mourning_parent } + desc = commit_suicide_decision_desc_parent + } + triggered_desc = { + trigger = { has_variable = mourning_soulmate } + desc = commit_suicide_decision_desc_soulmate + } + triggered_desc = { + trigger = { has_trait = lunatic } + desc = commit_suicide_decision_desc_lunatic + } + triggered_desc = { + trigger = { has_trait = depressed } + desc = commit_suicide_decision_desc_depressed + } + triggered_desc = { + trigger = { has_trait = cancer } + desc = commit_suicide_decision_desc_cancer + } + triggered_desc = { + trigger = { has_trait = leper } + desc = commit_suicide_decision_desc_leper + } + triggered_desc = { + trigger = { has_variable = messy_divorce } + desc = commit_suicide_decision_desc_divorce + } + triggered_desc = { + trigger = { has_variable = rank_demoted } + desc = commit_suicide_decision_desc_demoted + } + triggered_desc = { + trigger = { has_variable = mourning_friend } + desc = commit_suicide_decision_desc_friend + } + triggered_desc = { + trigger = { has_trait = great_pox } + desc = commit_suicide_decision_desc_great_pox + } + triggered_desc = { + trigger = { has_trait = incapable } + desc = commit_suicide_decision_desc_incapable + } + triggered_desc = { + trigger = { stress >= extremely_high_stress } + desc = commit_suicide_decision_desc_stressed + } + triggered_desc = { + trigger = { + has_trait = witch + faith = { has_doctrine_parameter = witchcraft_illegal } + } + desc = commit_suicide_decision_desc_witch + } + triggered_desc = { + trigger = { + has_trait = cannibal + NOT = { + faith = { has_doctrine_parameter = cannibalism_legal } + } + } + desc = commit_suicide_decision_desc_cannibal + } + triggered_desc = { + trigger = { + has_trait = sodomite + faith = { has_doctrine_parameter = homosexuality_illegal } + } + desc = commit_suicide_decision_desc_sodomite + } + triggered_desc = { + trigger = { + has_trait = deviant + faith = { has_doctrine_parameter = deviancy_illegal } + } + desc = commit_suicide_decision_desc_deviant + } + triggered_desc = { + trigger = { + OR = { + has_trait = adulterer + has_trait = fornicator + } + trait_is_criminal_in_faith_trigger = { + FAITH = faith + TRAIT = trait:adulterer + GENDER_CHARACTER = this + } + } + desc = commit_suicide_decision_desc_criminal + } + } + } + selection_tooltip = commit_suicide_decision_tooltip + + ai_check_interval_by_tier = { + barony = 0 + county = 500 + duchy = 500 + kingdom = 500 + empire = 500 + hegemony = 500 + } + + cooldown = { days = 1825 } + + is_shown = { + is_adult = yes + NOT = { can_execute_decision = initiate_consolamentum_decision } + OR = { + has_trait = depressed + has_trait = incapable + has_trait = cancer + has_trait = leper + has_trait = great_pox + has_trait = lunatic + has_character_flag = make_suicide_available + stress >= extremely_high_stress + AND = { #You have a criminal trait and you are stressed + stress >= very_high_stress + OR = { + AND = { + has_trait = witch + faith = { has_doctrine_parameter = witchcraft_illegal } + } + AND = { + has_trait = cannibal + NOT = { + faith = { has_doctrine_parameter = cannibalism_legal } + } + } + AND = { + has_trait = sodomite + faith = { has_doctrine_parameter = homosexuality_illegal } + } + AND = { + has_trait = deviant + faith = { has_doctrine_parameter = deviancy_illegal } + } + AND = { + OR = { + has_trait = adulterer + has_trait = fornicator + } + trait_is_criminal_in_faith_trigger = { + FAITH = faith + TRAIT = trait:adulterer + GENDER_CHARACTER = this + } + } + } + } + } + } + + is_valid_showing_failures_only = { + not = { exists = involved_activity } + is_imprisoned = no + is_commanding_army = no + } + + effect = { + show_as_tooltip = { + committed_suicide_effect = yes + } + + custom_tooltip = commit_suicide_decision_effect_tooltip + trigger_event = { + on_action = commit_suicide + } + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 0 + modifier = { + add = 30 + has_trait = depressed + } + modifier = { + add = 25 + has_trait = incapable + } + modifier = { + add = 10 + has_trait = cancer + } + modifier = { + add = 10 + has_trait = leper + } + modifier = { + add = 10 + has_trait = great_pox + } + modifier = { + add = 10 + has_trait = lunatic + } + modifier = { + add = 20 + has_character_flag = make_suicide_available + } + } +} + +### Secede from [ROOT.Char.GetLiege.GetPrimaryTitle.GetNameNoTierNoTooltip] ### +secede_from_empire_decision = { #by Sean Hughes + picture = { + reference = "gfx/interface/illustrations/decisions/decision_misc.dds" + } + desc = secede_from_empire_decision_desc + selection_tooltip = secede_from_empire_decision_tooltip + decision_group_type = major + + ai_check_interval_by_tier = { + barony = 0 + county = 12 + duchy = 12 + kingdom = 12 + empire = 0 + hegemony = 0 + } + + is_shown = { + liege ?= { + highest_held_title_tier >= tier_empire + this != root + } + OR = { + liege ?= { # Over 25 years in debt + OR = { + debt_level >= 7 + treasury_debt_level >= 7 + } + } + liege ?= { + any_character_war = { + primary_attacker = prev + war_days >= 9125 # Offensive war lasting over 25 years. + } + } + } + is_landed = yes + } + + is_valid = { + OR = { + custom_description = { + liege ?= { # Over 25 years in debt + OR = { + debt_level >= 7 + treasury_debt_level >= 7 + } + } + subject = liege + object = root + text = secede_from_empire_decision_trigger_debt + } + custom_description = { + liege = { + any_character_war = { + primary_attacker = prev + war_days >= 9125 # Offensive war lasting over 25 years. + } + } + subject = liege + object = root + text = secede_from_empire_decision_trigger_war + } + } + } + + is_valid_showing_failures_only = { + is_available = yes + } + + effect = { + # Liege loses debt proportionally to how much realm_size they will lose when you go independent. + custom_tooltip = secede_from_empire_decision_effect_tooltip + hidden_effect = { + liege = { + save_scope_as = liege + save_scope_value_as = { + name = debt_cleared + value = { + value = gold # Example: I am 1000 gold in debt, so we start with -1000 + multiply = root.sub_realm_size # The seceeding vassal has a realm size of 25... + divide = scope:liege.realm_size # ...while the top liege has a realm size of 100, scaling the value to -250 + multiply = -1.1 + } + } + send_interface_toast = { + type = event_toast_effect_bad + title = secede_from_empire_decision_notification + left_icon = root + + custom_tooltip = secede_from_empire_decision_notification_tt + add_gold = scope:debt_cleared + } + } + } + + # Go independent + create_title_and_vassal_change = { + type = independency + save_scope_as = change + } + becomes_independent = { + change = scope:change + } + resolve_title_and_vassal_change = scope:change + + debug_log = "Empire Vassal Secession:" + debug_log_scopes = no + scope:liege = { debug_log_scopes = no } + scope:debt_cleared = { debug_log_scopes = no } + } + + ai_potential = { + liege = { # More than 5 years in debt + OR = { + debt_level >= 5 + treasury_debt_level >= 5 + } + } + trigger_if = { + limit = { + liege = { is_rightful_liege_of = root } + } + is_powerful_vassal = yes # The strongest vassals go first + highest_held_title_tier >= tier_county # Counts should never break away from their rightful liege, though. + } + trigger_else = { + liege = { is_ai = yes } + + # Slightly different from the rightful liege check, this looks to see if I hold any land at all that De Jure belongs to my liege's empire(s). + NOT = { + any_held_title = { + title_tier = county + exists = empire.holder + empire.holder = root.liege + } + } + } + } + + ai_will_do = { + base = -40 + + # Realm Modifiers + compare_modifier = { + value = sub_realm_size + multiplier = 1 + } + + modifier = { + add = 50 + NOT = { + liege = { is_rightful_liege_of = root } + } + } + + modifier = { + # Kings are more likely to seceede + add = 25 + highest_held_title_tier = tier_kingdom + } + + modifier = { + add = -35 + # Electors in the HRE are far less likely to seceede. + liege.primary_title = title:e_hre + title:e_hre = { + has_title_law = princely_elective_succession_law + any_elector = { + this = root + } + } + } + + modifier = { + add = -60 + # Satraps of the Mongol Empire should (almost) never seceede. + liege.primary_title = title:e_mongolia + } + + # 'Soft' Modifiers, e.g., Opinion and Personality + ai_value_modifier = { + ai_greed = 0.35 + ai_boldness = 0.35 + } + + opinion_modifier = { + opinion_target = liege + who = root + multiplier = -0.15 + } + + # Faith and Culture Factors + modifier = { + factor = 1.2 + NOT = { culture = { has_same_culture_heritage = root.liege.culture }} + } + + modifier = { + factor = 1.1 + faith = { + faith_hostility_level = { + target = root.liege.faith + value = faith_astray_level + } + } + } + + modifier = { + factor = 1.3 + faith = { + faith_hostility_level = { + target = root.liege.faith + value = faith_hostile_level + } + } + } + + modifier = { + factor = 1.5 + faith = { + faith_hostility_level = { + target = root.liege.faith + value = faith_evil_level + } + } + } + } +} + +### Pet [ROOT.Char.Custom('DogStoryName')] ### +pet_dog_decision = { #by Linnéa Thimrén + picture = { + reference = "gfx/interface/illustrations/decisions/decision_pet_dog.dds" + } + desc = pet_dog_decision_desc + selection_tooltip = pet_dog_decision_tooltip + + ai_check_interval_by_tier = { + barony = 0 + county = 120 + duchy = 120 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + cooldown = { days = 1825 } + + is_shown = { + any_owned_story = { + type = story_cycle_pet_dog + exists = story_owner.var:story_cycle_dog_name + } + } + + is_valid_showing_failures_only = { + is_available = yes + } + + effect = { + custom_tooltip = pet_decision_effect_tooltip + + trigger_event = { + on_action = story_cycle_dog_pet_decision_on_actions + } + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 0 + + modifier = { + add = 100 + stress > 10 + } + } +} + +### Pet [ROOT.Char.Custom('CatStoryName')] ### +pet_cat_decision = { #by Linnéa Thimrén + picture = { + reference = "gfx/interface/illustrations/decisions/decision_pet_dog.dds" + } + desc = pet_cat_decision_desc + selection_tooltip = pet_cat_decision_tooltip + + ai_check_interval_by_tier = { + barony = 0 + county = 120 + duchy = 120 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + cooldown = { days = 1825 } + + is_shown = { + any_owned_story = { + type = story_cycle_pet_cat + exists = story_owner.var:story_cycle_cat_name + } + } + + is_valid_showing_failures_only = { + is_available = yes + } + + effect = { + custom_tooltip = pet_decision_effect_tooltip + + trigger_event = { + on_action = story_cycle_cat_pet_decision_on_actions + } + } + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 0 + + modifier = { + add = 100 + stress > 10 + } + } +} + +#DECISIONS TO "USE" YOUR STRESS COPING TRAITS TO LOSE STRESS + +### Indulge in Drink ### +stress_loss_drunkard_decision = { #by Linnéa Thimrén + picture = { + reference = "gfx/interface/illustrations/decisions/decision_misc.dds" + } + desc = stress_loss_drunkard_decision_desc + selection_tooltip = stress_loss_drunkard_decision_tooltip + + ai_check_interval_by_tier = { + barony = 0 + county = 36 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + cooldown = { days = 1095 } + + is_shown = { + has_trait = drunkard + } + + is_valid_showing_failures_only = { + is_available = yes + NOT = { has_character_modifier = court_no_wine_modifier } + } + + effect = { + custom_tooltip = stress_loss_drunkard_decision_effect_tooltip + show_as_tooltip = { add_prestige = medium_prestige_loss } # The effect is actually applied in the event itself + + trigger_event = { on_action = stress_loss_drunkard } + } + + ai_potential = { has_trait = drunkard } + ai_will_do = { + base = 0 + + modifier = { + add = 100 + stress >= 50 + } + } +} + +### Consume Hashish Cakes ### +stress_loss_hashishiyah_decision = { #by Linnéa Thimrén + picture = { + reference = "gfx/interface/illustrations/decisions/decision_misc.dds" + } + desc = stress_loss_hashishiyah_decision_desc + selection_tooltip = stress_loss_hashishiyah_decision_tooltip + + ai_check_interval_by_tier = { + barony = 0 + county = 36 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + cooldown = { days = 1095 } + + is_shown = { + OR = { + has_trait = hashishiyah + has_character_modifier = ach_secret_stash_modifier + } + } + + is_valid_showing_failures_only = { + is_available = yes + } + + effect = { + custom_tooltip = stress_loss_drunkard_decision_effect_tooltip + + show_as_tooltip = { #The effect is actually applied in the event itself + add_character_modifier = { + modifier = stress_hashish_stupor + years = 2 + } + } + + if = { + limit = { + has_character_modifier = ach_secret_stash_modifier + } + remove_character_modifier = ach_secret_stash_modifier + } + + trigger_event = { + on_action = stress_loss_hashishiyah + } + } + + ai_potential = { + OR = { + has_character_modifier = ach_secret_stash_modifier + has_trait = hashishiyah + } + } + + ai_will_do = { + base = 0 + + modifier = { + add = 100 + stress >= 50 + } + } +} + +### Visit a Brothel ### +stress_loss_rakish_decision = { #by Linnéa Thimrén + picture = { + reference = "gfx/interface/illustrations/decisions/decision_recruitment.dds" + } + desc = { + desc = stress_loss_rakish_decision_desc + desc = { + first_valid = { + triggered_desc = { + trigger = { + is_female = yes + } + desc = stress_loss_rakish_decision_desc_woman_ending + } + desc = stress_loss_rakish_decision_desc_man_ending + } + } + } + selection_tooltip = stress_loss_rakish_decision_tooltip + + ai_check_interval_by_tier = { + barony = 0 + county = 36 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + cooldown = { days = 1095 } + + is_shown = { + has_trait = rakish + } + + is_valid_showing_failures_only = { + is_available = yes + short_term_gold >= minor_gold_value + is_eunuch_trigger = no + NOT = { has_trait = celibate } + } + + effect = { + show_as_tooltip = { + remove_short_term_gold = minor_gold_value + } + custom_tooltip = stress_loss_drunkard_decision_effect_tooltip + custom_tooltip = stress_threshold.1011.rakish.tt + + + #So that stress_trait_coping_decisions.2002 can trigger in yearly events too + save_scope_value_as = { + name = from_stress_loss_decision + value = yes + } + + trigger_event = { + on_action = stress_loss_rakish + } + + # Only men have a chance of bastards this way, as real_father cannot be anonymous + if = { + limit = { is_male = yes } + hidden_effect = { + save_scope_value_as = { + name = brothel_bastard_chance + value = { + # 1% chance with a fertility of 0.1 + value = fertility + multiply = 10 + # Men dont 'need' to be fertile (there is always a chance they are not the father) + add = 5 + if = { # Recklessness + limit = { ai_boldness != 0 } + add = { + value = ai_boldness + divide = 100 + } + } + if = { # Shrewdness + limit = { ai_rationality != 0 } + add = { + value = ai_rationality + divide = 100 + multiply = -1 + } + } + } + } + random = { + # 1% chance with a fertility of 0.1 + chance = scope:brothel_bastard_chance + trigger_event = stress_trait_coping_decisions.2003 + } + } + } + } + + ai_potential = { + has_trait = rakish + } + + ai_will_do = { + base = 0 + + modifier = { + add = 100 + stress >= 50 + } + } +} + +### Seclude Yourself ### +stress_loss_reclusive_decision = { #by Linnéa Thimrén + picture = { + reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds" + } + desc = stress_loss_reclusive_decision_desc + selection_tooltip = stress_loss_reclusive_decision_tooltip + + ai_check_interval_by_tier = { + barony = 0 + county = 36 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + cooldown = { days = 1095 } + + is_shown = { + has_trait = reclusive + } + + is_valid_showing_failures_only = { + is_available = yes + } + + effect = { + + custom_tooltip = stress_loss_drunkard_decision_effect_tooltip + + show_as_tooltip = { #The effect is actually applied in the event itself + add_prestige = medium_prestige_loss + } + + trigger_event = { + on_action = stress_loss_reclusive + } + } + + ai_potential = { + has_trait = reclusive + } + + ai_will_do = { + base = 0 + + modifier = { + add = 100 + stress >= 50 + } + } +} + +### Lash Out ### +stress_loss_irritable_decision = { #by Linnéa Thimrén + picture = { + reference = "gfx/interface/illustrations/decisions/decision_realm.dds" + } + desc = stress_loss_irritable_decision_desc + selection_tooltip = stress_loss_irritable_decision_tooltip + + ai_check_interval_by_tier = { + barony = 0 + county = 36 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + cooldown = { days = 1095 } + + is_shown = { + has_trait = irritable + } + + is_valid_showing_failures_only = { + is_available = yes + } + + effect = { + + custom_tooltip = stress_loss_drunkard_decision_effect_tooltip + + show_as_tooltip = { #The effect is actually applied in the event itself + random_list = { + 50 = { + trigger = { + any_vassal = { } + } + custom_tooltip = stress_loss_irritable_decision_effect_tooltip + } + 50 = { + trigger = { + any_vassal = { count < 1 } + any_courtier_or_guest = { + count >= 1 + OR = { + this != root + this = { is_adult = no } + } + } + } + custom_tooltip = stress_loss_irritable_decision_effect_courtier_tooltip + } + 50 = { + trigger = { + any_vassal = { count < 1 } + } + add_character_modifier = { + modifier = irritating_everyone_courtier_modifier + years = 1 + } + } + } + } + + trigger_event = { + on_action = stress_loss_irritable + } + } + + ai_potential = { + has_trait = irritable + } + + ai_will_do = { + base = 0 + + modifier = { + add = 100 + stress >= 50 + } + } +} + +### Indulge in Flagellation ### +stress_loss_flagellant_decision = { #by Linnéa Thimrén + picture = { + reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds" + } + desc = { + first_valid = { + #Both + triggered_desc = { + trigger = { + has_trait = flagellant + faith = { has_doctrine_parameter = self_mutilation_active } + } + desc = stress_loss_flagellant_exaltation_decision_desc + } + #Exaltation of Pain + triggered_desc = { + trigger = { + faith = { has_doctrine_parameter = self_mutilation_active } + } + desc = stress_loss_exaltation_decision_desc + } + #Fallback, stress relief + desc = stress_loss_flagellant_decision_desc + } + } + + selection_tooltip = stress_loss_flagellant_decision_tooltip + + ai_check_interval_by_tier = { + barony = 0 + county = 120 + duchy = 120 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + cooldown = { days = 1095 } + + is_shown = { + OR = { + has_trait = flagellant + faith = { has_doctrine_parameter = self_mutilation_active } + } + } + + is_valid_showing_failures_only = { + is_available = yes + age > 12 + } + + effect = { + show_as_tooltip = { #The effect is actually applied in the event itself + flagellation_decision_effect = yes + } + + trigger_event = { + on_action = stress_loss_flagellant + } + } + + ai_potential = { + OR = { + has_trait = flagellant + faith = { has_doctrine_parameter = self_mutilation_active } + } + is_adult = yes + } + + ai_will_do = { + base = 0 + + modifier = { + add = 100 + stress >= 50 + } + } +} + +### Visit the Market ### +stress_loss_profligate_decision = { #by Linnéa Thimrén + picture = { + reference = "gfx/interface/illustrations/decisions/decision_spend_money.dds" + } + desc = stress_loss_profligate_decision_desc + selection_tooltip = stress_loss_profligate_decision_tooltip + + ai_check_interval_by_tier = { + barony = 0 + county = 120 + duchy = 120 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + cooldown = { days = 1095 } + + is_shown = { + has_trait = profligate + } + + is_valid_showing_failures_only = { + is_available = yes + short_term_gold >= medium_gold_value + } + + effect = { + + show_as_tooltip = { #The effect is actually applied in the event itself + remove_short_term_gold = medium_gold_value + } + custom_tooltip = stress_loss_drunkard_decision_effect_tooltip + + + trigger_event = { + on_action = stress_loss_profligate + } + } + + ai_potential = { + has_trait = profligate + } + + ai_will_do = { + base = 0 + + modifier = { + add = 100 + stress >= 50 + } + } +} + +### Donate to Charity ### +stress_loss_improvident_decision = { #by Linnéa Thimrén + picture = { + reference = "gfx/interface/illustrations/decisions/decision_misc.dds" + } + desc = stress_loss_improvident_decision_desc + selection_tooltip = stress_loss_improvident_decision_tooltip + + ai_check_interval_by_tier = { + barony = 0 + county = 120 + duchy = 120 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + cooldown = { days = 1095 } + + is_shown = { + has_trait = improvident + } + + is_valid_showing_failures_only = { + is_available = yes + short_term_gold >= medium_gold_value + } + + effect = { + + show_as_tooltip = { #The effect is actually applied in the event itself + remove_short_term_gold = medium_gold_value + } + custom_tooltip = stress_loss_drunkard_decision_effect_tooltip + + + trigger_event = { + on_action = stress_loss_improvident + } + } + + ai_potential = { + has_trait = improvident + } + + ai_will_do = { + base = 0 + + modifier = { + add = 100 + stress >= 50 + } + } +} + +### Confess ### +stress_loss_contrite_decision = { #by Linnéa Thimrén + picture = { + reference = "gfx/interface/illustrations/decisions/decision_misc.dds" + } + desc = stress_loss_contrite_decision_desc + selection_tooltip = stress_loss_contrite_decision_tooltip + + ai_check_interval_by_tier = { + barony = 0 + county = 36 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + cooldown = { days = 1095 } + + is_shown = { + has_trait = contrite + } + + is_valid_showing_failures_only = { + is_available = yes + NOT = { has_character_modifier = stress_disturbing_confession } + } + + effect = { + + custom_tooltip = stress_loss_drunkard_decision_effect_tooltip + + show_as_tooltip = { #The effect is actually applied in the event itself + if = { + limit = { + any_secret = { + can_be_exposed_by = root + } + } + custom_tooltip = stress_loss_contrite_decision_expose_random_secret + } + else = { + add_character_modifier = { + modifier = stress_disturbing_confession + years = 2 + } + } + } + + trigger_event = { + on_action = stress_loss_contrite + } + } + + ai_potential = { + has_trait = contrite + } + + ai_will_do = { + base = 0 + + modifier = { + add = 100 + stress >= 50 + } + } +} + +### Indulge in Food ### +stress_loss_comfort_eater_decision = { #by Linnéa Thimrén + picture = { + reference = "gfx/interface/illustrations/decisions/decision_misc.dds" + } + desc = stress_loss_comfort_eater_decision_desc + selection_tooltip = stress_loss_comfort_eater_decision_tooltip + + ai_check_interval_by_tier = { + barony = 0 + county = 36 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + cooldown = { days = 1095 } + + is_shown = { + has_trait = comfort_eater + } + + is_valid_showing_failures_only = { + is_available = yes + short_term_gold >= medium_gold_value + custom_description = { + text = "lackluster_diet_hindrance_desc" + NOT = { has_character_modifier = fp3_lackluster_diet_modifier } + } + } + + effect = { + + show_as_tooltip = { #The effect is actually applied in the event itself + remove_short_term_gold = medium_gold_value + } + custom_tooltip = stress_loss_drunkard_decision_effect_tooltip + + + trigger_event = { + on_action = stress_loss_comfort_eater + } + } + + ai_potential = { + has_trait = comfort_eater + } + + ai_will_do = { + base = 0 + + modifier = { + add = 100 + stress >= 50 + } + } +} + +### Shun Food ### +stress_loss_inappetetic_decision = { #by Linnéa Thimrén + picture = { + reference = "gfx/interface/illustrations/decisions/decision_misc.dds" + } + desc = stress_loss_inappetetic_decision_desc + selection_tooltip = stress_loss_inappetetic_decision_tooltip + + ai_check_interval_by_tier = { + barony = 0 + county = 36 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + cooldown = { days = 1095 } + + is_shown = { + has_trait = inappetetic + } + + is_valid_showing_failures_only = { + is_available = yes + } + + effect = { + + custom_tooltip = stress_loss_drunkard_decision_effect_tooltip + + show_as_tooltip = { #The effect is actually applied in the event itself + inappetetic_advance_starvation_effect = yes + } + + trigger_event = { + on_action = stress_loss_inappetetic + } + } + + ai_potential = { + has_trait = inappetetic + } + + ai_will_do = { + base = 0 + + modifier = { + add = 100 + stress >= 50 + } + } +} + +### Write Thoughts Down ### +stress_loss_journaller_decision = { #by Linnéa Thimrén + picture = { + reference = "gfx/interface/illustrations/decisions/decision_misc.dds" + } + desc = stress_loss_journaller_decision_desc + selection_tooltip = stress_loss_journaller_decision_tooltip + + ai_check_interval_by_tier = { + barony = 0 + county = 36 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + cooldown = { days = 1095 } + + is_shown = { + has_trait = journaller + } + + is_valid_showing_failures_only = { + is_available = yes + NOT = { has_character_modifier = stress_busy_writing } + } + + effect = { + + custom_tooltip = stress_loss_drunkard_decision_effect_tooltip + + show_as_tooltip = { #The effect is actually applied in the event itself + add_character_modifier = { + modifier = stress_busy_writing + years = 1 + } + } + + trigger_event = { + on_action = stress_loss_journaller + } + } + + ai_potential = { + has_trait = journaller + } + + ai_will_do = { + base = 0 + + modifier = { + add = 100 + stress >= 10 + } + } +} + +### Talk to Confidant ### +stress_loss_confider_decision = { #by Linnéa Thimrén + picture = { + reference = "gfx/interface/illustrations/decisions/decision_misc.dds" + } + desc = stress_loss_confider_decision_desc + selection_tooltip = stress_loss_confider_decision_tooltip + + ai_check_interval_by_tier = { + barony = 0 + county = 36 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + cooldown = { days = 1095 } + + is_shown = { + has_trait = confider + } + + is_valid_showing_failures_only = { + is_available = yes + } + + effect = { + + custom_tooltip = stress_loss_drunkard_decision_effect_tooltip + + show_as_tooltip = { #The effect is actually applied in the event itself + every_courtier = { + custom = all_courtiers_except_confidant + limit = { + NOT = { + any_relation = { + type = friend + has_relation_flag = { + target = root + relation = friend + flag = has_been_confided_in + } + } + } + } + add_opinion = { + target = root + modifier = envy_opinion + opinion = -10 + } + } + if = { + limit = { + any_relation = { + type = friend + has_relation_flag = { + target = root + relation = friend + flag = has_been_confided_in + } + } + } + random_relation = { + type = friend + limit = { + has_relation_flag = { + target = root + relation = friend + flag = has_been_confided_in + } + } + add_opinion = { + target = root + modifier = friendliness_opinion + opinion = 5 + } + } + } + } + + trigger_event = { + on_action = stress_loss_confider + } + } + + ai_potential = { + has_trait = confider + } + + ai_will_do = { + base = 0 + + modifier = { + add = 100 + stress >= 10 + } + } +} + +### Work off Some Stress ### +stress_loss_athletic_decision = { #by Linnéa Thimrén + picture = { + reference = "gfx/interface/illustrations/decisions/decision_activity.dds" + } + desc = stress_loss_athletic_decision_desc + selection_tooltip = stress_loss_athletic_decision_tooltip + + ai_check_interval_by_tier = { + barony = 0 + county = 36 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + cooldown = { days = 1095 } + + is_shown = { + has_trait = athletic + } + + is_valid_showing_failures_only = { + is_available = yes + NOR = { + has_trait = infirm + has_trait = fragile_bones + has_character_modifier = stress_smelling_of_sweat + } + } + + effect = { + + custom_tooltip = stress_loss_drunkard_decision_effect_tooltip + + show_as_tooltip = { #The effect is actually applied in the event itself + add_character_modifier = { + modifier = stress_smelling_of_sweat + years = 1 + } + } + + trigger_event = { + on_action = stress_loss_athletic + } + } + + ai_potential = { + has_trait = athletic + } + + ai_will_do = { + base = 0 + + modifier = { + add = 100 + stress >= 10 + } + } +} + +### 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 + } +} diff --git a/common/decisions/dlc_decisions/bp3/00_bp3_other_decisions.txt b/common/decisions/dlc_decisions/bp3/00_bp3_other_decisions.txt new file mode 100644 index 00000000..26a617fc --- /dev/null +++ b/common/decisions/dlc_decisions/bp3/00_bp3_other_decisions.txt @@ -0,0 +1,994 @@ +### End Pious Investments ### +end_investments_minor_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_spend_money.dds" + } + sort_order = 1 + + is_shown = { + has_character_modifier = church_investment_cost_modifier + } + + effect = { + remove_character_modifier = church_investment_modifier + remove_character_modifier = church_investment_cost_modifier + } + + ai_potential = { + always = no + } + + ai_check_interval = 0 +} + +### Designated Terrain ### +choose_designated_terrain_decision = { + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 120 + kingdom = 0 + empire = 0 + hegemony = 0 + } + + picture = { reference = "gfx/interface/illustrations/decisions/ep3_decision_laamp_neutral_mountain.dds" } + + sort_order = 10 + decision_group_type = major + + is_shown = { + OR = { + is_landed = no + government_has_flag = government_is_nomadic + } + has_perk = mustering_the_troops_perk + NOR = { + landless_inspector_terrain_master_trigger = { TERRAIN = woodlands } + landless_inspector_terrain_master_trigger = { TERRAIN = highlands } + landless_inspector_terrain_master_trigger = { TERRAIN = lowlands } + landless_inspector_terrain_master_trigger = { TERRAIN = drylands } + } + } + + widget = { + gui = "decision_view_widget_option_list_generic" + controller = decision_option_list_controller + decision_to_second_step_button = "CHOOSE_DESIGNATED_TERRAIN_DECISION_NEXT_STEP_BUTTON" + show_from_start = yes + + item = { # Woodlands + value = master_forest_terrain + current_description = designated_terrain_forest_decision + localization = designated_terrain_forest_decision + icon = "gfx/interface/icons/terrain_types/forest.dds" + ai_chance = { + value = 0 + if = { + limit = { + location = { + OR = { + terrain = forest + terrain = jungle + terrain = taiga + terrain = wetlands + } + } + } + add = 100 + } + } + } + item = { # Highlands + value = master_mountain_terrain + current_description = designated_terrain_mountain_decision + localization = designated_terrain_mountain_decision + icon = "gfx/interface/icons/terrain_types/mountains.dds" + ai_chance = { + value = 0 + if = { + limit = { + location = { + OR = { + terrain = mountains + terrain = hills + terrain = desert_mountains + terrain = terraced_hills + } + } + } + add = 100 + } + } + } + item = { # Lowlands + value = master_plains_terrain + current_description = designated_terrain_plains_decision + localization = designated_terrain_plains_decision + icon = "gfx/interface/icons/terrain_types/plains.dds" + ai_chance = { + value = 5 + if = { + limit = { + location = { + OR = { + terrain = plains + terrain = steppe + terrain = farmlands + terrain = floodplains + } + } + } + add = 100 + } + } + } + item = { # Drylands + value = master_drylands_terrain + current_description = designated_terrain_drylands_decision + localization = designated_terrain_drylands_decision + icon = "gfx/interface/icons/terrain_types/drylands.dds" + ai_chance = { + value = 0 + if = { + limit = { + location = { + OR = { + terrain = drylands + terrain = desert + terrain = oasis + } + } + } + add = 100 + } + } + } + } + + effect = { + switch = { + trigger = yes + scope:master_forest_terrain = { + custom_tooltip = master_forest_terrain_effect_tooltip + landless_inspector_assign_terrain_effect = { TERRAIN = woodlands } + } + scope:master_mountain_terrain = { + custom_tooltip = master_mountain_terrain_effect_tooltip + landless_inspector_assign_terrain_effect = { TERRAIN = highlands } + } + scope:master_plains_terrain = { + custom_tooltip = master_plains_terrain_effect_tooltip + landless_inspector_assign_terrain_effect = { TERRAIN = lowlands } + } + scope:master_drylands_terrain = { + custom_tooltip = master_drylands_terrain_effect_tooltip + landless_inspector_assign_terrain_effect = { TERRAIN = drylands } + } + } + } + + ai_potential = { + location = { + NOR = { + terrain = sea + terrain = coastal_sea + } + } + } + + ai_will_do = { base = 10 } +} + +### Master Terrain ### +choose_master_terrain_decision = { + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 120 + kingdom = 0 + empire = 0 + hegemony = 0 + } + + picture = { reference = "gfx/interface/illustrations/decisions/ep3_decision_laamp_neutral_mountain.dds" } + + sort_order = 10 + decision_group_type = major + + is_shown = { + is_landed = no + has_perk = personal_touch_perk + NOR = { + # Woodlands + has_character_modifier = master_terrain_forest_modifier + has_character_modifier = master_terrain_jungle_modifier + has_character_modifier = master_terrain_taiga_modifier + has_character_modifier = master_terrain_wetlands_modifier + # Highlands + has_character_modifier = master_terrain_mountains_modifier + has_character_modifier = master_terrain_hills_modifier + has_character_modifier = master_terrain_desert_mountains_modifier + # Lowlands + has_character_modifier = master_terrain_plains_modifier + has_character_modifier = master_terrain_steppe_modifier + has_character_modifier = master_terrain_farmlands_modifier + has_character_modifier = master_terrain_floodplains_modifier + # Drylands + has_character_modifier = master_terrain_drylands_modifier + has_character_modifier = master_terrain_desert_modifier + has_character_modifier = master_terrain_oasis_modifier + } + OR = { + landless_inspector_terrain_master_trigger = { TERRAIN = woodlands } + landless_inspector_terrain_master_trigger = { TERRAIN = highlands } + landless_inspector_terrain_master_trigger = { TERRAIN = lowlands } + landless_inspector_terrain_master_trigger = { TERRAIN = drylands } + } + } + + widget = { + gui = "decision_view_widget_option_list_generic" + controller = decision_option_list_controller + decision_to_second_step_button = "CHOOSE_MASTER_TERRAIN_DECISION_NEXT_STEP_BUTTON" + show_from_start = yes + + ### Woodlands + item = { # Forest + value = master_terrain_forest_terrain + current_description = master_terrain_forest_decision + localization = master_terrain_forest_decision + icon = "gfx/interface/icons/terrain_types/forest.dds" + is_shown = { + landless_inspector_terrain_master_trigger = { TERRAIN = woodlands } + } + ai_chance = { + value = 0 + if = { + limit = { + location = { terrain = forest } + } + add = 100 + } + } + } + item = { # Jungle + value = master_terrain_jungle_terrain + current_description = master_terrain_jungle_decision + localization = master_terrain_jungle_decision + icon = "gfx/interface/icons/terrain_types/jungle.dds" + is_shown = { + landless_inspector_terrain_master_trigger = { TERRAIN = woodlands } + } + ai_chance = { + value = 0 + if = { + limit = { + location = { terrain = jungle } + } + add = 100 + } + } + } + item = { # Taiga + value = master_terrain_taiga_terrain + current_description = master_terrain_taiga_decision + localization = master_terrain_taiga_decision + icon = "gfx/interface/icons/terrain_types/taiga.dds" + is_shown = { + landless_inspector_terrain_master_trigger = { TERRAIN = woodlands } + } + ai_chance = { + value = 0 + if = { + limit = { + location = { terrain = taiga } + } + add = 100 + } + } + } + item = { # Wetlands + value = master_terrain_wetlands_terrain + current_description = master_terrain_wetlands_decision + localization = master_terrain_wetlands_decision + icon = "gfx/interface/icons/terrain_types/wetlands.dds" + is_shown = { + landless_inspector_terrain_master_trigger = { TERRAIN = woodlands } + } + ai_chance = { + value = 0 + if = { + limit = { + location = { terrain = wetlands } + } + add = 100 + } + } + } + + ### Highlands + item = { # Mountains + value = master_terrain_mountains_terrain + current_description = master_terrain_mountains_decision + localization = master_terrain_mountains_decision + icon = "gfx/interface/icons/terrain_types/mountains.dds" + is_shown = { + landless_inspector_terrain_master_trigger = { TERRAIN = highlands } + } + ai_chance = { + value = 0 + if = { + limit = { + location = { terrain = mountains } + } + add = 100 + } + } + } + item = { # Hills + value = master_terrain_hills_terrain + current_description = master_terrain_hills_decision + localization = master_terrain_hills_decision + icon = "gfx/interface/icons/terrain_types/hills.dds" + is_shown = { + landless_inspector_terrain_master_trigger = { TERRAIN = highlands } + } + ai_chance = { + value = 0 + if = { + limit = { + location = { terrain = hills } + } + add = 100 + } + } + } + item = { # Desert Mountains + value = master_terrain_desert_mountains_terrain + current_description = master_terrain_desert_mountains_decision + localization = master_terrain_desert_mountains_decision + icon = "gfx/interface/icons/terrain_types/desert_mountains.dds" + is_shown = { + landless_inspector_terrain_master_trigger = { TERRAIN = highlands } + } + ai_chance = { + value = 0 + if = { + limit = { + location = { terrain = desert_mountains } + } + add = 100 + } + } + } + + ### Lowlands + item = { # Plains + value = master_terrain_plains_terrain + current_description = master_terrain_plains_decision + localization = master_terrain_plains_decision + icon = "gfx/interface/icons/terrain_types/plains.dds" + is_shown = { + landless_inspector_terrain_master_trigger = { TERRAIN = lowlands } + } + ai_chance = { + value = 0 + if = { + limit = { + location = { terrain = plains } + } + add = 100 + } + } + } + item = { # Steppe + value = master_terrain_steppe_terrain + current_description = master_terrain_steppe_decision + localization = master_terrain_steppe_decision + icon = "gfx/interface/icons/terrain_types/steppe.dds" + is_shown = { + landless_inspector_terrain_master_trigger = { TERRAIN = lowlands } + } + ai_chance = { + value = 0 + if = { + limit = { + location = { terrain = steppe } + } + add = 100 + } + } + } + item = { # Farmlands + value = master_terrain_farmlands_terrain + current_description = master_terrain_farmlands_decision + localization = master_terrain_farmlands_decision + icon = "gfx/interface/icons/terrain_types/farmlands.dds" + is_shown = { + landless_inspector_terrain_master_trigger = { TERRAIN = lowlands } + } + ai_chance = { + value = 0 + if = { + limit = { + location = { terrain = farmlands } + } + add = 100 + } + } + } + item = { # Floodplains + value = master_terrain_floodplains_terrain + current_description = master_terrain_floodplains_decision + localization = master_terrain_floodplains_decision + icon = "gfx/interface/icons/terrain_types/floodplains.dds" + is_shown = { + landless_inspector_terrain_master_trigger = { TERRAIN = lowlands } + } + ai_chance = { + value = 0 + if = { + limit = { + location = { terrain = floodplains } + } + add = 100 + } + } + } + + + ### Drylands + item = { # Drylands + value = master_terrain_drylands_terrain + current_description = master_terrain_drylands_decision + localization = master_terrain_drylands_decision + icon = "gfx/interface/icons/terrain_types/drylands.dds" + is_shown = { + landless_inspector_terrain_master_trigger = { TERRAIN = drylands } + } + ai_chance = { + value = 0 + if = { + limit = { + location = { terrain = drylands } + } + add = 100 + } + } + } + item = { # Desert + value = master_terrain_desert_terrain + current_description = master_terrain_desert_decision + localization = master_terrain_desert_decision + icon = "gfx/interface/icons/terrain_types/desert.dds" + is_shown = { + landless_inspector_terrain_master_trigger = { TERRAIN = drylands } + } + ai_chance = { + value = 0 + if = { + limit = { + location = { terrain = desert } + } + add = 100 + } + } + } + item = { # Oasis + value = master_terrain_oasis_terrain + current_description = master_terrain_oasis_decision + localization = master_terrain_oasis_decision + icon = "gfx/interface/icons/terrain_types/oasis.dds" + is_shown = { + landless_inspector_terrain_master_trigger = { TERRAIN = drylands } + } + ai_chance = { + value = 0 + if = { + limit = { + location = { terrain = oasis } + } + add = 100 + } + } + } + } + + effect = { + if = { + limit = { + landless_inspector_terrain_master_trigger = { TERRAIN = woodlands } + } + switch = { + trigger = yes + scope:master_terrain_forest_terrain = { + landless_inspector_master_terrain_effect = { TERRAIN = forest } + } + scope:master_terrain_jungle_terrain = { + landless_inspector_master_terrain_effect = { TERRAIN = jungle } + } + scope:master_terrain_taiga_terrain = { + landless_inspector_master_terrain_effect = { TERRAIN = taiga } + } + scope:master_terrain_wetlands_terrain = { + landless_inspector_master_terrain_effect = { TERRAIN = wetlands } + } + } + } + else_if = { + limit = { + landless_inspector_terrain_master_trigger = { TERRAIN = highlands } + } + switch = { + trigger = yes + scope:master_terrain_mountains_terrain = { + landless_inspector_master_terrain_effect = { TERRAIN = mountains } + } + scope:master_terrain_hills_terrain = { + landless_inspector_master_terrain_effect = { TERRAIN = hills } + } + scope:master_terrain_desert_mountains_terrain = { + landless_inspector_master_terrain_effect = { TERRAIN = desert_mountains } + } + } + } + else_if = { + limit = { + landless_inspector_terrain_master_trigger = { TERRAIN = lowlands } + } + switch = { + trigger = yes + scope:master_terrain_plains_terrain = { + landless_inspector_master_terrain_effect = { TERRAIN = plains } + } + scope:master_terrain_steppe_terrain = { + landless_inspector_master_terrain_effect = { TERRAIN = steppe } + } + scope:master_terrain_farmlands_terrain = { + landless_inspector_master_terrain_effect = { TERRAIN = farmlands } + } + scope:master_terrain_floodplains_terrain = { + landless_inspector_master_terrain_effect = { TERRAIN = floodplains } + } + } + } + else_if = { + limit = { + landless_inspector_terrain_master_trigger = { TERRAIN = drylands } + } + switch = { + trigger = yes + scope:master_terrain_drylands_terrain = { + landless_inspector_master_terrain_effect = { TERRAIN = drylands } + } + scope:master_terrain_desert_terrain = { + landless_inspector_master_terrain_effect = { TERRAIN = desert } + } + scope:master_terrain_oasis_terrain = { + landless_inspector_master_terrain_effect = { TERRAIN = oasis } + } + } + } + } + + ai_potential = { + location = { + NOR = { + terrain = sea + terrain = coastal_sea + } + } + } + + ai_will_do = { base = 10 } +} + +## Form Bosporan Kingdom +#### Restore the Bosporan Kingdom ### +#form_bosporan_kingdom_decision = { +# picture = { +# reference = "gfx/interface/illustrations/event_scenes/ep3_medi_estate.dds" +# } +# decision_group_type = major +# sort_order = 50 +# +# is_shown = { +# NOT = { +# is_target_in_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:flag_bosporan_kingdom +# } +# } +# culture = { +# OR = { +# has_cultural_pillar = heritage_central_germanic +# has_cultural_pillar = heritage_byzantine +# } +# } +# highest_held_title_tier <= tier_kingdom +# any_held_title = { +# OR = { +# de_jure_liege = title:d_crimea +# de_jure_liege = title:d_azov +# this = title:d_crimea +# this = title:d_azov +# } +# } +# } +# +# is_valid = { +# completely_controls = title:d_crimea +# completely_controls = title:d_azov +# top_liege = this +# prestige_level >= 3 +# } +# +# is_valid_showing_failures_only = { +# is_landed = yes +# } +# +# effect = { +# add_to_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:flag_bosporan_kingdom +# } +# +# house = { +# add_house_modifier = { +# modifier = bp3_bosporan_kingdom_modifier +# years = 100 +# } +# } +# +# custom_tooltip = unlocks_black_sea_naval_conquest +# +# hidden_effect = { +# title:k_bosporan_kingdom = { set_de_jure_liege_title = title:d_crimea.empire } +# } +# +# create_title_and_vassal_change = { +# type = created +# save_scope_as = title_change +# add_claim_on_loss = yes +# } +# title:k_bosporan_kingdom = { +# change_title_holder = { +# holder = root +# change = scope:title_change +# } +# } +# resolve_title_and_vassal_change = scope:title_change +# +# add_character_modifier = bp3_conqueror_black_sea_modifier +# +# title:d_crimea = { set_de_jure_liege_title = title:k_bosporan_kingdom } +# title:d_azov = { set_de_jure_liege_title = title:k_bosporan_kingdom } +# # Additional DeJures +# adjust_de_jure_effect = { +# TITLE = title:d_bugeac +# DE_JURE = title:k_bosporan_kingdom +# } +# adjust_de_jure_effect = { +# TITLE = title:d_yedisan +# DE_JURE = title:k_bosporan_kingdom +# } +# adjust_de_jure_effect = { +# TITLE = title:d_levedia +# DE_JURE = title:k_bosporan_kingdom +# } +# adjust_de_jure_effect = { +# TITLE = title:d_don_valley +# DE_JURE = title:k_bosporan_kingdom +# } +# adjust_de_jure_effect = { +# TITLE = title:d_kizilyedisan +# DE_JURE = title:k_bosporan_kingdom +# } +# adjust_de_jure_effect = { +# TITLE = title:d_red_levedia +# DE_JURE = title:k_bosporan_kingdom +# } +# adjust_de_jure_effect = { +# TITLE = title:d_tana +# DE_JURE = title:k_bosporan_kingdom +# } +# if = { +# limit = { +# province:5330 = { +# has_holding_type = castle_holding +# } +# province:5277 = { +# has_holding = no +# } +# } +# province:5277 = { +# begin_create_holding = castle_holding +# } +# } +# } +# +# cost = { +# gold = { +# value = 0 +# if = { +# limit = { +# has_treasury = no +# } +# add = 250 +# } +# } +# treasury = { +# value = 0 +# if = { +# limit = { +# has_treasury = yes +# } +# add = 250 +# } +# } +# prestige = { +# value = 2000 +# } +# } +# +# ai_check_interval_by_tier = { +# barony = 0 +# county = 0 +# duchy = 60 +# kingdom = 0 +# empire = 0 +# hegemony = 0 +# } +# +# ai_potential = { +# is_ruler = yes +# short_term_gold >= { +# value = major_gold_value +# multiply = 1.5 +# round = yes +# } +# prestige >= { +# value = major_prestige_gain +# multiply = 3 +# round = yes +# } +# } +# +# ai_will_do = { +# base = 100 +# } +#} +# +## Merging France and Aquitaine +#### France as One ### +#merge_aquitaine_decision = { +# picture = { +# reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds" +# } +# title = { +# first_valid = { +# triggered_desc = { +# trigger = { +# primary_title = title:k_aquitaine +# } +# desc = merge_aquitaine_decision_alt +# } +# desc = merge_aquitaine_decision +# } +# } +# desc = { +# first_valid = { +# triggered_desc = { +# trigger = { +# primary_title = title:k_aquitaine +# } +# desc = merge_aquitaine_decision_desc_aquitaine +# } +# desc = merge_aquitaine_decision_desc +# } +# desc = merge_aquitaine_decision_desc_outro +# } +# decision_group_type = major +# sort_order = 50 +# +# is_shown = { +# NOT = { +# is_target_in_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:merged_aquitaine +# } +# } +# culture = { has_cultural_pillar = heritage_frankish } +# OR = { +# has_title = title:k_aquitaine +# has_title = title:k_france +# } +# NOR = { +# title:k_aquitaine = { is_titular = yes } +# title:k_france = { is_titular = yes } +# } +# } +# +# is_valid = { +# has_title = title:k_aquitaine +# has_title = title:k_france +# top_liege = this +# prestige_level >= 3 +# } +# +# effect = { +# add_to_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:merged_aquitaine +# } +# +# save_scope_as = rightful_liege +# +# add_legitimacy_effect = { LEGITIMACY = massive_legitimacy_gain } +# dynasty ?= { add_dynasty_prestige = massive_dynasty_prestige_value } +# +# if = { +# limit = { +# primary_title = { this = title:k_aquitaine} +# } +# merge_aquitaine_effect = { +# PRIMARY = k_aquitaine +# SECONDARY = k_france +# TEXT = alt +# } +# } +# else = { +# merge_aquitaine_effect = { +# PRIMARY = k_france +# SECONDARY = k_aquitaine +# TEXT = original +# } +# } +# +# trigger_event = major_decisions.3200 +# every_vassal_or_below = { +# trigger_event = major_decisions.3200 +# } +# } +# +# cost = { +# prestige = { +# if = { +# limit = { +# is_ai = no +# } +# value = 1000 +# } +# else = { +# value = 0 +# } +# } +# } +# +# ai_check_interval_by_tier = { +# barony = 0 +# county = 0 +# duchy = 0 +# kingdom = 60 +# empire = 60 +# hegemony = 60 +# } +# +# ai_potential = { +# is_ruler = yes +# } +# +# ai_will_do = { +# base = 100 +# } +#} + +# The Legacy of the Adventurer +# By Ariana Tranumn +### Legacy of [GetPlayer.GetHouse.GetBaseNameNoTooltip] ### +enact_legacy_of_adventurer_decision = { + picture = { # pic + reference = "gfx/interface/illustrations/decisions/ep3_decision_laamp_neutral_mountain.dds" + } + desc = enact_legacy_of_adventurer_decision_desc + decision_group_type = adventurer + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 36 + kingdom = 0 + empire = 0 + hegemony = 0 + } + + ai_potential = { + government_has_flag = government_is_landless_adventurer + } + + is_shown = { + # DLC check. + has_ep3_dlc_trigger = yes + is_landless_adventurer = yes + NOT = { has_trait = gallowsbait } + NOT = { + house = { + has_house_modifier = legacy_adventurer_house_modifier + } + } + } + + is_valid = { + prestige_level >= 4 + custom_tooltip = { + text = have_enough_followers_tt + any_courtier = { count >= 15 } + } + custom_tooltip = { + text = have_enough_patrons_tt + any_contact = { count >= 5 } + } + custom_tooltip = { + text = has_max_level_pavilion_tt + domicile = { has_domicile_building_or_higher = camp_main_04 } + } + trigger_if = { + limit = { + has_variable = laamp_total_noncrim_contracts_successfully_completed + } + save_temporary_scope_value_as = { + name = contract_tally + value = var:laamp_total_noncrim_contracts_successfully_completed + } + } + trigger_else = { + save_temporary_scope_value_as = { + name = contract_tally + value = 0 + } + } + custom_tooltip = { + text = has_enough_contracts_tt + has_variable = laamp_total_noncrim_contracts_successfully_completed + var:laamp_total_noncrim_contracts_successfully_completed >= 50 + } + } + + is_valid_showing_failures_only = { + is_alive = yes + is_available_adult = yes + } + + cost = { + prestige = 1000 + } + + effect = { + custom_tooltip = criminal_contracts_blocked_tt + show_as_tooltip = { + house = { + add_house_modifier = { + modifier = legacy_adventurer_house_modifier + } + } + } + custom_tooltip = legacy_adventurer_legitimacy_on_landing + trigger_event = bp3_decisions.0100 + } + + ai_will_do = { + base = 100 + modifier = { + factor = 0.5 + has_trait = ambitious + } + modifier = { + factor = 1.5 + has_trait = lifestyle_traveler + } + } + +} + diff --git a/common/decisions/dlc_decisions/bp_2/00_bp2_other_decisions.txt b/common/decisions/dlc_decisions/bp_2/00_bp2_other_decisions.txt new file mode 100644 index 00000000..87a0d7ff --- /dev/null +++ b/common/decisions/dlc_decisions/bp_2/00_bp2_other_decisions.txt @@ -0,0 +1,136 @@ +############################################### +# +# Wards and Wardens Other Decisions List +# +# Rites of Passage - tribal coming of age rituals. +# +################################################## + + +##################################################################### +# Rites of Passage # +# by Arkadiusz Majewski # +##################################################################### + +### Rites of Passage ### +rites_of_passage_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/mpo_decision_confederation.dds" + } + sort_order = 81 + + desc = rites_of_passage_decision_desc + selection_tooltip = rites_of_passage_decision_effect_tooltip + + ai_check_interval_by_tier = { + barony = 0 + county = 60 + duchy = 60 + kingdom = 60 + empire = 60 + hegemony = 60 + } + + is_shown = { + has_bp2_dlc_trigger = yes + is_landed = yes + government_has_flag = government_is_tribal + OR = { + OR = { + AND = { + is_adult = no + NOT = { + any_memory = { + memory_type = completed_rites_of_passage + } + } + } + has_character_flag = unproven_adult_flag + } + any_child = { + count >= 1 + OR = { + AND = { + is_adult = no + NOT = { + any_memory = { + memory_type = completed_rites_of_passage + } + } + } + has_character_flag = unproven_adult_flag + } + } + any_courtier = { + is_hostage_of = root + character_can_rites_of_passage_trigger = yes + } + } + } + + cooldown = { days = 365 } + + is_valid = { + OR = { + any_child = { + character_can_rites_of_passage_trigger = yes + } + character_can_rites_of_passage_trigger = yes + any_courtier = { + is_hostage_of = root + character_can_rites_of_passage_trigger = yes + } + } + custom_description = { + text = rites_of_passage_trigger_chaplain + cp:councillor_court_chaplain ?= { + is_available_ai_adult = yes + } + } + } + + is_valid_showing_failures_only = { + OR = { + is_available = yes + any_child = { + is_available = yes + } + } + cp:councillor_court_chaplain ?= { + is_available_ai_adult = yes + } + } + + effect = { + trigger_event = bp2_decision.0002 + custom_tooltip = rites_of_passage_decision_effect_tooltip + custom_tooltip = bp2_decision.0002.effect_tt + custom_tooltip = bp2_decision.0002.effect_modifier_tt + } + + cost = { + prestige = minor_prestige_value + } + + ai_potential = { + OR = { + any_child = { + character_can_rites_of_passage_trigger = yes + OR = { + is_primary_heir_of = root + can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } + } + } + character_can_rites_of_passage_trigger = yes + any_courtier = { + is_hostage_of = root + can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } + character_can_rites_of_passage_trigger = yes + } + } + } + + ai_will_do = { + base = 100 + } +} diff --git a/common/decisions/dlc_decisions/ce_1/ce1_legendary_decisions.txt b/common/decisions/dlc_decisions/ce_1/ce1_legendary_decisions.txt new file mode 100644 index 00000000..966cfe31 --- /dev/null +++ b/common/decisions/dlc_decisions/ce_1/ce1_legendary_decisions.txt @@ -0,0 +1,505 @@ +################################################## +######################HEROIC###################### +################################################## + +########################### +# Demand fealty +# By James Beaumont +########################### +legend_demand_fealty = { + picture = { + trigger = { + NOR = { + government_has_flag = government_is_tribal + government_has_flag = government_is_theocracy + top_liege ?= { government_has_flag = government_is_tribal } + top_liege ?= { government_has_flag = government_is_theocracy } + } + OR = { + culture = { has_cultural_pillar = heritage_byzantine } + top_liege ?= { + OR = { + culture = { has_cultural_pillar = heritage_byzantine } + capital_barony ?= title:b_constantinople + is_roman_emperor_primary_title_trigger = yes + } + } + } + } + reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_knight_kneeling.dds" + } + decision_group_type = major + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 120 + empire = 120 + hegemony = 120 + } + desc = legend_demand_fealty_desc + + is_shown = { + has_character_flag = legend_demand_fealty + has_dlc_feature = legends + } + + is_valid = { + is_landless_adventurer = no + } + + effect = { + custom_tooltip = { + text = fifteen_year_vassalization_tt + remove_character_flag = legend_demand_fealty + } + add_character_modifier = { + modifier = fealty_demanded + years = 15 + } + } + + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} +########################### +# Become an adventurer +# By James Beaumont +########################### + +launch_a_legendary_adventure = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_tale.dds" + } + decision_group_type = major + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 120 + empire = 120 + hegemony = 120 + } + desc = launch_a_legendary_adventure_desc + + is_shown = { + has_character_flag = launch_a_legendary_adventure + has_dlc_feature = legends + } + + is_valid = { + is_landless_adventurer = no + } + + effect = { + custom_tooltip = { + text = launch_a_legendary_adventure_tt + remove_character_flag = launch_a_legendary_adventure + if = { + limit = { + NOT = { exists = var:legendary_adventure_cb } + } + set_variable = { + name = legendary_adventure_cb + value = 1 + } + } + else = { + change_variable = { + name = legendary_adventure_cb + add = 1 + } + } + } + add_character_modifier = { + modifier = legendary_adventurer + years = 5 + } + } + + + ai_potential = { + always = no # I don't know that we want to see AI kings hopping around the world all the time + } + + ai_will_do = { + base = 100 + } +} + +################################################## +###################LEGITIMIZING################### +################################################## +########################### +# Legendary Integration +# By James Beaumont +########################### + +legendary_integration_e = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_family_tree.dds" + } + decision_group_type = major + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 0 + empire = 0 + hegemony = 120 + } + desc = legendary_integration_e_desc + + is_shown = { + has_character_flag = legendary_integration_e + has_dlc_feature = legends + } + + is_valid = { + custom_tooltip = { + text = any_drifting_empire_tt + OR = { + any_held_title = { # Check held empires first, any_empire is unoptimal and should only be checked if any_held_title fails + title_tier = empire + this != root.primary_title + valid_for_legendary_integration_e = yes + } + any_realm_de_jure_empire = { + this != root.primary_title + valid_for_legendary_integration_e = yes + } + } + } + is_landless_adventurer = no + } + + effect = { + custom_tooltip = { + text = select_empire_to_drift_tt + remove_character_flag = legendary_integration_e + trigger_event = ce1_decision_events.1015 + } + } + + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} + +legendary_integration_k = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_family_tree.dds" + } + decision_group_type = major + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 0 + empire = 120 + hegemony = 0 + } + desc = legendary_integration_k_desc + + is_shown = { + has_character_flag = legendary_integration_k + has_dlc_feature = legends + } + + is_valid = { + custom_tooltip = { + text = any_drifting_kingdom_tt + OR = { + any_held_title = { # Check held kingdoms first, any_kingdom is unoptimal and should only be checked if any_held_title fails + title_tier = kingdom + this != root.primary_title + valid_for_legendary_integration_k = yes + } + any_realm_de_jure_kingdom = { + this != root.primary_title + valid_for_legendary_integration_k = yes + } + } + } + is_landless_adventurer = no + } + + effect = { + custom_tooltip = { + text = select_kingdom_to_drift_tt + remove_character_flag = legendary_integration_k + trigger_event = ce1_decision_events.1000 + } + } + + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} + +legendary_integration_d = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_family_tree.dds" + } + decision_group_type = major + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 120 + empire = 0 + hegemony = 0 + } + desc = legendary_integration_d_desc + + is_shown = { + has_character_flag = legendary_integration_d + has_dlc_feature = legends + } + + is_valid = { + custom_tooltip = { + text = any_drifting_duchy_tt + any_realm_de_jure_duchy = { + valid_for_legendary_integration_d = yes + } + } + is_landless_adventurer = no + } + + effect = { + custom_tooltip = { + text = select_duchy_to_drift_tt + remove_character_flag = legendary_integration_d + trigger_event = ce1_decision_events.1010 + } + } + + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} +################################################## +#######################HOLY####################### +################################################## +########################### +# Reassert the War +# By James Beaumont +########################### + +legendary_holy_war = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_legend.dds" + } + decision_group_type = major + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 120 + empire = 120 + hegemony = 120 + } + desc = legendary_holy_war_desc + + is_shown = { + has_character_flag = legendary_holy_war + has_dlc_feature = legends + } + + is_valid = { + is_landless_adventurer = no + } + + effect = { + custom_tooltip = { + text = bonus_holy_war_tt + add_character_flag = bonus_major_holy_war + remove_character_flag = legendary_holy_war + } + } + + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} + +legendary_pacifism_spread = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_tale.dds" + } + decision_group_type = major + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 120 + empire = 120 + hegemony = 120 + } + desc = legendary_pacifism_spread_desc + + is_shown = { + has_character_flag = legendary_pacifism_spread + has_dlc_feature = legends + } + + is_valid = { + custom_tooltip = { + text = non_true_faith_neighbour + any_neighboring_and_across_water_top_liege_realm_owner = { + faith != root.faith + NOT = { + any_held_title = { is_head_of_faith = yes } + } + } + } + is_landless_adventurer = no + } + + effect = { + custom_tooltip = { + text = legendary_pacifism_spread_tt + remove_character_flag = legendary_pacifism_spread + save_scope_as = legendary_character + if = { + limit = { + any_neighboring_and_across_water_top_liege_realm_owner = { + faith != root.faith + NOT = { + any_held_title = { is_head_of_faith = yes } + } + is_ai = yes + } + } + random_neighboring_and_across_water_top_liege_realm_owner = { + limit = { + faith != root.faith + NOT = { + any_held_title = { is_head_of_faith = yes } + } + is_ai = yes + } + add_character_flag = guarantee_conversion # Freebie, ensures the AI accepts the conversion demand + } + } + every_neighboring_and_across_water_top_liege_realm_owner = { + limit = { + faith != root.faith + NOT = { + any_held_title = { is_head_of_faith = yes } + } + } + trigger_event = ce1_decision_events.1020 + } + } + } + + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} + +legendary_conversion = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_legend.dds" + } + decision_group_type = major + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 120 + empire = 120 + hegemony = 120 + } + desc = legendary_conversion_desc + + is_shown = { + OR = { + AND = { + has_character_flag = legendary_conversion + has_dlc_feature = legends + } + has_character_flag = major_religious_inspiration + } + } + + is_valid = { + custom_tooltip = { + text = leg_conv_valid_county + any_sub_realm_county = { + faith != root.faith + } + } + is_landless_adventurer = no + } + + effect = { + custom_tooltip = { + text = legendary_conversion_tt + remove_character_flag = legendary_conversion + remove_character_flag = major_religious_inspiration + random_sub_realm_county = { # Give em a freebie + set_county_faith = root.faith + } + every_sub_realm_county = { + random = { + chance = 50 + set_county_faith = root.faith + } + } + } + } + + + ai_potential = { + always = yes + } + + ai_will_do = { + base = 100 + } +} diff --git a/common/decisions/dlc_decisions/ep3_decisions.txt b/common/decisions/dlc_decisions/ep3_decisions.txt index 7208f37d..4e5cc646 100644 --- a/common/decisions/dlc_decisions/ep3_decisions.txt +++ b/common/decisions/dlc_decisions/ep3_decisions.txt @@ -275,1317 +275,1317 @@ restore_backwater_counties_decision = { } } } - -### Prepare Greek Fire Dromons ### -prepare_greek_fire_dromons_decision = { - picture = { - reference = "gfx/interface/illustrations/decisions/decision_smith.dds" - } - - ai_check_interval_by_tier = { - barony = 0 - county = 0 - duchy = 120 - kingdom = 120 - empire = 120 - hegemony = 120 - } - - sort_order = 110 - - desc = prepare_greek_fire_dromons_decision_desc - selection_tooltip = prepare_greek_fire_dromons_decision_tooltip - decision_group_type = roman - - is_shown = { - has_ep3_dlc_trigger = yes - has_multiple_players = no - title:c_byzantion = { - holder = root - } - culture = { - OR = { - this = culture:greek - any_parent_culture_or_above = { this = culture:greek } - } - } - } - - is_valid = { - custom_tooltip = { - text = prepare_greek_fire_dromons_constantinople_tt - capital_county = title:c_byzantion - } - custom_tooltip = { - text = prepare_greek_fire_dromons_capital_unoccupied_tt - capital_province = { - is_occupied = no - } - } - custom_tooltip = { - text = prepare_greek_fire_dromons_no_modifier_tt - capital_county = { - NOT = { has_county_modifier = defensive_fire_dromons_modifier } - } - } - - OR = { - influence >= major_influence_value - gold >= major_gold_value_static_max - } - } - - is_valid_showing_failures_only = { - is_available = yes - NOT = { exists = involved_activity } - } - - cooldown = { years = 5 } - - effect = { - custom_tooltip = defensive_fire_dromons_3_years_tooltip - custom_tooltip = defensive_fire_dromons_custom_desc - custom_tooltip = defensive_fire_dromons_buildings_desc - trigger_event = ep3_decisions_event.3100 - } - - ai_potential = { - NOT = { has_trait = compassionate } - OR = { - gold >= massive_gold_value - influence >= massive_influence_value - } - } - - ai_will_do = { - base = 20 - ai_value_modifier = { - ai_compassion = -1 - } - modifier = { - OR = { - has_trait = paranoid - has_trait = craven - } - add = 30 - } - modifier = { - OR = { - martial > high_skill_rating - learning > high_skill_rating - } - add = 20 - } - modifier = { - OR = { - has_trait = calm - has_trait = content - } - add = -20 - } - } -} - -### Re-Establish the Theodosian Borders ### -retake_eastern_provinces_decision = { - picture = { - reference = "gfx/interface/illustrations/decisions/ep3_decision_roman_restoration.dds" - } - - ai_check_interval_by_tier = { - barony = 0 - county = 0 - duchy = 0 - kingdom = 0 - empire = 120 - hegemony = 120 - } - - sort_order = 50 - - desc = retake_eastern_provinces_decision_desc - selection_tooltip = retake_eastern_provinces_decision_tooltip - decision_group_type = roman - - is_shown = { - has_ep3_dlc_trigger = yes - has_title = title:e_byzantium - NOT = { - is_target_in_global_variable_list = { - name = unavailable_unique_decisions - target = flag:retake_eastern_provinces_decision - } - } - } - - is_valid = { - government_has_flag = government_is_administrative - completely_controls_region = custom_theodosian_ere - custom_tooltip = { - text = eastern_kingdoms_held_or_vassals_tt - trigger_if = { - limit = { - exists = title:k_bulgaria.holder - } - title:k_bulgaria.holder = { liege = root } - } - trigger_if = { - limit = { - exists = title:k_epirus.holder - } - title:k_epirus.holder = { liege = root } - } - trigger_if = { - limit = { - exists = title:k_hellas.holder - } - title:k_hellas.holder = { liege = root } - } - trigger_if = { - limit = { - exists = title:k_thessalonika.holder - } - title:k_thessalonika.holder = { liege = root } - } - trigger_if = { - limit = { - exists = title:k_krete.holder - } - title:k_krete.holder = { liege = root } - } - trigger_if = { - limit = { - exists = title:k_cyprus.holder - } - title:k_cyprus.holder = { liege = root } - } - trigger_if = { - limit = { - exists = title:k_nikaea.holder - } - title:k_nikaea.holder = { liege = root } - } - trigger_if = { - limit = { - exists = title:k_anatolia.holder - } - title:k_anatolia.holder = { liege = root } - } - trigger_if = { - limit = { - exists = title:k_pontus.holder - } - title:k_pontus.holder = { liege = root } - } - trigger_if = { - limit = { - exists = title:k_syria.holder - } - title:k_syria.holder = { liege = root } - } - trigger_if = { - limit = { - exists = title:k_jerusalem.holder - } - title:k_jerusalem.holder = { liege = root } - } - trigger_if = { - limit = { - exists = title:k_egypt.holder - } - title:k_egypt.holder = { liege = root } - } - } - } - - is_valid_showing_failures_only = { - is_at_war = no - NOT = { exists = involved_activity } - is_imprisoned = no - has_contagious_deadly_disease_trigger = no - } - - cost = { - prestige = { - value = 1000 - } - } - - effect = { - show_as_tooltip = { - retake_eastern_provinces_decision_effect = yes - } - trigger_event = { - id = ep3_decisions_event.4000 - days = 1 - } - #Can only be done once - add_to_global_variable_list = { - name = unavailable_unique_decisions - target = flag:retake_eastern_provinces_decision - } - if = { - limit = { - is_ai = no - game_start_date >= 1178.10.1 - } - add_achievement_global_variable_effect = { - VARIABLE = achieved_against_the_odds_achievement - VALUE = yes - } - } - } - - ai_potential = { - has_title = title:e_byzantium - is_at_war = no - NOT = { exists = involved_activity } - is_imprisoned = no - has_contagious_deadly_disease_trigger = no - } - - ai_will_do = { - base = 100 - } -} - -### Refound the Pandidakterion ### -refound_pandidakterion_decision = { - picture = { - reference = "gfx/interface/illustrations/decisions/decision_golden_age.dds" - } - - ai_check_interval_by_tier = { - barony = 0 - county = 0 - duchy = 0 - kingdom = 0 - empire = 120 - hegemony = 120 - } - - sort_order = 110 - - desc = refound_pandidakterion_decision_desc - selection_tooltip = refound_pandidakterion_decision_tooltip - decision_group_type = roman - - is_shown = { - has_ep3_dlc_trigger = yes - has_title = title:e_byzantium - NOR = { - # the pandidakterion was created by the player - is_target_in_global_variable_list = { - name = unavailable_unique_decisions - target = flag:refound_pandidakterion_decision - } - # the pandidakterion already existed at game start - title:c_byzantion = { has_county_modifier = pandidakterion_university_modifier } - } - } - - is_valid = { - government_has_flag = government_is_administrative - custom_tooltip = { - text = pandidakterion_tt - any_sub_realm_county = { - this = title:c_byzantion #owns Constantinople - } - } - } - - is_valid_showing_failures_only = { - is_at_war = no - NOT = { exists = involved_activity } - is_imprisoned = no - has_contagious_deadly_disease_trigger = no - } - - cost = { - gold = { - value = 0 - if = { - limit = { - has_treasury = no - } - add = 1000 - } - } - treasury = { - value = 0 - if = { - limit = { - has_treasury = yes - } - add = 1000 - } - } - } - - effect = { - title:c_byzantion = { add_county_modifier = pandidakterion_university_modifier } - found_university_decision_event_effect = yes - #Can only be done once - add_to_global_variable_list = { - name = unavailable_unique_decisions - target = flag:refound_pandidakterion_decision - } - create_character_memory = { - type = refounded_pandidakterion_memory - } - } - - ai_potential = { - has_title = title:e_byzantium - gold > 1000 - } - - ai_will_do = { - base = 100 - } -} - -### Ask for Support ### -ask_western_help_decision = { - picture = { - reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds" - } - - ai_check_interval_by_tier = { - barony = 0 - county = 0 - duchy = 0 - kingdom = 0 - empire = 80 - hegemony = 80 - } - - sort_order = 110 - - desc = ask_western_help_decision_desc - selection_tooltip = ask_western_help_decision_tooltip - decision_group_type = roman - - is_shown = { - has_ep3_dlc_trigger = yes - # Byz emperor or governor - has_title = title:e_byzantium - # Christian without crusades (mainly Orthodox) - OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } - faith = { - NOT = { has_doctrine_parameter = great_holy_wars_active } - } - government_has_flag = government_is_administrative - } - - is_valid = { - is_at_war = yes - custom_tooltip = { - text = valid_primary_war_enemy_for_crusade - any_primary_war_enemy = { - NOT = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } - OR = { - highest_held_title_tier >= tier_kingdom - liege = { highest_held_title_tier >= tier_kingdom } - } - } - } - custom_tooltip = { - text = valid_realm_size_for_help - top_liege = { - realm_size < massive_realm_size - } - } - custom_tooltip = { - text = there_is_someone_to_ask_for_help - OR = { - any_ally = { - OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } - faith = { - has_doctrine_parameter = great_holy_wars_active - exists = religious_head - } - trigger_if = { - limit = { - has_variable = asked_for_help_by - } - NOT = { var:asked_for_help_by = root } - } - } - religion:eastern_orthodox_religion = { - any_faith = { - has_doctrine_parameter = great_holy_wars_active - religious_head ?= { - trigger_if = { - limit = { - has_variable = asked_for_help_by - } - NOT = { var:asked_for_help_by = root } - } - } - } - } - religion:catholic_religion = { - any_faith = { - has_doctrine_parameter = great_holy_wars_active - religious_head ?= { - trigger_if = { - limit = { - has_variable = asked_for_help_by - } - NOT = { var:asked_for_help_by = root } - } - } - } - } - religion:protestant_religion = { - any_faith = { - has_doctrine_parameter = great_holy_wars_active - religious_head ?= { - trigger_if = { - limit = { - has_variable = asked_for_help_by - } - NOT = { var:asked_for_help_by = root } - } - } - } - } - } - } - } - - is_valid_showing_failures_only = { - is_at_war = yes - NOT = { exists = involved_activity } - custom_tooltip = { - text = recently_asked_for_help - NOT = { - primary_title = { has_variable = recently_asked_western_help } - } - } - } - - cost = { - prestige = { - value = 300 - } - influence = { - value = massive_influence_value - multiply = 2 - } - } - - effect = { - custom_tooltip = ask_western_help_decision_effect_desc - hidden_effect = { - save_scope_as = caller - # Cooldown on your main title - primary_title = { - set_variable = { - name = recently_asked_western_help - years = 20 - } - } - ordered_primary_war_enemy = { - limit = { - NOT = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } - OR = { - highest_held_title_tier >= tier_kingdom - liege = { highest_held_title_tier >= tier_kingdom } - } - } - order_by = max_military_strength - save_scope_as = enemy - } - random_character_war = { - limit = { - is_war_leader = scope:enemy - } - save_scope_as = our_war - } - - if = { - limit = { - any_ally = { - OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } - faith = { - has_doctrine_parameter = great_holy_wars_active - exists = religious_head - } - trigger_if = { - limit = { - has_variable = asked_for_help_by - } - NOT = { var:asked_for_help_by = root } - } - } - } - ordered_ally = { - limit = { - OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } - faith = { - has_doctrine_parameter = great_holy_wars_active - exists = religious_head - } - trigger_if = { - limit = { - has_variable = asked_for_help_by - } - NOT = { var:asked_for_help_by = root } - } - } - order_by = max_military_strength - save_scope_as = called - save_scope_as = called_1 - set_variable = { - name = asked_for_help_by - value = root - years = 20 - } - } - } - else = { - religion:christianity_religion = { - random_faith = { - limit = { - has_doctrine_parameter = great_holy_wars_active - religious_head ?= { - trigger_if = { - limit = { - has_variable = asked_for_help_by - } - NOT = { var:asked_for_help_by = root } - } - } - } - religious_head = { - save_scope_as = called - save_scope_as = called_2 - set_variable = { - name = asked_for_help_by - value = root - years = 20 - } - } - } - } - } - - scope:called.faith = { save_scope_as = the_faith } - # Prep for eventual crusade - scope:enemy ?= { - if = { - limit = { - highest_held_title_tier = tier_kingdom - } - primary_title = { save_scope_as = target_kingdom } - } - else_if = { - limit = { - liege ?= { highest_held_title_tier = tier_kingdom } - } - liege.primary_title = { save_scope_as = target_kingdom } - } - else_if = { - limit = { - highest_held_title_tier > tier_kingdom - } - ordered_realm_de_jure_kingdom = { - order_by = great_holy_war_target_kingdom_weight_simplified - position = 1 - save_scope_as = target_kingdom - } - } - else = { - liege ?= { - ordered_realm_de_jure_kingdom = { - order_by = great_holy_war_target_kingdom_weight_simplified - position = 1 - save_scope_as = target_kingdom - } - } - } - } - scope:called_1 ?= { - trigger_event = { - id = ep3_decisions_event.4010 - days = 3 - } - } - scope:called_2 ?= { - trigger_event = { - id = ep3_decisions_event.4011 - days = 3 - } - } - } - } - - ai_potential = { - has_title = title:e_byzantium - realm_size < massive_realm_size - } - - ai_will_do = { - base = 50 - } -} - -### Evangelize the Pagans ### -evangelize_the_slavs_decision = { - picture = { - reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" - } - - ai_check_interval_by_tier = { - barony = 0 - county = 0 - duchy = 0 - kingdom = 0 - empire = 80 - hegemony = 80 - } - - sort_order = 120 - - desc = evangelize_the_slavs_decision_desc - selection_tooltip = evangelize_the_slavs_decision_tooltip - decision_group_type = roman - - cooldown = { years = 10 } - - is_shown = { - has_ep3_dlc_trigger = yes - # Byz emperor or governor - OR = { - has_title = title:e_byzantium - liege = { has_title = title:e_byzantium } - } - OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion } - # You border with pagans to convert - trigger_if = { - limit = { - has_title = title:e_byzantium - } - any_neighboring_and_across_water_top_liege_realm_owner = { - valid_for_pagan_conversion_trigger = yes - } - } - trigger_else = { - any_neighboring_and_across_water_realm_same_rank_owner = { - valid_for_pagan_conversion_trigger = yes - } - } - } - - is_valid = { - government_has_flag = government_is_administrative - trigger_if = { - limit = { - has_title = title:e_byzantium - } - custom_tooltip = { - any_neighboring_and_across_water_top_liege_realm_owner = { - valid_for_pagan_conversion_trigger = yes - } - text = valid_neighboring_and_across_water_top_liege - } - } - trigger_else = { - custom_tooltip = { - any_neighboring_and_across_water_realm_same_rank_owner = { - valid_for_pagan_conversion_trigger = yes - } - text = valid_neighboring_and_across_water_realm_same_rank - } - } - } - - is_valid_showing_failures_only = { - is_at_war = no - NOT = { exists = involved_activity } - is_imprisoned = no - has_contagious_deadly_disease_trigger = no - } - - cost = { - piety = massive_piety_value - } - - effect = { - custom_tooltip = evangelize_the_slavs_decision_effect - trigger_event = ep3_decisions_event.4020 - } - - ai_potential = { - piety > massive_piety_value - has_title = title:e_byzantium - } - - ai_will_do = { - base = 0 - ai_value_modifier = { - ai_zeal = 1 - } - modifier = { - any_neighboring_and_across_water_top_liege_realm_owner = { - valid_for_pagan_conversion_trigger = yes - NOT = { - capital_county.title_province = { - geographical_region = world_europe_east - } - } - } - factor = 0.5 - } - } -} - -### Restore the Byzantine Empire ### -recreate_byzantine_empire_decision = { - picture = { - reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds" - } - decision_group_type = major - - ai_check_interval_by_tier = { - barony = 0 - county = 0 - duchy = 0 - kingdom = 6 - empire = 6 - hegemony = 0 - } - - desc = recreate_byzantine_empire_decision_desc - selection_tooltip = recreate_byzantine_empire_decision_tooltip - decision_group_type = roman - - is_shown = { - has_dlc_feature = roads_to_power - NOR = { - exists = title:e_byzantium.holder - exists = title:h_roman_empire.holder - exists = title:h_eastern_roman_empire.holder - } - title:e_byzantium = { is_titular = no } - OR = { - culture = { - OR = { - this = culture:greek - any_parent_culture_or_above = { this = culture:greek } - } - } - AND = { - OR = { - ep3_orthodox_faith_trigger = yes - faith = faith:hellenic_pagan - } - primary_title = { - tier <= tier_empire - empire = title:e_latin_empire - } - } - AND = { - OR = { - ep3_orthodox_faith_trigger = yes - faith = faith:hellenic_pagan - } - primary_title = { - tier <= tier_empire - empire = title:e_byzantium - } - } - } - } - - is_valid = { - custom_tooltip = { - NOT = { - exists = title:e_byzantium.holder - } - text = no_byz_emp_exists_tt - } - top_liege = this - OR = { - custom_tooltip = { - culture = { - this = culture:greek - } - text = is_greek_tt - } - custom_tooltip = { - culture = { - any_parent_culture_or_above = { this = culture:greek } - } - text = is_greek_descendent_tt - } - ep3_orthodox_faith_trigger = yes - faith = faith:hellenic_pagan - } - highest_held_title_tier >= tier_kingdom - - realm_size >= 12 - custom_tooltip = { - title:c_byzantion.holder = { - exists = this - OR = { - this = root - AND = { - is_ai = yes - top_liege = root - } - } - } - text = pandidakterion_tt - } - primary_title = { - tier <= tier_empire - OR = { - empire = title:e_latin_empire - empire = title:e_byzantium - } - } - trigger_if = { - limit = { - is_ai = no - has_legitimacy = yes - } - legitimacy_level >= 3 - } - #A liiiiiittle easier for AI - trigger_if = { - limit = { - is_ai = yes - has_legitimacy = yes - } - legitimacy_level >= 1 - } - } - - is_valid_showing_failures_only = { - trigger_if = { - limit = { - is_ai = no - } - NOT = { exists = involved_activity } - is_available = yes - } - trigger_else = { - is_alive = yes - is_imprisoned = no - is_incapable = no - } - } - - cost = { - prestige = { - value = { - add = 1000 - if = { - limit = { - any_held_title = { - this = title:e_latin_empire - } - } - add = 1000 - } - if = { - limit = { - culture = { - NOR = { - this = culture:greek - any_parent_culture_or_above = { this = culture:greek } - } - } - } - add = 500 - } - #AI need to take this decision and aren't good at saving up for it - if = { - limit = { - is_ai = yes - } - multiply = 0.5 - } - } - } - piety = { - value = { - add = massive_piety_value - if = { - limit = { - any_held_title = { - this = title:e_latin_empire - } - } - add = 500 - } - if = { - limit = { - ep3_orthodox_faith_trigger = no - } - add = 500 - } - if = { - limit = { - religion = religion:catholic_religion - } - add = 500 - } - #AI need to take this decision and aren't good at saving up for it - if = { - limit = { - is_ai = yes - } - multiply = 0.5 - } - } - } - } - - effect = { - show_as_tooltip = { - recreate_ere_decision_effect = yes - } - trigger_event = ep3_decisions_event.4030 - } - - ai_potential = { - NOT = { exists = title:e_byzantium.holder } - any_held_title = { - title_tier = kingdom - OR = { - empire = title:e_latin_empire - empire = title:e_byzantium - } - } - OR = { - culture = { - OR = { - this = culture:greek - any_parent_culture_or_above = { this = culture:greek } - } - } - ep3_orthodox_faith_trigger = yes - primary_title = { - tier <= tier_empire - empire = title:e_latin_empire - } - } - } - - ai_will_do = { - base = 100 - modifier = { - primary_title = { - tier <= tier_empire - empire = title:e_latin_empire - } - add = -60 - } - modifier = { - NAND = { - culture = { - OR = { - this = culture:greek - any_parent_culture_or_above = { this = culture:greek } - } - } - OR = { - ep3_orthodox_faith_trigger = yes - faith = faith:hellenic_pagan - } - } - add = -30 - } - } -} - -### Found the Varangian Guard ### -found_varangian_guard_decision = { - picture = { - reference = "gfx/interface/illustrations/decisions/ep3_decision_varangian_guard.dds" - } - ai_check_interval_by_tier = { - barony = 0 - county = 0 - duchy = 0 - kingdom = 0 - empire = 60 - hegemony = 60 - } - - sort_order = 100 - - desc = found_varangian_guard_decision_desc - selection_tooltip = found_varangian_guard_decision_tooltip - decision_group_type = roman - - is_shown = { - has_ep3_dlc_trigger = yes - culture = { has_cultural_parameter = unlock_maa_varangian_guards } - primary_title.tier >= tier_empire - NOT = { - # You have not already founded it for your current title - primary_title = { has_variable = founded_varangian_guard } - } - } - - is_valid = { - prestige_level >= 3 - OR = { - any_realm_county = { culture = culture:norse } - any_courtier = { - count >= 5 - culture = culture:norse - } - any_ally = { culture = culture:norse } - } - } - - is_valid_showing_failures_only = { - is_at_war = no - NOT = { exists = involved_activity } - is_imprisoned = no - } - - cost = { - prestige = 1000 - } - - effect = { - primary_title = { set_variable = founded_varangian_guard } - send_interface_toast = { - title = unlocked_varangian_guard_desc_tt - type = event_toast_effect_neutral - left_icon = root - custom_tooltip = unlocked_varangian_guard_desc - } - create_character_memory = { - type = found_varangian_memory - } - } - - ai_potential = { - has_title = title:e_byzantium - } - - ai_will_do = { - base = 100 - } -} - -### Reinstate the Grain Dole ### -reinstitute_grain_dole_decision = { - picture = { - reference = "gfx/interface/illustrations/decisions/ep3_decision_hold_triumph.dds" - } - - ai_check_interval_by_tier = { - barony = 0 - county = 0 - duchy = 0 - kingdom = 60 - empire = 60 - hegemony = 0 - } - sort_order = 40 - - desc = reinstitute_grain_dole_decision_desc - selection_tooltip = reinstitute_grain_dole_decision_tooltip - decision_group_type = roman - - is_shown = { - has_ep3_dlc_trigger = yes - is_roman_emperor_trigger = yes - NOT = { - is_target_in_global_variable_list = { - name = unavailable_unique_decisions - target = flag:reinstitute_grain_dole_decision - } - } - } - - is_valid = { - government_has_flag = government_is_administrative - OR = { - capital_county = title:c_byzantion - capital_county = title:c_roma - } - completely_controls_region = custom_roman_aegyptus - custom_tooltip = { - text = enough_granaries_in_egypt - any_county_in_region = { - region = custom_roman_aegyptus - count >= 3 - any_county_province = { - has_building_or_higher = cereal_fields_05 - } - } - } - } - - is_valid_showing_failures_only = { - is_at_war = no - NOT = { exists = involved_activity } - is_imprisoned = no - custom_tooltip = { - NOT = { - title:c_byzantion = { has_county_modifier = panem_et_circenses_county_modifier } - } - text = grain_dole_already_active - } - } - - cost = { - gold = { - value = 0 - if = { - limit = { - has_treasury = no - } - add = grain_dole_cost - } - } - treasury = { - value = 0 - if = { - limit = { - has_treasury = yes - } - add = grain_dole_cost - } - } - } - - effect = { - add_to_global_variable_list = { - name = unavailable_unique_decisions - target = flag:reinstitute_grain_dole_decision - } - trigger_event = ep3_decisions_event.4040 - reinstitute_grain_dole_decision_effect = yes - } - - ai_potential = { - is_roman_emperor_trigger = yes - } - - ai_will_do = { - base = 100 - } -} - -### Reconfirm the Grain Dole ### -reconfirm_grain_dole_decision = { - picture = { - reference = "gfx/interface/illustrations/decisions/decision_spend_money.dds" - } - - ai_check_interval_by_tier = { - barony = 0 - county = 0 - duchy = 0 - kingdom = 60 - empire = 60 - hegemony = 0 - } - sort_order = 90 - - desc = reconfirm_grain_dole_decision_desc - selection_tooltip = reconfirm_grain_dole_decision_tooltip - decision_group_type = roman - - is_shown = { - has_ep3_dlc_trigger = yes - is_roman_emperor_trigger = yes - is_target_in_global_variable_list = { - name = unavailable_unique_decisions - target = flag:reinstitute_grain_dole_decision - } - } - - is_valid = { - government_has_flag = government_is_administrative - OR = { - capital_county = title:c_byzantion - capital_county = title:c_roma - } - completely_controls_region = custom_roman_aegyptus - custom_tooltip = { - text = enough_granaries_in_egypt - any_county_in_region = { - region = custom_roman_aegyptus - count >= 3 - any_county_province = { - has_building_or_higher = cereal_fields_05 - } - } - } - } - - is_valid_showing_failures_only = { - is_at_war = no - NOT = { exists = involved_activity } - is_imprisoned = no - custom_tooltip = { - NOT = { - capital_county = { has_county_modifier = panem_et_circenses_county_modifier } - } - text = grain_dole_already_active - } - } - - cost = { - gold = { - value = 0 - if = { - limit = { - has_treasury = no - } - add = grain_dole_cost - multiply = { - value = 0.5 - desc = unlocked_grain_dole - } - } - } - treasury = { - value = 0 - if = { - limit = { - has_treasury = yes - } - add = grain_dole_cost - multiply = { - value = 0.5 - desc = unlocked_grain_dole - } - } - } - } - - effect = { - send_interface_message = { - type = event_title_good - title = reconfirm_grain_dole_decision_tt - right_icon = root - reinstitute_grain_dole_decision_effect = yes - } - } - - ai_potential = { - is_roman_emperor_trigger = yes - capital_county = { has_variable = unlocked_grain_dole } - } - - ai_will_do = { - base = 100 - } -} - +# +#### Prepare Greek Fire Dromons ### +#prepare_greek_fire_dromons_decision = { +# picture = { +# reference = "gfx/interface/illustrations/decisions/decision_smith.dds" +# } +# +# ai_check_interval_by_tier = { +# barony = 0 +# county = 0 +# duchy = 120 +# kingdom = 120 +# empire = 120 +# hegemony = 120 +# } +# +# sort_order = 110 +# +# desc = prepare_greek_fire_dromons_decision_desc +# selection_tooltip = prepare_greek_fire_dromons_decision_tooltip +# decision_group_type = roman +# +# is_shown = { +# has_ep3_dlc_trigger = yes +# has_multiple_players = no +# title:c_byzantion = { +# holder = root +# } +# culture = { +# OR = { +# this = culture:greek +# any_parent_culture_or_above = { this = culture:greek } +# } +# } +# } +# +# is_valid = { +# custom_tooltip = { +# text = prepare_greek_fire_dromons_constantinople_tt +# capital_county = title:c_byzantion +# } +# custom_tooltip = { +# text = prepare_greek_fire_dromons_capital_unoccupied_tt +# capital_province = { +# is_occupied = no +# } +# } +# custom_tooltip = { +# text = prepare_greek_fire_dromons_no_modifier_tt +# capital_county = { +# NOT = { has_county_modifier = defensive_fire_dromons_modifier } +# } +# } +# +# OR = { +# influence >= major_influence_value +# gold >= major_gold_value_static_max +# } +# } +# +# is_valid_showing_failures_only = { +# is_available = yes +# NOT = { exists = involved_activity } +# } +# +# cooldown = { years = 5 } +# +# effect = { +# custom_tooltip = defensive_fire_dromons_3_years_tooltip +# custom_tooltip = defensive_fire_dromons_custom_desc +# custom_tooltip = defensive_fire_dromons_buildings_desc +# trigger_event = ep3_decisions_event.3100 +# } +# +# ai_potential = { +# NOT = { has_trait = compassionate } +# OR = { +# gold >= massive_gold_value +# influence >= massive_influence_value +# } +# } +# +# ai_will_do = { +# base = 20 +# ai_value_modifier = { +# ai_compassion = -1 +# } +# modifier = { +# OR = { +# has_trait = paranoid +# has_trait = craven +# } +# add = 30 +# } +# modifier = { +# OR = { +# martial > high_skill_rating +# learning > high_skill_rating +# } +# add = 20 +# } +# modifier = { +# OR = { +# has_trait = calm +# has_trait = content +# } +# add = -20 +# } +# } +#} +# +#### Re-Establish the Theodosian Borders ### +#retake_eastern_provinces_decision = { +# picture = { +# reference = "gfx/interface/illustrations/decisions/ep3_decision_roman_restoration.dds" +# } +# +# ai_check_interval_by_tier = { +# barony = 0 +# county = 0 +# duchy = 0 +# kingdom = 0 +# empire = 120 +# hegemony = 120 +# } +# +# sort_order = 50 +# +# desc = retake_eastern_provinces_decision_desc +# selection_tooltip = retake_eastern_provinces_decision_tooltip +# decision_group_type = roman +# +# is_shown = { +# has_ep3_dlc_trigger = yes +# has_title = title:e_byzantium +# NOT = { +# is_target_in_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:retake_eastern_provinces_decision +# } +# } +# } +# +# is_valid = { +# government_has_flag = government_is_administrative +# completely_controls_region = custom_theodosian_ere +# custom_tooltip = { +# text = eastern_kingdoms_held_or_vassals_tt +# trigger_if = { +# limit = { +# exists = title:k_bulgaria.holder +# } +# title:k_bulgaria.holder = { liege = root } +# } +# trigger_if = { +# limit = { +# exists = title:k_epirus.holder +# } +# title:k_epirus.holder = { liege = root } +# } +# trigger_if = { +# limit = { +# exists = title:k_hellas.holder +# } +# title:k_hellas.holder = { liege = root } +# } +# trigger_if = { +# limit = { +# exists = title:k_thessalonika.holder +# } +# title:k_thessalonika.holder = { liege = root } +# } +# trigger_if = { +# limit = { +# exists = title:k_krete.holder +# } +# title:k_krete.holder = { liege = root } +# } +# trigger_if = { +# limit = { +# exists = title:k_cyprus.holder +# } +# title:k_cyprus.holder = { liege = root } +# } +# trigger_if = { +# limit = { +# exists = title:k_nikaea.holder +# } +# title:k_nikaea.holder = { liege = root } +# } +# trigger_if = { +# limit = { +# exists = title:k_anatolia.holder +# } +# title:k_anatolia.holder = { liege = root } +# } +# trigger_if = { +# limit = { +# exists = title:k_pontus.holder +# } +# title:k_pontus.holder = { liege = root } +# } +# trigger_if = { +# limit = { +# exists = title:k_syria.holder +# } +# title:k_syria.holder = { liege = root } +# } +# trigger_if = { +# limit = { +# exists = title:k_jerusalem.holder +# } +# title:k_jerusalem.holder = { liege = root } +# } +# trigger_if = { +# limit = { +# exists = title:k_egypt.holder +# } +# title:k_egypt.holder = { liege = root } +# } +# } +# } +# +# is_valid_showing_failures_only = { +# is_at_war = no +# NOT = { exists = involved_activity } +# is_imprisoned = no +# has_contagious_deadly_disease_trigger = no +# } +# +# cost = { +# prestige = { +# value = 1000 +# } +# } +# +# effect = { +# show_as_tooltip = { +# retake_eastern_provinces_decision_effect = yes +# } +# trigger_event = { +# id = ep3_decisions_event.4000 +# days = 1 +# } +# #Can only be done once +# add_to_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:retake_eastern_provinces_decision +# } +# if = { +# limit = { +# is_ai = no +# game_start_date >= 1178.10.1 +# } +# add_achievement_global_variable_effect = { +# VARIABLE = achieved_against_the_odds_achievement +# VALUE = yes +# } +# } +# } +# +# ai_potential = { +# has_title = title:e_byzantium +# is_at_war = no +# NOT = { exists = involved_activity } +# is_imprisoned = no +# has_contagious_deadly_disease_trigger = no +# } +# +# ai_will_do = { +# base = 100 +# } +#} +# +#### Refound the Pandidakterion ### +#refound_pandidakterion_decision = { +# picture = { +# reference = "gfx/interface/illustrations/decisions/decision_golden_age.dds" +# } +# +# ai_check_interval_by_tier = { +# barony = 0 +# county = 0 +# duchy = 0 +# kingdom = 0 +# empire = 120 +# hegemony = 120 +# } +# +# sort_order = 110 +# +# desc = refound_pandidakterion_decision_desc +# selection_tooltip = refound_pandidakterion_decision_tooltip +# decision_group_type = roman +# +# is_shown = { +# has_ep3_dlc_trigger = yes +# has_title = title:e_byzantium +# NOR = { +# # the pandidakterion was created by the player +# is_target_in_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:refound_pandidakterion_decision +# } +# # the pandidakterion already existed at game start +# title:c_byzantion = { has_county_modifier = pandidakterion_university_modifier } +# } +# } +# +# is_valid = { +# government_has_flag = government_is_administrative +# custom_tooltip = { +# text = pandidakterion_tt +# any_sub_realm_county = { +# this = title:c_byzantion #owns Constantinople +# } +# } +# } +# +# is_valid_showing_failures_only = { +# is_at_war = no +# NOT = { exists = involved_activity } +# is_imprisoned = no +# has_contagious_deadly_disease_trigger = no +# } +# +# cost = { +# gold = { +# value = 0 +# if = { +# limit = { +# has_treasury = no +# } +# add = 1000 +# } +# } +# treasury = { +# value = 0 +# if = { +# limit = { +# has_treasury = yes +# } +# add = 1000 +# } +# } +# } +# +# effect = { +# title:c_byzantion = { add_county_modifier = pandidakterion_university_modifier } +# found_university_decision_event_effect = yes +# #Can only be done once +# add_to_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:refound_pandidakterion_decision +# } +# create_character_memory = { +# type = refounded_pandidakterion_memory +# } +# } +# +# ai_potential = { +# has_title = title:e_byzantium +# gold > 1000 +# } +# +# ai_will_do = { +# base = 100 +# } +#} +# +#### Ask for Support ### +#ask_western_help_decision = { +# picture = { +# reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds" +# } +# +# ai_check_interval_by_tier = { +# barony = 0 +# county = 0 +# duchy = 0 +# kingdom = 0 +# empire = 80 +# hegemony = 80 +# } +# +# sort_order = 110 +# +# desc = ask_western_help_decision_desc +# selection_tooltip = ask_western_help_decision_tooltip +# decision_group_type = roman +# +# is_shown = { +# has_ep3_dlc_trigger = yes +# # Byz emperor or governor +# has_title = title:e_byzantium +# # Christian without crusades (mainly Orthodox) +# OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } +# faith = { +# NOT = { has_doctrine_parameter = great_holy_wars_active } +# } +# government_has_flag = government_is_administrative +# } +# +# is_valid = { +# is_at_war = yes +# custom_tooltip = { +# text = valid_primary_war_enemy_for_crusade +# any_primary_war_enemy = { +# NOT = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } +# OR = { +# highest_held_title_tier >= tier_kingdom +# liege = { highest_held_title_tier >= tier_kingdom } +# } +# } +# } +# custom_tooltip = { +# text = valid_realm_size_for_help +# top_liege = { +# realm_size < massive_realm_size +# } +# } +# custom_tooltip = { +# text = there_is_someone_to_ask_for_help +# OR = { +# any_ally = { +# OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } +# faith = { +# has_doctrine_parameter = great_holy_wars_active +# exists = religious_head +# } +# trigger_if = { +# limit = { +# has_variable = asked_for_help_by +# } +# NOT = { var:asked_for_help_by = root } +# } +# } +# religion:eastern_orthodox_religion = { +# any_faith = { +# has_doctrine_parameter = great_holy_wars_active +# religious_head ?= { +# trigger_if = { +# limit = { +# has_variable = asked_for_help_by +# } +# NOT = { var:asked_for_help_by = root } +# } +# } +# } +# } +# religion:catholic_religion = { +# any_faith = { +# has_doctrine_parameter = great_holy_wars_active +# religious_head ?= { +# trigger_if = { +# limit = { +# has_variable = asked_for_help_by +# } +# NOT = { var:asked_for_help_by = root } +# } +# } +# } +# } +# religion:protestant_religion = { +# any_faith = { +# has_doctrine_parameter = great_holy_wars_active +# religious_head ?= { +# trigger_if = { +# limit = { +# has_variable = asked_for_help_by +# } +# NOT = { var:asked_for_help_by = root } +# } +# } +# } +# } +# } +# } +# } +# +# is_valid_showing_failures_only = { +# is_at_war = yes +# NOT = { exists = involved_activity } +# custom_tooltip = { +# text = recently_asked_for_help +# NOT = { +# primary_title = { has_variable = recently_asked_western_help } +# } +# } +# } +# +# cost = { +# prestige = { +# value = 300 +# } +# influence = { +# value = massive_influence_value +# multiply = 2 +# } +# } +# +# effect = { +# custom_tooltip = ask_western_help_decision_effect_desc +# hidden_effect = { +# save_scope_as = caller +# # Cooldown on your main title +# primary_title = { +# set_variable = { +# name = recently_asked_western_help +# years = 20 +# } +# } +# ordered_primary_war_enemy = { +# limit = { +# NOT = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } +# OR = { +# highest_held_title_tier >= tier_kingdom +# liege = { highest_held_title_tier >= tier_kingdom } +# } +# } +# order_by = max_military_strength +# save_scope_as = enemy +# } +# random_character_war = { +# limit = { +# is_war_leader = scope:enemy +# } +# save_scope_as = our_war +# } +# +# if = { +# limit = { +# any_ally = { +# OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } +# faith = { +# has_doctrine_parameter = great_holy_wars_active +# exists = religious_head +# } +# trigger_if = { +# limit = { +# has_variable = asked_for_help_by +# } +# NOT = { var:asked_for_help_by = root } +# } +# } +# } +# ordered_ally = { +# limit = { +# OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } +# faith = { +# has_doctrine_parameter = great_holy_wars_active +# exists = religious_head +# } +# trigger_if = { +# limit = { +# has_variable = asked_for_help_by +# } +# NOT = { var:asked_for_help_by = root } +# } +# } +# order_by = max_military_strength +# save_scope_as = called +# save_scope_as = called_1 +# set_variable = { +# name = asked_for_help_by +# value = root +# years = 20 +# } +# } +# } +# else = { +# religion:christianity_religion = { +# random_faith = { +# limit = { +# has_doctrine_parameter = great_holy_wars_active +# religious_head ?= { +# trigger_if = { +# limit = { +# has_variable = asked_for_help_by +# } +# NOT = { var:asked_for_help_by = root } +# } +# } +# } +# religious_head = { +# save_scope_as = called +# save_scope_as = called_2 +# set_variable = { +# name = asked_for_help_by +# value = root +# years = 20 +# } +# } +# } +# } +# } +# +# scope:called.faith = { save_scope_as = the_faith } +# # Prep for eventual crusade +# scope:enemy ?= { +# if = { +# limit = { +# highest_held_title_tier = tier_kingdom +# } +# primary_title = { save_scope_as = target_kingdom } +# } +# else_if = { +# limit = { +# liege ?= { highest_held_title_tier = tier_kingdom } +# } +# liege.primary_title = { save_scope_as = target_kingdom } +# } +# else_if = { +# limit = { +# highest_held_title_tier > tier_kingdom +# } +# ordered_realm_de_jure_kingdom = { +# order_by = great_holy_war_target_kingdom_weight_simplified +# position = 1 +# save_scope_as = target_kingdom +# } +# } +# else = { +# liege ?= { +# ordered_realm_de_jure_kingdom = { +# order_by = great_holy_war_target_kingdom_weight_simplified +# position = 1 +# save_scope_as = target_kingdom +# } +# } +# } +# } +# scope:called_1 ?= { +# trigger_event = { +# id = ep3_decisions_event.4010 +# days = 3 +# } +# } +# scope:called_2 ?= { +# trigger_event = { +# id = ep3_decisions_event.4011 +# days = 3 +# } +# } +# } +# } +# +# ai_potential = { +# has_title = title:e_byzantium +# realm_size < massive_realm_size +# } +# +# ai_will_do = { +# base = 50 +# } +#} +# +#### Evangelize the Pagans ### +#evangelize_the_slavs_decision = { +# picture = { +# reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" +# } +# +# ai_check_interval_by_tier = { +# barony = 0 +# county = 0 +# duchy = 0 +# kingdom = 0 +# empire = 80 +# hegemony = 80 +# } +# +# sort_order = 120 +# +# desc = evangelize_the_slavs_decision_desc +# selection_tooltip = evangelize_the_slavs_decision_tooltip +# decision_group_type = roman +# +# cooldown = { years = 10 } +# +# is_shown = { +# has_ep3_dlc_trigger = yes +# # Byz emperor or governor +# OR = { +# has_title = title:e_byzantium +# liege = { has_title = title:e_byzantium } +# } +# OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion } +# # You border with pagans to convert +# trigger_if = { +# limit = { +# has_title = title:e_byzantium +# } +# any_neighboring_and_across_water_top_liege_realm_owner = { +# valid_for_pagan_conversion_trigger = yes +# } +# } +# trigger_else = { +# any_neighboring_and_across_water_realm_same_rank_owner = { +# valid_for_pagan_conversion_trigger = yes +# } +# } +# } +# +# is_valid = { +# government_has_flag = government_is_administrative +# trigger_if = { +# limit = { +# has_title = title:e_byzantium +# } +# custom_tooltip = { +# any_neighboring_and_across_water_top_liege_realm_owner = { +# valid_for_pagan_conversion_trigger = yes +# } +# text = valid_neighboring_and_across_water_top_liege +# } +# } +# trigger_else = { +# custom_tooltip = { +# any_neighboring_and_across_water_realm_same_rank_owner = { +# valid_for_pagan_conversion_trigger = yes +# } +# text = valid_neighboring_and_across_water_realm_same_rank +# } +# } +# } +# +# is_valid_showing_failures_only = { +# is_at_war = no +# NOT = { exists = involved_activity } +# is_imprisoned = no +# has_contagious_deadly_disease_trigger = no +# } +# +# cost = { +# piety = massive_piety_value +# } +# +# effect = { +# custom_tooltip = evangelize_the_slavs_decision_effect +# trigger_event = ep3_decisions_event.4020 +# } +# +# ai_potential = { +# piety > massive_piety_value +# has_title = title:e_byzantium +# } +# +# ai_will_do = { +# base = 0 +# ai_value_modifier = { +# ai_zeal = 1 +# } +# modifier = { +# any_neighboring_and_across_water_top_liege_realm_owner = { +# valid_for_pagan_conversion_trigger = yes +# NOT = { +# capital_county.title_province = { +# geographical_region = world_europe_east +# } +# } +# } +# factor = 0.5 +# } +# } +#} +## +#### Restore the Byzantine Empire ### +#recreate_byzantine_empire_decision = { +# picture = { +# reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds" +# } +# decision_group_type = major +# +# ai_check_interval_by_tier = { +# barony = 0 +# county = 0 +# duchy = 0 +# kingdom = 6 +# empire = 6 +# hegemony = 0 +# } +# +# desc = recreate_byzantine_empire_decision_desc +# selection_tooltip = recreate_byzantine_empire_decision_tooltip +# decision_group_type = roman +# +# is_shown = { +# has_dlc_feature = roads_to_power +# NOR = { +# exists = title:e_byzantium.holder +# exists = title:h_roman_empire.holder +# exists = title:h_eastern_roman_empire.holder +# } +# title:e_byzantium = { is_titular = no } +# OR = { +# culture = { +# OR = { +# this = culture:greek +# any_parent_culture_or_above = { this = culture:greek } +# } +# } +# AND = { +# OR = { +# ep3_orthodox_faith_trigger = yes +# faith = faith:hellenic_pagan +# } +# primary_title = { +# tier <= tier_empire +# empire = title:e_latin_empire +# } +# } +# AND = { +# OR = { +# ep3_orthodox_faith_trigger = yes +# faith = faith:hellenic_pagan +# } +# primary_title = { +# tier <= tier_empire +# empire = title:e_byzantium +# } +# } +# } +# } +# +# is_valid = { +# custom_tooltip = { +# NOT = { +# exists = title:e_byzantium.holder +# } +# text = no_byz_emp_exists_tt +# } +# top_liege = this +# OR = { +# custom_tooltip = { +# culture = { +# this = culture:greek +# } +# text = is_greek_tt +# } +# custom_tooltip = { +# culture = { +# any_parent_culture_or_above = { this = culture:greek } +# } +# text = is_greek_descendent_tt +# } +# ep3_orthodox_faith_trigger = yes +# faith = faith:hellenic_pagan +# } +# highest_held_title_tier >= tier_kingdom +# +# realm_size >= 12 +# custom_tooltip = { +# title:c_byzantion.holder = { +# exists = this +# OR = { +# this = root +# AND = { +# is_ai = yes +# top_liege = root +# } +# } +# } +# text = pandidakterion_tt +# } +# primary_title = { +# tier <= tier_empire +# OR = { +# empire = title:e_latin_empire +# empire = title:e_byzantium +# } +# } +# trigger_if = { +# limit = { +# is_ai = no +# has_legitimacy = yes +# } +# legitimacy_level >= 3 +# } +# #A liiiiiittle easier for AI +# trigger_if = { +# limit = { +# is_ai = yes +# has_legitimacy = yes +# } +# legitimacy_level >= 1 +# } +# } +# +# is_valid_showing_failures_only = { +# trigger_if = { +# limit = { +# is_ai = no +# } +# NOT = { exists = involved_activity } +# is_available = yes +# } +# trigger_else = { +# is_alive = yes +# is_imprisoned = no +# is_incapable = no +# } +# } +# +# cost = { +# prestige = { +# value = { +# add = 1000 +# if = { +# limit = { +# any_held_title = { +# this = title:e_latin_empire +# } +# } +# add = 1000 +# } +# if = { +# limit = { +# culture = { +# NOR = { +# this = culture:greek +# any_parent_culture_or_above = { this = culture:greek } +# } +# } +# } +# add = 500 +# } +# #AI need to take this decision and aren't good at saving up for it +# if = { +# limit = { +# is_ai = yes +# } +# multiply = 0.5 +# } +# } +# } +# piety = { +# value = { +# add = massive_piety_value +# if = { +# limit = { +# any_held_title = { +# this = title:e_latin_empire +# } +# } +# add = 500 +# } +# if = { +# limit = { +# ep3_orthodox_faith_trigger = no +# } +# add = 500 +# } +# if = { +# limit = { +# religion = religion:catholic_religion +# } +# add = 500 +# } +# #AI need to take this decision and aren't good at saving up for it +# if = { +# limit = { +# is_ai = yes +# } +# multiply = 0.5 +# } +# } +# } +# } +# +# effect = { +# show_as_tooltip = { +# recreate_ere_decision_effect = yes +# } +# trigger_event = ep3_decisions_event.4030 +# } +# +# ai_potential = { +# NOT = { exists = title:e_byzantium.holder } +# any_held_title = { +# title_tier = kingdom +# OR = { +# empire = title:e_latin_empire +# empire = title:e_byzantium +# } +# } +# OR = { +# culture = { +# OR = { +# this = culture:greek +# any_parent_culture_or_above = { this = culture:greek } +# } +# } +# ep3_orthodox_faith_trigger = yes +# primary_title = { +# tier <= tier_empire +# empire = title:e_latin_empire +# } +# } +# } +# +# ai_will_do = { +# base = 100 +# modifier = { +# primary_title = { +# tier <= tier_empire +# empire = title:e_latin_empire +# } +# add = -60 +# } +# modifier = { +# NAND = { +# culture = { +# OR = { +# this = culture:greek +# any_parent_culture_or_above = { this = culture:greek } +# } +# } +# OR = { +# ep3_orthodox_faith_trigger = yes +# faith = faith:hellenic_pagan +# } +# } +# add = -30 +# } +# } +#} +# +#### Found the Varangian Guard ### +#found_varangian_guard_decision = { +# picture = { +# reference = "gfx/interface/illustrations/decisions/ep3_decision_varangian_guard.dds" +# } +# ai_check_interval_by_tier = { +# barony = 0 +# county = 0 +# duchy = 0 +# kingdom = 0 +# empire = 60 +# hegemony = 60 +# } +# +# sort_order = 100 +# +# desc = found_varangian_guard_decision_desc +# selection_tooltip = found_varangian_guard_decision_tooltip +# decision_group_type = roman +# +# is_shown = { +# has_ep3_dlc_trigger = yes +# culture = { has_cultural_parameter = unlock_maa_varangian_guards } +# primary_title.tier >= tier_empire +# NOT = { +# # You have not already founded it for your current title +# primary_title = { has_variable = founded_varangian_guard } +# } +# } +# +# is_valid = { +# prestige_level >= 3 +# OR = { +# any_realm_county = { culture = culture:norse } +# any_courtier = { +# count >= 5 +# culture = culture:norse +# } +# any_ally = { culture = culture:norse } +# } +# } +# +# is_valid_showing_failures_only = { +# is_at_war = no +# NOT = { exists = involved_activity } +# is_imprisoned = no +# } +# +# cost = { +# prestige = 1000 +# } +# +# effect = { +# primary_title = { set_variable = founded_varangian_guard } +# send_interface_toast = { +# title = unlocked_varangian_guard_desc_tt +# type = event_toast_effect_neutral +# left_icon = root +# custom_tooltip = unlocked_varangian_guard_desc +# } +# create_character_memory = { +# type = found_varangian_memory +# } +# } +# +# ai_potential = { +# has_title = title:e_byzantium +# } +# +# ai_will_do = { +# base = 100 +# } +#} +# +#### Reinstate the Grain Dole ### +#reinstitute_grain_dole_decision = { +# picture = { +# reference = "gfx/interface/illustrations/decisions/ep3_decision_hold_triumph.dds" +# } +# +# ai_check_interval_by_tier = { +# barony = 0 +# county = 0 +# duchy = 0 +# kingdom = 60 +# empire = 60 +# hegemony = 0 +# } +# sort_order = 40 +# +# desc = reinstitute_grain_dole_decision_desc +# selection_tooltip = reinstitute_grain_dole_decision_tooltip +# decision_group_type = roman +# +# is_shown = { +# has_ep3_dlc_trigger = yes +# is_roman_emperor_trigger = yes +# NOT = { +# is_target_in_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:reinstitute_grain_dole_decision +# } +# } +# } +# +# is_valid = { +# government_has_flag = government_is_administrative +# OR = { +# capital_county = title:c_byzantion +# capital_county = title:c_roma +# } +# completely_controls_region = custom_roman_aegyptus +# custom_tooltip = { +# text = enough_granaries_in_egypt +# any_county_in_region = { +# region = custom_roman_aegyptus +# count >= 3 +# any_county_province = { +# has_building_or_higher = cereal_fields_05 +# } +# } +# } +# } +# +# is_valid_showing_failures_only = { +# is_at_war = no +# NOT = { exists = involved_activity } +# is_imprisoned = no +# custom_tooltip = { +# NOT = { +# title:c_byzantion = { has_county_modifier = panem_et_circenses_county_modifier } +# } +# text = grain_dole_already_active +# } +# } +# +# cost = { +# gold = { +# value = 0 +# if = { +# limit = { +# has_treasury = no +# } +# add = grain_dole_cost +# } +# } +# treasury = { +# value = 0 +# if = { +# limit = { +# has_treasury = yes +# } +# add = grain_dole_cost +# } +# } +# } +# +# effect = { +# add_to_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:reinstitute_grain_dole_decision +# } +# trigger_event = ep3_decisions_event.4040 +# reinstitute_grain_dole_decision_effect = yes +# } +# +# ai_potential = { +# is_roman_emperor_trigger = yes +# } +# +# ai_will_do = { +# base = 100 +# } +#} +# +#### Reconfirm the Grain Dole ### +#reconfirm_grain_dole_decision = { +# picture = { +# reference = "gfx/interface/illustrations/decisions/decision_spend_money.dds" +# } +# +# ai_check_interval_by_tier = { +# barony = 0 +# county = 0 +# duchy = 0 +# kingdom = 60 +# empire = 60 +# hegemony = 0 +# } +# sort_order = 90 +# +# desc = reconfirm_grain_dole_decision_desc +# selection_tooltip = reconfirm_grain_dole_decision_tooltip +# decision_group_type = roman +# +# is_shown = { +# has_ep3_dlc_trigger = yes +# is_roman_emperor_trigger = yes +# is_target_in_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:reinstitute_grain_dole_decision +# } +# } +# +# is_valid = { +# government_has_flag = government_is_administrative +# OR = { +# capital_county = title:c_byzantion +# capital_county = title:c_roma +# } +# completely_controls_region = custom_roman_aegyptus +# custom_tooltip = { +# text = enough_granaries_in_egypt +# any_county_in_region = { +# region = custom_roman_aegyptus +# count >= 3 +# any_county_province = { +# has_building_or_higher = cereal_fields_05 +# } +# } +# } +# } +# +# is_valid_showing_failures_only = { +# is_at_war = no +# NOT = { exists = involved_activity } +# is_imprisoned = no +# custom_tooltip = { +# NOT = { +# capital_county = { has_county_modifier = panem_et_circenses_county_modifier } +# } +# text = grain_dole_already_active +# } +# } +# +# cost = { +# gold = { +# value = 0 +# if = { +# limit = { +# has_treasury = no +# } +# add = grain_dole_cost +# multiply = { +# value = 0.5 +# desc = unlocked_grain_dole +# } +# } +# } +# treasury = { +# value = 0 +# if = { +# limit = { +# has_treasury = yes +# } +# add = grain_dole_cost +# multiply = { +# value = 0.5 +# desc = unlocked_grain_dole +# } +# } +# } +# } +# +# effect = { +# send_interface_message = { +# type = event_title_good +# title = reconfirm_grain_dole_decision_tt +# right_icon = root +# reinstitute_grain_dole_decision_effect = yes +# } +# } +# +# ai_potential = { +# is_roman_emperor_trigger = yes +# capital_county = { has_variable = unlocked_grain_dole } +# } +# +# ai_will_do = { +# base = 100 +# } +#} +# #mass_arrests_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_prison.dds" @@ -2237,119 +2237,119 @@ found_salon_decision = { } } -### Cleave the Empire ### -split_roman_empire_decision = { - picture = { - reference = "gfx/interface/illustrations/decisions/ep3_decision_hold_triumph.dds" - } - - ai_check_interval_by_tier = { - barony = 0 - county = 0 - duchy = 0 - kingdom = 0 - empire = 0 - hegemony = 360 - } - sort_order = 110 - - desc = split_roman_empire_decision_desc - selection_tooltip = split_roman_empire_decision_selection_tooltip - decision_group_type = roman - - is_shown = { - has_ep3_dlc_trigger = yes - primary_title = title:h_roman_empire - NOT = { exists = title:h_eastern_roman_empire.holder } - } - - is_valid = { - realm_size >= 150 - capital_county = title:c_roma - has_title = title:c_byzantion - } - - is_valid_showing_failures_only = { - NOT = { exists = involved_activity } - is_imprisoned = no - } - - cost = {} - - effect = { - if = { - limit = { - has_active_diarchy = yes - has_diarchy_type = co_emperorship - } - diarch = { save_scope_as = new_holder } - } - if = { - limit = { - any_powerful_family = { - this != root.house - count >= 1 - exists = house_head - } - } - ordered_powerful_family = { - limit = { this != root.house } - order_by = house_power_score - house_head = { save_scope_as = new_holder } - } - } - else = { - ordered_powerful_vassal = { - order_by = max_military_strength - save_scope_as = new_holder - } - } - custom_tooltip = { - text = form_eastern_roman_empire_tt - create_eastern_roman_empire_scripted_effect = yes - } - title:h_roman_empire = { - set_title_name = h_roman_empire_western - } - - # Add truce with new Byzantine Emperor - add_truce_both_ways = { - character = scope:new_holder - years = 10 - name = TRUCE_COLLABORATION - } - - # Some additional bonuses - change_influence = { - value = monumental_influence_gain - multiply = 2 - } - - if = { - limit = { - any_owned_story = { - type = ep3_story_cycle_restoring_rome - has_variable = roman_empire_hard_mode - } - } - custom_tooltip = { - text = ending_of_restore_rome_trials_tt - random_owned_story = { - limit = { story_type = ep3_story_cycle_restoring_rome } - remove_variable = roman_empire_hard_mode - } - } - } - } - - ai_potential = { - primary_title = title:h_roman_empire - } - - ai_will_do = { - base = 50 - } -} +#### Cleave the Empire ### +#split_roman_empire_decision = { +# picture = { +# reference = "gfx/interface/illustrations/decisions/ep3_decision_hold_triumph.dds" +# } +# +# ai_check_interval_by_tier = { +# barony = 0 +# county = 0 +# duchy = 0 +# kingdom = 0 +# empire = 0 +# hegemony = 360 +# } +# sort_order = 110 +# +# desc = split_roman_empire_decision_desc +# selection_tooltip = split_roman_empire_decision_selection_tooltip +# decision_group_type = roman +# +# is_shown = { +# has_ep3_dlc_trigger = yes +# primary_title = title:h_roman_empire +# NOT = { exists = title:h_eastern_roman_empire.holder } +# } +# +# is_valid = { +# realm_size >= 150 +# capital_county = title:c_roma +# has_title = title:c_byzantion +# } +# +# is_valid_showing_failures_only = { +# NOT = { exists = involved_activity } +# is_imprisoned = no +# } +# +# cost = {} +# +# effect = { +# if = { +# limit = { +# has_active_diarchy = yes +# has_diarchy_type = co_emperorship +# } +# diarch = { save_scope_as = new_holder } +# } +# if = { +# limit = { +# any_powerful_family = { +# this != root.house +# count >= 1 +# exists = house_head +# } +# } +# ordered_powerful_family = { +# limit = { this != root.house } +# order_by = house_power_score +# house_head = { save_scope_as = new_holder } +# } +# } +# else = { +# ordered_powerful_vassal = { +# order_by = max_military_strength +# save_scope_as = new_holder +# } +# } +# custom_tooltip = { +# text = form_eastern_roman_empire_tt +# create_eastern_roman_empire_scripted_effect = yes +# } +# title:h_roman_empire = { +# set_title_name = h_roman_empire_western +# } +# +# # Add truce with new Byzantine Emperor +# add_truce_both_ways = { +# character = scope:new_holder +# years = 10 +# name = TRUCE_COLLABORATION +# } +# +# # Some additional bonuses +# change_influence = { +# value = monumental_influence_gain +# multiply = 2 +# } +# +# if = { +# limit = { +# any_owned_story = { +# type = ep3_story_cycle_restoring_rome +# has_variable = roman_empire_hard_mode +# } +# } +# custom_tooltip = { +# text = ending_of_restore_rome_trials_tt +# random_owned_story = { +# limit = { story_type = ep3_story_cycle_restoring_rome } +# remove_variable = roman_empire_hard_mode +# } +# } +# } +# } +# +# ai_potential = { +# primary_title = title:h_roman_empire +# } +# +# ai_will_do = { +# base = 50 +# } +#} ### Commission Icon ### commission_icon_decision = { @@ -3246,533 +3246,533 @@ gather_faction_support_decision = { } } -#The latin emperor switching byz kingdoms to his de jure -### Legitimize Latin Dominion ### -legitimize_latin_dominion_decision = { - picture = { - reference = "gfx/interface/illustrations/decisions/ep3_decision_hold_triumph.dds" - } - decision_group_type = major - - desc = legitimize_latin_dominion_decision_desc - selection_tooltip = legitimize_latin_dominion_decision_tooltip - # Yeah it's in the Roman category: what're you gonna do about it, _Greek_? - decision_group_type = roman - - cooldown = { days = 60 } - - is_shown = { - has_dlc_feature = roads_to_power - primary_title = title:e_latin_empire - title:e_byzantium = { - any_de_jure_county = { } - } - } - - is_valid = { - custom_tooltip = { - text = is_latin_emperor_tt - primary_title = title:e_latin_empire - } - OR = { - custom_tooltip = { - text = control_byzantine_kingdom_tt - title:e_byzantium = { - any_in_de_jure_hierarchy = { - tier = tier_kingdom - NOT = { this = title:e_byzantium } - any_de_jure_county = { - percent >= 0.8 - holder.top_liege = { - this = root - } - } - } - } - } - custom_tooltip = { - text = latin_capital_byzantine_kingdom_tt - title:e_byzantium = { - any_in_de_jure_hierarchy = { - tier = tier_kingdom - NOT = { this = title:e_byzantium } - any_de_jure_county = { - this = root.capital_county - } - } - } - } - } - custom_tooltip = { - text = hold_byz_kingdom_title_tt - title:e_byzantium = { - any_in_de_jure_hierarchy = { - tier = tier_kingdom - NOT = { this = title:e_byzantium } - holder ?= { - OR = { - this = root - top_liege = root - } - } - OR = { - any_de_jure_county = { - this = root.capital_county - } - any_de_jure_county = { - percent >= 0.8 - holder.top_liege = { - this = root - } - } - } - } - } - } - trigger_if = { - limit = { - is_ai = no - has_legitimacy = yes - } - legitimacy_level >= 3 - } - #A liiiiiittle easier for AI - trigger_if = { - limit = { - has_legitimacy = yes - is_ai = yes - } - legitimacy_level >= 2 - } - } - - is_valid_showing_failures_only = { - trigger_if = { - limit = { - is_ai = no - } - NOT = { exists = involved_activity } - is_available = yes - } - trigger_else = { - is_alive = yes - is_imprisoned = no - is_incapable = no - } - } - - cost = { - prestige = { - value = { - add = massive_prestige_value - #AI suck - if = { - limit = { - is_ai = yes - } - multiply = 0.75 - } - } - } - piety = { - value = { - add = massive_piety_value - } - if = { - limit = { - is_ai = yes - } - multiply = 0.1 - } - } - } - - effect = { - custom_tooltip = gain_byz_kingdom_de_jure_tt - custom_tooltip = legitimize_latin_control_tt - custom_tooltip = legitimize_latin_cultural_acceptance_tt - show_as_tooltip = { - if = { - limit = { - government_allows = administrative - } - custom_tooltip = legitimize_latin_holder_influence_tt - } - else = { - custom_tooltip = legitimize_latin_holder_legitimacy_tt - } - } - custom_tooltip = latin_de_jure_lost_on_title_loss_tt - custom_tooltip = byzantines_threaten_latin_titles_tt - - - trigger_event = ep3_frankokratia_events.0080 - } - - ai_check_interval_by_tier = { - barony = 0 - county = 0 - duchy = 0 - kingdom = 0 - empire = 6 - hegemony = 0 - } - - ai_potential = { - primary_title ?= { - this = title:e_latin_empire - } - title:e_byzantium = { - any_in_de_jure_hierarchy = { - tier = tier_kingdom - exists = holder - holder.top_liege = { - this = root - } - } - } - NOT = { - any_held_title = { - this = title:e_byzantium - } - } - } - - ai_will_do = { - base = 100 - } -} - -#A Byzantine switches it back -### Expunge Latin Dominion ### -expunge_latin_dominion_decision = { - picture = { - reference = "gfx/interface/illustrations/decisions/ep3_decision_hold_triumph.dds" - } - decision_group_type = major - - desc = expunge_latin_dominion_decision_desc - selection_tooltip = expunge_latin_dominion_decision_tooltip - decision_group_type = roman - - cooldown = { days = 60 } - - is_shown = { - has_dlc_feature = roads_to_power - #Latin land needs to exist - title:e_latin_empire = { - any_in_de_jure_hierarchy = { - tier <= tier_kingdom - } - } - #Must be a Greek or Greekoid - OR = { - culture = culture:greek +##The latin emperor switching byz kingdoms to his de jure +#### Legitimize Latin Dominion ### +#legitimize_latin_dominion_decision = { +# picture = { +# reference = "gfx/interface/illustrations/decisions/ep3_decision_hold_triumph.dds" +# } +# decision_group_type = major +# +# desc = legitimize_latin_dominion_decision_desc +# selection_tooltip = legitimize_latin_dominion_decision_tooltip +# # Yeah it's in the Roman category: what're you gonna do about it, _Greek_? +# decision_group_type = roman +# +# cooldown = { days = 60 } +# +# is_shown = { +# has_dlc_feature = roads_to_power +# primary_title = title:e_latin_empire +# title:e_byzantium = { +# any_de_jure_county = { } +# } +# } +# +# is_valid = { +# custom_tooltip = { +# text = is_latin_emperor_tt +# primary_title = title:e_latin_empire +# } +# OR = { +# custom_tooltip = { +# text = control_byzantine_kingdom_tt +# title:e_byzantium = { +# any_in_de_jure_hierarchy = { +# tier = tier_kingdom +# NOT = { this = title:e_byzantium } +# any_de_jure_county = { +# percent >= 0.8 +# holder.top_liege = { +# this = root +# } +# } +# } +# } +# } +# custom_tooltip = { +# text = latin_capital_byzantine_kingdom_tt +# title:e_byzantium = { +# any_in_de_jure_hierarchy = { +# tier = tier_kingdom +# NOT = { this = title:e_byzantium } +# any_de_jure_county = { +# this = root.capital_county +# } +# } +# } +# } +# } +# custom_tooltip = { +# text = hold_byz_kingdom_title_tt +# title:e_byzantium = { +# any_in_de_jure_hierarchy = { +# tier = tier_kingdom +# NOT = { this = title:e_byzantium } +# holder ?= { +# OR = { +# this = root +# top_liege = root +# } +# } +# OR = { +# any_de_jure_county = { +# this = root.capital_county +# } +# any_de_jure_county = { +# percent >= 0.8 +# holder.top_liege = { +# this = root +# } +# } +# } +# } +# } +# } +# trigger_if = { +# limit = { +# is_ai = no +# has_legitimacy = yes +# } +# legitimacy_level >= 3 +# } +# #A liiiiiittle easier for AI +# trigger_if = { +# limit = { +# has_legitimacy = yes +# is_ai = yes +# } +# legitimacy_level >= 2 +# } +# } +# +# is_valid_showing_failures_only = { +# trigger_if = { +# limit = { +# is_ai = no +# } +# NOT = { exists = involved_activity } +# is_available = yes +# } +# trigger_else = { +# is_alive = yes +# is_imprisoned = no +# is_incapable = no +# } +# } +# +# cost = { +# prestige = { +# value = { +# add = massive_prestige_value +# #AI suck +# if = { +# limit = { +# is_ai = yes +# } +# multiply = 0.75 +# } +# } +# } +# piety = { +# value = { +# add = massive_piety_value +# } +# if = { +# limit = { +# is_ai = yes +# } +# multiply = 0.1 +# } +# } +# } +# +# effect = { +# custom_tooltip = gain_byz_kingdom_de_jure_tt +# custom_tooltip = legitimize_latin_control_tt +# custom_tooltip = legitimize_latin_cultural_acceptance_tt +# show_as_tooltip = { +# if = { +# limit = { +# government_allows = administrative +# } +# custom_tooltip = legitimize_latin_holder_influence_tt +# } +# else = { +# custom_tooltip = legitimize_latin_holder_legitimacy_tt +# } +# } +# custom_tooltip = latin_de_jure_lost_on_title_loss_tt +# custom_tooltip = byzantines_threaten_latin_titles_tt +# +# +# trigger_event = ep3_frankokratia_events.0080 +# } +# +# ai_check_interval_by_tier = { +# barony = 0 +# county = 0 +# duchy = 0 +# kingdom = 0 +# empire = 6 +# hegemony = 0 +# } +# +# ai_potential = { +# primary_title ?= { +# this = title:e_latin_empire +# } +# title:e_byzantium = { +# any_in_de_jure_hierarchy = { +# tier = tier_kingdom +# exists = holder +# holder.top_liege = { +# this = root +# } +# } +# } +# NOT = { +# any_held_title = { +# this = title:e_byzantium +# } +# } +# } +# +# ai_will_do = { +# base = 100 +# } +#} +# +##A Byzantine switches it back +#### Expunge Latin Dominion ### +#expunge_latin_dominion_decision = { +# picture = { +# reference = "gfx/interface/illustrations/decisions/ep3_decision_hold_triumph.dds" +# } +# decision_group_type = major +# +# desc = expunge_latin_dominion_decision_desc +# selection_tooltip = expunge_latin_dominion_decision_tooltip +# decision_group_type = roman +# +# cooldown = { days = 60 } +# +# is_shown = { +# has_dlc_feature = roads_to_power +# #Latin land needs to exist +# title:e_latin_empire = { +# any_in_de_jure_hierarchy = { +# tier <= tier_kingdom +# } +# } +# #Must be a Greek or Greekoid +# OR = { +# culture = culture:greek +## culture = culture:roman +# culture = { +# any_parent_culture_or_above = { +# this = culture:greek +# } +# } +# ep3_orthodox_faith_trigger = yes +## faith = faith:hellenic_pagan +## AND = { +## exists = title:e_byzantium.holder +## this = title:e_byzantium.holder +## } +## AND = { +## exists = title:h_roman_empire.holder +## this = title:h_roman_empire.holder +## } +## AND = { +## exists = title:h_eastern_roman_empire.holder +## this = title:h_eastern_roman_empire.holder +## } +# } +# OR = { +# capital_province = { +# OR = { +# geographical_region = world_asia_minor +# geographical_region = world_europe_south +# geographical_region = world_middle_east +# geographical_region = world_europe_east +# geographical_region = world_steppe_west +# } +# } +## AND = { +## exists = title:e_byzantium.holder +## this = title:e_byzantium.holder +## } +## AND = { +## exists = title:h_roman_empire.holder +## this = title:h_roman_empire.holder +## } +## AND = { +## exists = title:h_eastern_roman_empire.holder +## this = title:h_eastern_roman_empire.holder +## } +# } +# } +# +# is_valid = { +# trigger_if = { +# limit = { +# top_liege != this +# } +# custom_tooltip = { +# text = liege_isnt_latin_emp_tt +# NOT = { +# top_liege = { +# primary_title = title:e_latin_empire +# } +# } +# } +# } +# trigger_else = { +# OR = { +# highest_held_title_tier <= tier_kingdom +# custom_tooltip = { +# exists = title:e_byzantium.holder +# this = title:e_byzantium.holder +# text = holds_byz_emp_tt +# } +# custom_tooltip = { +# exists = title:h_roman_empire.holder +# this = title:h_roman_empire.holder +# text = holds_roman_emp_tt +# } +# custom_tooltip = { +# exists = title:h_eastern_roman_empire.holder +# this = title:h_eastern_roman_empire.holder +# text = holds_roman_emp_tt +# } +# } +# } +# #Must be a Greek or Greekoid +# OR = { +# culture = culture:greek # culture = culture:roman - culture = { - any_parent_culture_or_above = { - this = culture:greek - } - } - ep3_orthodox_faith_trigger = yes +# custom_tooltip = { +# culture = { +# any_parent_culture_or_above = { this = culture:greek } +# } +# text = is_greek_descendent_tt +# } +# ep3_orthodox_faith_trigger = yes # faith = faith:hellenic_pagan -# AND = { +# custom_tooltip = { # exists = title:e_byzantium.holder # this = title:e_byzantium.holder +# text = holds_byz_emp_tt # } -# AND = { +# custom_tooltip = { # exists = title:h_roman_empire.holder # this = title:h_roman_empire.holder +# text = holds_roman_emp_tt # } -# AND = { +# custom_tooltip = { # exists = title:h_eastern_roman_empire.holder # this = title:h_eastern_roman_empire.holder +# text = holds_roman_emp_tt # } - } - OR = { - capital_province = { - OR = { - geographical_region = world_asia_minor - geographical_region = world_europe_south - geographical_region = world_middle_east - geographical_region = world_europe_east - geographical_region = world_steppe_west - } - } -# AND = { -# exists = title:e_byzantium.holder -# this = title:e_byzantium.holder +# } +# OR = { +# #Controls entire kingdom +# custom_tooltip = { +# text = control_latin_kingdom_tt +# title:e_latin_empire = { +# any_in_de_jure_hierarchy = { +# tier = tier_kingdom +# NOT = { this = title:e_latin_empire } +# any_de_jure_county = { +# percent >= 1 +# holder.top_liege = { +# this = root +# } +# } +# } +# } # } -# AND = { -# exists = title:h_roman_empire.holder -# this = title:h_roman_empire.holder +# #Controls half and has de jure title +# custom_tooltip = { +# text = has_latin_kingdom_title_tt +# title:e_latin_empire = { +# any_in_de_jure_hierarchy = { +# tier = tier_kingdom +# NOT = { this = title:e_latin_empire } +# holder ?= { +# OR = { +# this = root +# top_liege = root +# } +# } +# OR = { +# any_de_jure_county = { +# this = root.capital_county +# } +# any_de_jure_county = { +# percent >= 0.5 +# holder.top_liege = { +# this = root +# } +# } +# } +# } +# } # } -# AND = { -# exists = title:h_eastern_roman_empire.holder -# this = title:h_eastern_roman_empire.holder +# } +# trigger_if = { +# limit = { +# has_legitimacy = yes +# is_ai = no # } - } - } - - is_valid = { - trigger_if = { - limit = { - top_liege != this - } - custom_tooltip = { - text = liege_isnt_latin_emp_tt - NOT = { - top_liege = { - primary_title = title:e_latin_empire - } - } - } - } - trigger_else = { - OR = { - highest_held_title_tier <= tier_kingdom - custom_tooltip = { - exists = title:e_byzantium.holder - this = title:e_byzantium.holder - text = holds_byz_emp_tt - } - custom_tooltip = { - exists = title:h_roman_empire.holder - this = title:h_roman_empire.holder - text = holds_roman_emp_tt - } - custom_tooltip = { - exists = title:h_eastern_roman_empire.holder - this = title:h_eastern_roman_empire.holder - text = holds_roman_emp_tt - } - } - } - #Must be a Greek or Greekoid - OR = { - culture = culture:greek - culture = culture:roman - custom_tooltip = { - culture = { - any_parent_culture_or_above = { this = culture:greek } - } - text = is_greek_descendent_tt - } - ep3_orthodox_faith_trigger = yes - faith = faith:hellenic_pagan - custom_tooltip = { - exists = title:e_byzantium.holder - this = title:e_byzantium.holder - text = holds_byz_emp_tt - } - custom_tooltip = { - exists = title:h_roman_empire.holder - this = title:h_roman_empire.holder - text = holds_roman_emp_tt - } - custom_tooltip = { - exists = title:h_eastern_roman_empire.holder - this = title:h_eastern_roman_empire.holder - text = holds_roman_emp_tt - } - } - OR = { - #Controls entire kingdom - custom_tooltip = { - text = control_latin_kingdom_tt - title:e_latin_empire = { - any_in_de_jure_hierarchy = { - tier = tier_kingdom - NOT = { this = title:e_latin_empire } - any_de_jure_county = { - percent >= 1 - holder.top_liege = { - this = root - } - } - } - } - } - #Controls half and has de jure title - custom_tooltip = { - text = has_latin_kingdom_title_tt - title:e_latin_empire = { - any_in_de_jure_hierarchy = { - tier = tier_kingdom - NOT = { this = title:e_latin_empire } - holder ?= { - OR = { - this = root - top_liege = root - } - } - OR = { - any_de_jure_county = { - this = root.capital_county - } - any_de_jure_county = { - percent >= 0.5 - holder.top_liege = { - this = root - } - } - } - } - } - } - } - trigger_if = { - limit = { - has_legitimacy = yes - is_ai = no - } - legitimacy_level >= 2 - } - #A liiiiiittle easier for AI - trigger_if = { - limit = { - has_legitimacy = yes - is_ai = yes - } - legitimacy_level >= 1 - } - } - - is_valid_showing_failures_only = { - trigger_if = { - limit = { - is_ai = no - } - NOT = { exists = involved_activity } - is_available = yes - } - trigger_else = { - is_alive = yes - is_imprisoned = no - is_incapable = no - } - is_at_war = no - } - - cost = { - prestige = { - value = { - add = major_prestige_value - #AI should definitely take this - if = { - limit = { - is_ai = yes - } - multiply = 0.5 - } - } - } - piety = { - value = { - add = major_piety_value - if = { - limit = { - is_ai = yes - } - multiply = 0.5 - } - } - } - } - - effect = { - custom_tooltip = remove_latin_kingdom_de_jure_tt - custom_tooltip = legitimize_byz_control_tt - custom_tooltip = legitimize_byz_claim_tt - show_as_tooltip = { - expunge_latin_dominion_effect = yes - } - trigger_event = ep3_frankokratia_events.0090 - } - - ai_check_interval_by_tier = { - barony = 0 - county = 0 - duchy = 12 - kingdom = 9 - empire = 9 - hegemony = 9 - } - - ai_potential = { - is_available = yes - OR = { - highest_held_title_tier >= tier_kingdom - realm_size >= 10 - } - #Must be a Greek or Greekoid - OR = { - culture = culture:greek - culture = culture:roman - culture = { - any_parent_culture_or_above = { - this = culture:greek - } - } - ep3_orthodox_faith_trigger = yes - faith = faith:hellenic_pagan - primary_title = title:e_byzantium - } - OR = { - #Controls entire kingdom - title:e_latin_empire = { - any_in_de_jure_hierarchy = { - tier = tier_kingdom - NOT = { this = title:e_latin_empire } - any_de_jure_county = { - percent >= 1 - holder.top_liege = { - this = root - } - } - } - } - #Controls half and has de jure title - title:e_latin_empire = { - any_in_de_jure_hierarchy = { - tier = tier_kingdom - NOT = { this = title:e_latin_empire } - holder ?= { - OR = { - this = root - top_liege = root - } - } - OR = { - any_de_jure_county = { - this = root.capital_county - } - any_de_jure_county = { - percent >= 0.5 - holder.top_liege = { - this = root - } - } - } - } - } - } - } - - ai_will_do = { - base = 75 - modifier = { - add = 25 - primary_title = title:e_byzantium - } - modifier = { - add = -50 - any_held_title = { - this = title:e_latin_empire - } - } - } -} +# legitimacy_level >= 2 +# } +# #A liiiiiittle easier for AI +# trigger_if = { +# limit = { +# has_legitimacy = yes +# is_ai = yes +# } +# legitimacy_level >= 1 +# } +# } +# +# is_valid_showing_failures_only = { +# trigger_if = { +# limit = { +# is_ai = no +# } +# NOT = { exists = involved_activity } +# is_available = yes +# } +# trigger_else = { +# is_alive = yes +# is_imprisoned = no +# is_incapable = no +# } +# is_at_war = no +# } +# +# cost = { +# prestige = { +# value = { +# add = major_prestige_value +# #AI should definitely take this +# if = { +# limit = { +# is_ai = yes +# } +# multiply = 0.5 +# } +# } +# } +# piety = { +# value = { +# add = major_piety_value +# if = { +# limit = { +# is_ai = yes +# } +# multiply = 0.5 +# } +# } +# } +# } +# +# effect = { +# custom_tooltip = remove_latin_kingdom_de_jure_tt +# custom_tooltip = legitimize_byz_control_tt +# custom_tooltip = legitimize_byz_claim_tt +# show_as_tooltip = { +# expunge_latin_dominion_effect = yes +# } +# trigger_event = ep3_frankokratia_events.0090 +# } +# +# ai_check_interval_by_tier = { +# barony = 0 +# county = 0 +# duchy = 12 +# kingdom = 9 +# empire = 9 +# hegemony = 9 +# } +# +# ai_potential = { +# is_available = yes +# OR = { +# highest_held_title_tier >= tier_kingdom +# realm_size >= 10 +# } +# #Must be a Greek or Greekoid +# OR = { +# culture = culture:greek +# culture = culture:roman +# culture = { +# any_parent_culture_or_above = { +# this = culture:greek +# } +# } +# ep3_orthodox_faith_trigger = yes +# faith = faith:hellenic_pagan +# primary_title = title:e_byzantium +# } +# OR = { +# #Controls entire kingdom +# title:e_latin_empire = { +# any_in_de_jure_hierarchy = { +# tier = tier_kingdom +# NOT = { this = title:e_latin_empire } +# any_de_jure_county = { +# percent >= 1 +# holder.top_liege = { +# this = root +# } +# } +# } +# } +# #Controls half and has de jure title +# title:e_latin_empire = { +# any_in_de_jure_hierarchy = { +# tier = tier_kingdom +# NOT = { this = title:e_latin_empire } +# holder ?= { +# OR = { +# this = root +# top_liege = root +# } +# } +# OR = { +# any_de_jure_county = { +# this = root.capital_county +# } +# any_de_jure_county = { +# percent >= 0.5 +# holder.top_liege = { +# this = root +# } +# } +# } +# } +# } +# } +# } +# +# ai_will_do = { +# base = 75 +# modifier = { +# add = 25 +# primary_title = title:e_byzantium +# } +# modifier = { +# add = -50 +# any_held_title = { +# this = title:e_latin_empire +# } +# } +# } +#} ### Go Fishing ### go_fishing_decision = { diff --git a/common/decisions/dlc_decisions/ep_1/00_ep1_court_grandeur_and_amenity_decisions.txt b/common/decisions/dlc_decisions/ep_1/00_ep1_court_grandeur_and_amenity_decisions.txt new file mode 100644 index 00000000..9aabb6ac --- /dev/null +++ b/common/decisions/dlc_decisions/ep_1/00_ep1_court_grandeur_and_amenity_decisions.txt @@ -0,0 +1,278 @@ +################################################## +# +# Royal Court Court Grandeur Level & Amenity Decisions List +# +# COURT GRANDEUR LEVELS +# +# AMENITIES +# Order Mass Eviction - Pay a little prestige to boot out all the guests from your palace. +# Exoticise a Grand Hall - Arrange for a fancy new room with decor inspired by a culture you adore. +# +################################################## + + + +############################################# +# Order Mass Eviction # +# by Ewan Cowhig Croft # +############################################# + +# Pay a little prestige to boot out all the guests from your palace. +### Order Mass Eviction ### +order_mass_eviction_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_realm.dds" + } + ai_check_interval = 0 + + sort_order = 79 + + desc = order_mass_eviction_decision_desc + selection_tooltip = order_mass_eviction_decision_tooltip + + is_shown = { + # Standard filter checks. + is_playable_character = yes + has_royal_court = yes + has_dlc_feature = royal_court + # Has a suitable lack of rooms. + amenity_level = { + target = court_lodging_standards + value <= medium_amenity_level + } + } + + is_valid = { + # Restate the amenity level requirement so it's visible. + amenity_level = { + target = court_lodging_standards + value <= medium_amenity_level + } + # At least one guest if you have more than the minimum amenities. + trigger_if = { + limit = { + amenity_level = { + target = court_lodging_standards + value > low_amenity_level + } + } + custom_description = { + text = AT_LEAST_ONE_GUEST_TRIGGER + any_pool_guest = { } + } + } + # At least one guest or evictable courtier if you have low amenities. + trigger_else = { + OR = { + custom_description = { + text = AT_LEAST_ONE_GUEST_TRIGGER + any_pool_guest = { } + } + custom_description = { + text = AT_LEAST_ONE_UNIMPORTANT_COURTIER_TRIGGER + any_courtier = { + order_mass_eviction_decision_evictable_courtier_trigger = yes + count >= 1 + } + } + } + } + } + + is_valid_showing_failures_only = { + is_alive = yes + not = { exists = involved_activity } + is_imprisoned = no + has_contagious_deadly_disease_trigger = no + } + + effect = { + show_as_tooltip = { order_mass_eviction_decision_guests_only_effect = yes } + if = { + limit = { + amenity_level = { + target = court_lodging_standards + value > low_amenity_level + } + } + custom_tooltip = order_mass_eviction_decision.tt.courtier_option + } + trigger_event = ep1_decision.0101 + } + + cost = { prestige = order_mass_eviction_decision_cost_value } + + cooldown = { years = 20 } + + ai_potential = { + # The AI can use the regular system; this decision is just for players. + always = no + } + + ai_will_do = { + base = 0 + } +} + +############################################# +# Exoticise a Grand Hall # +# by Ewan Cowhig Croft # +############################################# + +# Arrange for a major room to be remodelled with decor inspired by a more grandiose culture. +### Exoticize a Grand Hall ### +exoticise_a_grand_hall_decision = { + picture = { + trigger = { + NOR = { + government_has_flag = government_is_tribal + government_has_flag = government_is_theocracy + government_has_flag = government_is_nomadic + top_liege ?= { government_has_flag = government_is_tribal } + top_liege ?= { government_has_flag = government_is_theocracy } + } + OR = { + culture = { has_cultural_pillar = heritage_byzantine } + top_liege ?= { + OR = { + culture = { has_cultural_pillar = heritage_byzantine } + capital_barony ?= title:b_constantinople + is_roman_emperor_primary_title_trigger = yes + } + } + } + } + reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds" + } + picture = { + trigger = { + government_has_flag = government_is_nomadic + } + reference = "gfx/interface/illustrations/event_scenes/mpo_tent_interior_mongol.dds" + } + picture = { + trigger = { + government_has_flag = government_is_celestial + } + reference = "gfx/interface/illustrations/event_scenes/tgp_asia_throne_room.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_knight_kneeling.dds" + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + sort_order = 80 + + desc = exoticise_a_grand_hall_decision_desc + selection_tooltip = exoticise_a_grand_hall_decision_tooltip + + is_shown = { + # Standard filter checks. + is_playable_character = yes + has_royal_court = yes + has_dlc_feature = royal_court + # Has suitably amazing rooms. + amenity_level = { + target = court_lodging_standards + value >= very_high_amenity_level + } + # Grandeur requirements. + OR = { + # AI need to border a player or an empire. + AND = { + is_ai = yes + OR = { + any_player = { + has_royal_court = yes + any_neighboring_and_across_water_realm_same_rank_owner = { this = root } + any_neighboring_and_across_water_top_liege_realm_owner = { this = root } + } + any_neighboring_and_across_water_top_liege_realm_owner = { this.primary_title.tier = tier_empire } + } + } + # Players handle this in the is_valid block. + is_ai = no + } + } + + is_valid = { + # Players just have to have royal courts nicer than theirs. + trigger_if = { + limit = { is_ai = no } + OR = { + custom_description = { + text = exoticise_a_grand_hall_decision.tt.any_valid_empire + any_empire = { exoticise_a_grand_hall_decision_list_builder_guts_trigger = yes } + } + custom_description = { + text = exoticise_a_grand_hall_decision.tt.any_valid_kingdom + any_kingdom = { exoticise_a_grand_hall_decision_list_builder_guts_trigger = yes } + } + } + } + } + + is_valid_showing_failures_only = { + is_alive = yes + not = { exists = involved_activity } + is_imprisoned = no + } + + effect = { + # Save the current gold count for refund purposes. + ## Since this is a large & variable gold cost, we use a firmer refund system to prevent player market manipulation. + set_variable = { + name = exoticise_a_grand_hall_decision_refund_value + value = exoticise_a_grand_hall_decision_cost_value + } + # Trigger the decision. + trigger_event = ep1_decision.0111 + # And some flavour. + custom_tooltip = exoticise_a_grand_hall_decision.tt.you_ponder + } + + cost = { gold = exoticise_a_grand_hall_decision_cost_value } + + cooldown = { years = 10 } + + ai_potential = { + # Keep this restricted to a few likely types + OR = { + has_trait = humble + has_trait = gregarious + has_trait = profligate + has_trait = adventurer + } + # And they need the gold to make the purchase at all. + short_term_gold >= exoticise_a_grand_hall_decision_cost_value + } + + ai_will_do = { + base = 0 + # We add 25% per each of the qualifying traits they have. + modifier = { + add = 25 + has_trait = humble + } + modifier = { + add = 25 + has_trait = gregarious + } + modifier = { + add = 25 + has_trait = profligate + } + modifier = { + add = 25 + has_trait = adventurer + } + } +} diff --git a/common/decisions/dlc_decisions/ep_1/00_ep1_other_decisions.txt b/common/decisions/dlc_decisions/ep_1/00_ep1_other_decisions.txt new file mode 100644 index 00000000..b804c99e --- /dev/null +++ b/common/decisions/dlc_decisions/ep_1/00_ep1_other_decisions.txt @@ -0,0 +1,545 @@ +################################################## + +# Royal Court Other Decisions List + +# Adopt Puppy - doot a puppo +# Introduce a Fashion at Court - make a bold fashion statement + +################################################## + +############################################# +# Have the Jester Entertain You +############################################# + +### Be Entertained by the Court Jester ### +jester_entertainment_decision = { + picture = { reference = "gfx/interface/illustrations/decisions/decision_pet_dog.dds" } + desc = jester_entertainment_decision_desc + selection_tooltip = jester_entertainment_decision_tooltip + + ai_check_interval_by_tier = { + barony = 0 + county = 60 + duchy = 24 + kingdom = 24 + empire = 24 + hegemony = 24 + } + sort_order = 150 + + cooldown = { years = 2 } + + ai_potential = { + stress > 0 + } + + is_shown = { + highest_held_title_tier >= tier_duchy + is_landed_or_landless_administrative = yes + employs_court_position = court_jester_court_position + } + + is_valid_showing_failures_only = { + age >= 12 + court_position:court_jester_court_position ?= { + is_physically_able_ai_adult = yes + } + NOR = { + is_available = no + is_incapable = yes + } + } + + effect = { + custom_tooltip = jester_decision_rewards + trigger_event = { + on_action = jester_ongoing + } + close_view = { + view = decisions + player = root + } + } + + ai_will_do = { + base = 100 + } +} + +############################################# +# Adopt Puppy # +# by Joe Parkin # +############################################# + +### Adopt Puppy Decision ### +adopt_puppy_decision = { + title = adopt_puppy_decision_name + picture = { + reference = "gfx/interface/illustrations/decisions/decision_pet_dog.dds" + } + desc = adopt_puppy_decision_desc + selection_tooltip = adopt_puppy_decision_tooltip + cooldown = { years = 5 } + sort_order = 89 + + is_shown = { + is_landed_or_landless_administrative = yes + is_lowborn = no + OR = { + any_owned_story = { type = debug_test_story } + # House has the Dog Lovers modifier from Hold Court event + house ?= { has_house_modifier = hold_court_8140_house_modifier } + # Or the character has the Kennel upgrade in their Estate + domicile ?= { has_domicile_parameter = estate_unlock_adopt_puppy_decision } + } + } + + is_valid_showing_failures_only = { + # Does not already have a pet. + custom_tooltip = { + text = adopt_puppy_decision_already_pet_tt + NOR = { + any_owned_story = { type = story_cycle_pet_dog } + any_owned_story = { type = story_cycle_pet_cat } + has_character_modifier = dog_story_modifier + has_character_modifier = cat_story_modifier + } + } + } + + effect = { + show_as_tooltip = { start_dog_story_cycle_effect = yes } + trigger_event = hold_court.8142 + } + + cost = { gold = minor_gold_value } + + ai_check_interval_by_tier = { + barony = 0 + county = 60 + duchy = 60 + kingdom = 60 + empire = 60 + hegemony = 60 + } + + ai_potential = { + # Has enough gold. + short_term_gold >= minor_gold_value + NOR = { + has_trait = lazy + has_trait = callous + } + } + + ai_will_do = { + base = 100 + # You're richer. + modifier = { + add = 50 + faith = { has_doctrine_parameter = gruesome_festivals_active } + short_term_gold >= massive_gold_value + } + modifier = { + add = 50 + faith = { has_doctrine_parameter = gruesome_festivals_active } + short_term_gold >= monumental_gold_value + } + } +} + + +############################################# +# Introduce a New Fashion at Court # +# by James Beaumont # +############################################# + +### Introduce a New Fashion at Court ### +introduce_a_new_fashion_at_court_decision = { + picture = { + trigger = { + NOR = { + government_has_flag = government_is_tribal + government_has_flag = government_is_theocracy + government_has_flag = government_is_nomadic + top_liege ?= { government_has_flag = government_is_tribal } + top_liege ?= { government_has_flag = government_is_theocracy } + } + OR = { + culture = { has_cultural_pillar = heritage_byzantine } + top_liege ?= { + OR = { + culture = { has_cultural_pillar = heritage_byzantine } + capital_barony ?= title:b_constantinople + primary_title ?= title:e_byzantium + primary_title ?= title:h_roman_empire + primary_title ?= title:h_eastern_roman_empire + } + } + } + } + reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds" + } + picture = { + trigger = { + government_has_flag = government_is_nomadic + } + reference = "gfx/interface/illustrations/event_scenes/mpo_tent_interior_mongol.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_knight_kneeling.dds" + } + desc = introduce_a_new_fashion_at_court_decision_desc + selection_tooltip = introduce_a_new_fashion_at_court_decision_tooltip + cooldown = { years = 5 } + sort_order = 80 + + is_shown = { + NOT = { has_title = title:k_fashion } # Kingdom of Fashion is very much the end-game of this interaction + NOT = { faith = { has_doctrine_parameter = naked_adherents_active } } # Must wear clothes + NOT = { culture = { has_cultural_parameter = naked_culture_active } } # Must wear clothes + is_available_at_peace_adult = yes + is_landed = yes + # Either has a royal court with high fashion or is part of a royal court with high fashion + OR = { + AND = { + has_royal_court = yes + has_dlc_feature = royal_court + OR = { + amenity_level = { + target = court_fashion + value >= 4 + } + has_nickname = nick_prince_of_fashion + } + } + AND = { + liege = { has_royal_court = yes } + has_royal_court = no # Narrative flow of the event is a bit weird if it's unclear which royal court it's taking place in + OR = { + liege = { + amenity_level = { + target = court_fashion + value >= 4 + } + } + has_nickname = nick_prince_of_fashion + } + } + } + trigger_if = { + limit = { + OR = { + government_has_flag = government_is_celestial + government_has_flag = government_is_meritocratic + } + } + this = top_liege + } + } + + is_valid_showing_failures_only = { + # Standard checks + is_available_at_peace_adult = yes + # Court does not currently have a fashion trend + trigger_if = { + limit = { + OR = { + AND = { + root = { has_royal_court = yes } + root = { has_character_flag = fashion_trend_flag } + } + AND = { + exists = root.liege + liege != root + root.liege = { has_royal_court = yes } + root = { has_royal_court = no } + root.liege = { has_character_flag = fashion_trend_flag } + } + } + } + custom_description = { + text = court_already_has_a_fashion_tend_tt + always = no + } + } + any_courtier_or_guest = { + NOT = { faith = { has_doctrine_parameter = naked_adherents_active } } + is_available_at_peace_adult = yes + } + } + + effect = { + hidden_effect = { + if = { + limit = { + has_royal_court = yes + } + add_character_flag = { + flag = fashion_trend_flag + years = 3 + } + } + else = { + liege = { + add_character_flag = { + flag = fashion_trend_flag + years = 3 + } + } + } + random_list = { + # Determine what the strange fashion choice is + 10 = { + add_character_flag = { flag = flag_big_collar years = 1 } + } + 10 = { + add_character_flag = { flag = flag_head_dress years = 1 } + } + 10 = { + add_character_flag = { flag = flag_gold_boots years = 1 } + } + 10 = { + add_character_flag = { flag = flag_sleeveless years = 1 } + } + 10 = { + add_character_flag = { flag = flag_commoner_clothes years = 1 } + } + } + save_scope_as = actor + # Get someone to potentially oppose the fashion choice + random_courtier_or_guest = { + limit = { + NOT = { faith = { has_doctrine_parameter = naked_adherents_active } } + is_available_at_peace_adult = yes + } + weight = { + base = 1 + compare_modifier = { # Diplo duel should look for high diplo characters + value = diplomacy + multiplier = 0.25 + } + modifier = { # Rivals should want to insult their rival + has_relation_rival = root + add = 10 + } + modifier = { # Increase visibility for other players + is_ai = no + factor = 2 + } + } + save_scope_as = recipient + trigger_event = court_amenities_interactions.0010 + } + } + custom_tooltip = { + text = introduce_new_fashion_duel_tooltip + } + } + + cost = { + gold = minor_gold_value + prestige = medium_prestige_value + } + + # Fashion trends last for five years + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 60 + kingdom = 60 + empire = 60 + hegemony = 60 + } + + ai_potential = { + # Has enough gold. + short_term_gold >= minor_gold_value + liege = { # Shouldn't snipe the opportunity away from the player + is_ai = yes + } + } + + ai_will_do = { + base = 25 + # You're a fashionista + modifier = { + add = 50 + has_trait = seducer + } + modifier = { + add = 50 + has_trait = avaricious + } + } +} + +############################################# +# Finance Culture Development # +# by Maxence Voleau # +############################################# + +### Promote Other Culture Development Decision ### +promote_other_culture_development_decision = { + title = promote_other_culture_development_decision_name + picture = { + trigger = { + culture = { has_graphical_east_asia_culture_group_trigger = yes } + } + reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_asia_welcome.dds" + } + picture = { + trigger = { + culture = { has_graphical_india_culture_group_trigger = yes } + } + reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_indian_welcome.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_misc.dds" + } + desc = promote_other_culture_development_decision_desc + selection_tooltip = promote_other_culture_development_decision_tooltip + cooldown = { years = 10 } + sort_order = 90 + + is_shown = { + dynasty ?= { + has_dynasty_perk = ep1_culture_legacy_5 + } + } + + is_valid_showing_failures_only = { + custom_tooltip = { + text = promote_other_culture_development_decision_not_acceptance_tt + any_sub_realm_county = { + count > 0 + AND = { + culture != root.culture + culture = { + cultural_acceptance = { + target = ROOT.culture + value >= 75 + } + } + } + } + } + } + + effect = { + + #Add a modifier on the character who spent the money + add_character_modifier = { + modifier = promote_culture_leader_modifier + years = 10 + } + + #Collect the list of Cultures which will be affected + hidden_effect = { + every_sub_realm_county = { + if = { + limit = { + NOT = { + culture = { + any_in_list = { + list = promoted_culture + this = prev + } + } + } + root.culture != culture + culture = { + cultural_acceptance = { + target = ROOT.culture + value >= 75 + } + } + } + culture = { add_to_temporary_list = promoted_culture } + } + } + } + + #Generate intelligible effect + if = { + limit = { + any_in_list = { + list = promoted_culture + count > 0 + } + } + every_in_list = { + list = promoted_culture + this = { save_scope_as = current_culture } + custom_tooltip = promote_other_culture_development_decision_effect_summary #see if a modifier can be injected for better effect + } + } + else = { + custom_tooltip = promote_other_culture_development_decision_no_effect + } + + #Apply the actual effect: add a County Modifier on the relevant Counties + hidden_effect = { + every_sub_realm_county = { + if = { + limit = { + culture != root.culture + culture = { + cultural_acceptance = { + target = root.culture + value >= 75 + } + } + } + add_county_modifier = { + modifier = promote_culture_modifier + years = 10 + } + } + } + } + } + + cost = { + gold = { + value = minor_gold_value + every_sub_realm_county = { + if = { + limit = { + culture != root.culture + culture = { + cultural_acceptance = { + target = root.culture + value >= 75 + } + } + } + add = 10 + } + } + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 120 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + ai_potential = { + is_at_war = no + # Has enough gold. + short_term_gold >= ai_war_chest_desired_gold_value + NOR = { + has_trait = lazy + has_trait = callous + } + } + + ai_will_do = { + base = 100 + } +} diff --git a/common/decisions/dlc_decisions/ep_2/00_ep2_other_decisions.txt b/common/decisions/dlc_decisions/ep_2/00_ep2_other_decisions.txt new file mode 100644 index 00000000..9d8b3024 --- /dev/null +++ b/common/decisions/dlc_decisions/ep_2/00_ep2_other_decisions.txt @@ -0,0 +1,156 @@ +################################################## +# Train for a Tournament + +################################################## + + + +############################################# +# Train for a Tournament # +# by Veronica Pazos # +############################################# + +### Train For Tournament Decision ### +train_for_tournament_decision = { + title = train_for_tournament_decision_name + picture = { + trigger = { + OR = { + culture = { has_graphical_east_asia_culture_group_trigger = yes } + culture = { has_graphical_india_culture_group_trigger = yes } + } + } + reference = "gfx/interface/illustrations/event_scenes/tgp_camp_asia.dds" + } + picture = { + reference = "gfx/interface/illustrations/activity_header_backgrounds/activity_tournament.dds" + } + desc = train_for_tournament_decision_desc + selection_tooltip = train_for_tournament_decision_tooltip + cooldown = { years = 10 } + sort_order = 80 + + is_shown = { + has_dlc_feature = tours_and_tournaments + activity_is_valid_tournament_contestant_training_decision = yes + OR = { + exists = cp:councillor_marshal + AND = { + government_has_flag = government_is_landless_adventurer + employs_court_position = master_of_arms_camp_officer + } + any_councillor = { + is_kurultai_trigger = yes + is_available_ai = yes + martial > high_skill_rating + } + } + + } + + is_valid_showing_failures_only = { + is_available_adult = yes + custom_tooltip = { + text = grand_tournament_active + any_open_invite_activity = { + has_activity_type = activity_tournament + root = { can_join_activity = prev } + } + } + } + + effect = { + custom_tooltip = train_tournament_decision.tt + save_scope_as = training_ruler + cp:councillor_marshal ?= { save_scope_as = marshal } + if = { + limit = { + NOT = { exists = scope:marshal } + } + if = { + limit = { + government_has_flag = government_is_landless_adventurer + } + random_court_position_holder = { + type = master_of_arms_camp_officer + save_scope_as = marshal + } + } + else = { + random_councillor = { + limit = { + is_kurultai_trigger = yes + is_available_ai = yes + martial > high_skill_rating + } + save_scope_as = marshal + } + } + } + trigger_event = ep2_decision_events.0001 + stress_impact = { + craven = major_stress_impact_gain + } + } + + cost = { + prestige = { + value = { + value = medium_prestige_value + max = 150 + } + if = { # Cheaper to convert to a hybrid culture made from your culture + limit = { + culture = { has_cultural_parameter = can_use_sparring_duel } + } + multiply = 0 + } + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 60 + kingdom = 60 + empire = 60 + hegemony = 60 + } + + ai_potential = { + # Has enough prestige. + prestige >= medium_prestige_value + NOR = { + has_trait = lazy + has_trait = humble + has_trait = craven + } + ai_energy > 0 + } + + ai_will_do = { + base = 0 + modifier = { + add = ai_boldness + } + modifier = { + add = 50 + has_trait = arrogant + } + modifier = { + add = 100 + culture = { + OR = { + has_cultural_tradition = tradition_chivalry + has_cultural_tradition = tradition_warrior_culture + has_cultural_tradition = tradition_martial_admiration + has_cultural_tradition = tradition_chanson_de_geste + } + } + } + modifier = { + add = 200 + has_focus_or_focus_trait_trigger = { FOCUS = martial_chivalry_focus } + } + } +} diff --git a/common/decisions/dlc_decisions/ep_3/06_ep3_admin_decisions.txt b/common/decisions/dlc_decisions/ep_3/06_ep3_admin_decisions.txt new file mode 100644 index 00000000..9e0f08fe --- /dev/null +++ b/common/decisions/dlc_decisions/ep_3/06_ep3_admin_decisions.txt @@ -0,0 +1,2021 @@ +############################################# +# Hire Agents # +# by Emil Tisander # +############################################# + +estate_hire_agents_decisions = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_misc.dds" + } + sort_order = 105 + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 120 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + desc = estate_hire_agents_decisions_desc + selection_tooltip = estate_hire_agents_decisions_tooltip + decision_group_type = admin + + cooldown = { years = 15 } + + is_shown = { + has_ep3_dlc_trigger = yes + domicile ?= { + has_domicile_parameter = estate_unlock_hire_agents_decision + } + } + + is_valid = { + } + + is_valid_showing_failures_only = { + is_available_adult = yes # Skulduggery isn't for children + } + + effect = { + add_character_modifier = { + modifier = ep3_estate_hired_agents_modifier + years = 15 + } + } + + cost = { + influence = major_influence_value + } + + ai_potential = { + is_governor = yes + } + + ai_will_do = { + base = 20 + modifier = { + add = 20 + has_trait = deceitful + } + modifier = { + add = 20 + has_trait = vengeful + } + modifier = { + add = 20 + has_trait = paranoid + } + modifier = { + add = 10 + has_trait = ambitious + } + modifier = { + add = -20 + has_trait = content + } + modifier = { + add = -20 + has_trait = compassionate + } + } +} + +############################################# +# Bolster Security # +# by Emil Tisander # +############################################# + +### Bolster Estate Security ### +estate_bolster_security_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_invite_knights.dds" + } + sort_order = 105 + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 120 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + desc = estate_bolster_security_decision_desc + selection_tooltip = estate_bolster_security_decision_tooltip + decision_group_type = admin + + cooldown = { years = 15 } + + is_shown = { + has_ep3_dlc_trigger = yes + domicile ?= { + has_domicile_parameter = estate_unlock_bolster_security_decision + } + } + + is_valid = { + } + + is_valid_showing_failures_only = { + is_available_adult = yes + } + + effect = { + add_character_modifier = { + modifier = ep3_estate_bolster_security_modifier + years = 15 + } + } + + cost = { + influence = major_influence_value + } + + ai_potential = { + is_governor = yes + NOR = { + has_trait = trusting + has_trait = gregarious + } + } + + ai_will_do = { + base = 20 + modifier = { + add = 50 + has_trait = paranoid + } + modifier = { + add = 10 + has_trait = deceitful + } + modifier = { + add = 10 + has_trait = craven + } + modifier = { + add = 10 + dread >= 50 + } + } +} + +############################################# +# Patrol Governorship # +# by Emil Tisander # +############################################# + +### Conduct Patrols in Governorship ### +estate_governor_patrols_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_opening.dds" + } + sort_order = 105 + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 120 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + desc = estate_governor_patrols_decision_desc + selection_tooltip = estate_governor_patrols_decision_tooltip + decision_group_type = admin + + cooldown = { years = 15 } + + is_shown = { + has_ep3_dlc_trigger = yes + domicile ?= { + has_domicile_parameter = estate_unlock_patrol_decision + } + } + + is_valid = { + } + + is_valid_showing_failures_only = { + is_governor = yes + } + + effect = { + every_held_title = { + title_tier = county + add_to_list = counties_in_governorship + } + every_vassal = { + limit = { + any_held_title = { title_tier = county } + } + every_held_title = { + title_tier = county + add_to_list = counties_in_governorship + } + } + every_in_list = { + list = counties_in_governorship + add_county_modifier = { + modifier = ep3_estate_governor_patrols_modifier + years = 15 + } + } + increase_governance_effect = { VALUE = 6 } + } + + cost = { + gold = { + value = 0 + if = { + limit = { + has_treasury = no + } + add = medium_gold_value + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + } + add = medium_gold_value + } + } + } + + ai_potential = { + is_governor = yes + } + + ai_will_do = { + base = 20 + modifier = { + add = 50 + influence > monumental_influence_value + } + modifier = { + add = 10 + has_trait = just + } + modifier = { + add = 10 + has_trait = loyal + } + modifier = { + add = 10 + has_trait = diligent + } + modifier = { + add = -25 + has_trait = lazy + } + modifier = { + add = -20 + opinion = { + target = liege + value < -20 + } + } + } +} + +############################################# +# Manipulate Grain Market # +# by Emil Tisander # +############################################# + +### Manipulate Grain Market ### +estate_granary_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_spend_money.dds" + } + sort_order = 105 + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 120 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + desc = estate_granary_decision_desc + selection_tooltip = estate_granary_decision_tooltip + decision_group_type = admin + + cooldown = { years = 20 } + + is_shown = { + has_ep3_dlc_trigger = yes + domicile ?= { + has_domicile_parameter = estate_unlock_granary_decision + } + } + + is_valid = { + } + + is_valid_showing_failures_only = { + } + + effect = { + add_character_modifier = { + modifier = ep3_estate_granary_modifier + years = 10 + } + + # Descriptions - Make sure the triggers below matches the ones in the granary_modifier_scaling_value scripted value + save_scope_as = domicile_owner # We save it for the descriptions + custom_description_no_bullet = { text = estate_unlock_granary_decision_factors_tt } + if = { + limit = { + domicile ?= { has_domicile_building_or_higher = grain_field_01 } + } + custom_tooltip = estate_unlock_granary_decision_grain_building_tt + } + if = { + limit = { + domicile ?= { has_domicile_building_or_higher = east_asian_estate_rice_field_01 } + } + custom_tooltip = estate_unlock_granary_decision_rice_building_tt + } + if = { + limit = { + domicile ?= { + domicile_location = { + this = root.top_liege.capital_province + } + } + } + custom_tooltip = estate_unlock_granary_decision_capital_tt + } + if = { + limit = { + domicile ?= { + domicile_location = { + OR = { + terrain = farmlands + terrain = floodplains + terrain = terraced_hills + } + } + } + } + custom_tooltip = estate_unlock_granary_decision_terrain_tt + } + if = { + limit = { + domicile ?= { + domicile_location.county = { + county_control < 100 + } + } + } + custom_tooltip = estate_unlock_granary_decision_control_tt + } + if = { + limit = { + domicile ?= { + domicile_location.county = { + development_level >= estate_granary_development_bonus_2_value + } + } + } + custom_tooltip = estate_unlock_granary_decision_development_2_tt + } + else_if = { + limit = { + domicile ?= { + domicile_location.county = { + development_level >= estate_granary_development_bonus_1_value + } + } + } + custom_tooltip = estate_unlock_granary_decision_development_1_tt + } + if = { + limit = { + domicile ?= { + domicile_location = { + any_province_epidemic = { } + } + } + } + custom_tooltip = estate_unlock_granary_decision_epidemic_tt + } + if = { + limit = { + granary_modifier_scaling_value <= 1 + } + custom_tooltip = estate_unlock_granary_decision_no_factors_tt + } + } + + cost = { + prestige = major_prestige_value + } + + ai_potential = { + is_governor = yes + } + + ai_will_do = { + base = 20 + modifier = { + add = 30 + prestige > massive_prestige_value + } + modifier = { + add = 20 + has_trait = greedy + } + modifier = { + add = 10 + has_trait = deceitful + } + modifier = { + add = 10 + has_trait = arbitrary + } + modifier = { + add = 10 + has_trait = callous + } + modifier = { + add = 10 + domicile ?= { has_domicile_building_or_higher = grain_field_01 } + } + modifier = { + add = -10 + has_trait = generous + } + modifier = { + add = -20 + has_trait = compassionate + } + modifier = { + add = -25 + has_trait = just + } + } +} + +############################################# +# Governorship Confirmation # +# by Joe Parkin # +############################################# + +### Governorship Confirmation ### +admin_confirmation_decision = { + picture = { + trigger = { + government_allows = merit + } + reference = "gfx/interface/illustrations/decisions/tgp_kowtow.dds" + } + ai_check_interval_by_tier = { + barony = 0 + county = 45 + duchy = 45 + kingdom = 45 + empire = 45 + hegemony = 0 + } + sort_order = 1000 + picture = { + trigger = { + NOR = { + government_has_flag = government_is_tribal + government_has_flag = government_is_theocracy + top_liege ?= { government_has_flag = government_is_tribal } + top_liege ?= { government_has_flag = government_is_theocracy } + } + OR = { + culture = { has_cultural_pillar = heritage_byzantine } + top_liege ?= { + OR = { + culture = { has_cultural_pillar = heritage_byzantine } + capital_barony ?= title:b_constantinople + is_roman_emperor_primary_title_trigger = yes + } + } + } + } + reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_knight_kneeling.dds" + } + decision_group_type = admin + + cost = { + prestige = standard_activity_base_cost + } + + is_shown = { + has_ep3_dlc_trigger = yes + is_playable_character = yes + is_governor = yes + liege ?= top_liege + top_liege = { tgp_is_ceremonial_regent_trigger = no } # Not 'actual' ruler + } + + is_valid = { + custom_tooltip = { + text = admin_confirmation_rank_tt + primary_title.tier >= main_administrative_tier # Governs a Province + } + custom_tooltip = { + text = admin_confirmation_liege_tt + top_liege != this + liege ?= top_liege + } + custom_tooltip = { + text = admin_confirmation_time_tt + primary_title ?= { + title_held_years >= 1 + } + } + custom_tooltip = { + text = admin_confirmation_grace_valid_tt + NOR = { + has_variable = confirmation_grace + has_variable = confirmation_cooldown_vassal + } + } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + liege ?= { is_available_adult = yes } + is_at_war_with_liege = no + trigger_if = { + limit = { + is_ai = no + has_royal_court = yes + } + has_spawned_court_events = no # should only be used for human players + } + trigger_if = { + limit = { is_ai = yes } + NOT = { + liege = { has_variable = confirmation_cooldown } + } + } + } + + effect = { + set_variable = { + name = confirmation_liege_scope + value = liege + } + custom_tooltip = admin_confirmation_decision_effects + show_as_tooltip = { + stress_impact = { + shy = medium_stress_impact_gain + humble = medium_stress_impact_gain + } + custom_description_no_bullet = { + text = admin_confirmation_decision_tt_if_accepted + subject = root + } + admin_confirmation_vassal_reward_guts_effect = yes + } + save_scope_as = confirmation_vassal + liege ?= { save_scope_as = confirmation_liege } + switch = { + trigger = has_trait + shy = { add_stress = medium_stress_impact_gain } + humble = { add_stress = medium_stress_impact_gain } + } + start_travel_plan = { + destination = liege.capital_province + on_start_on_action = admin_confirmation_start + on_travel_planner_cancel_on_action = admin_confirmation_travel_planner_exit + on_arrival_event = ep3_decisions_event.2090 + on_arrival_destinations = all_but_last + } + } + + ai_potential = { + is_at_war = no + } + + ai_will_do = { + base = 0 + modifier = { + add = 50 + prestige > standard_activity_base_cost + } + modifier = { + add = -50 + has_relation_rival = liege + } + modifier = { + add = -25 + opinion = { + target = liege + value < 0 + } + } + modifier = { # Kings should be more weighted + add = 25 + primary_title.tier >= tier_kingdom + } + } +} + +############################################# +# Consolidate Rule # +############################################# + +### Consolidate Rule ### +consolidate_rule_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_family_tree.dds" + } + sort_order = 105 + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 0 + empire = 120 + hegemony = 120 + } + + desc = consolidate_rule_decision_desc + selection_tooltip = consolidate_rule_decision_tooltip + decision_group_type = admin + + cooldown = { years = 15 } + + is_shown = { + has_ep3_dlc_trigger = yes + highest_held_title_tier >= tier_empire # Only for Emperors + culture = { # Byzantium and others + has_cultural_tradition = tradition_religious_patronage + } + faith = { # You cannot consolidate yourself... kinda + religious_head ?= { + this != root + } + } + } + + is_valid = { + government_allows = administrative + } + + is_valid_showing_failures_only = { + culture = { + has_cultural_parameter = consolidate_rule_decision + } + any_held_title = { is_head_of_faith = no } + } + + effect = { + custom_tooltip = consolidate_rule_decision_effect_tt + trigger_event = ep3_decisions_event.4050 + } + + cost = { + influence = medium_influence_value + piety = medium_piety_value + } + + ai_potential = { + highest_held_title_tier = tier_empire # Only for Emperors + culture = { # Byzantium and others + has_cultural_tradition = tradition_religious_patronage + } + faith = { # You cannot consolidate yourself... kinda + religious_head ?= { + this != root + } + } + } + + ai_will_do = { + base = 20 + modifier = { + add = 20 + legitimacy_level <= 2 + } + modifier = { + add = 20 + legitimacy_level <= 1 + } + modifier = { + add = 20 + legitimacy_level = 0 + } + } +} + +################################### +# Convert Realm to Administrative # +################################### + +### Adopt Centralized Administration ### +convert_to_administrative_decision = { + picture = { + trigger = { + culture_has_asian_heritage_pillar_trigger = yes + } + reference = "gfx/interface/illustrations/decisions/tgp_kowtow.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds" + } + decision_group_type = major + title = { + first_valid = { + triggered_desc = { + trigger = { + has_tgp_dlc_trigger = yes + } + desc = convert_to_administrative_decision_title_multiple + } + desc = convert_to_administrative_decision + } + } + desc = convert_to_administrative_decision_desc + selection_tooltip = { + first_valid = { + triggered_desc = { + trigger = { + has_tgp_dlc_trigger = yes + } + desc = convert_to_administrative_decision_tooltip_multiple + } + desc = convert_to_administrative_decision_tooltip + } + } + confirm_text = { + first_valid = { + triggered_desc = { + trigger = { + has_tgp_dlc_trigger = yes + } + desc = convert_to_administrative_decision_confirm_multiple + } + desc = convert_to_administrative_decision_confirm + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 36 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 0 + } + + is_shown = { + OR = { + has_ep3_dlc_trigger = yes + has_tgp_dlc_trigger = yes + } + OR = { + government_has_flag = government_is_feudal + government_has_flag = government_is_clan + government_has_flag = government_is_japan_feudal + } + trigger_if = { + limit = { top_liege != this } + liege = { government_allows = administrative } + } + } + + is_valid = { + trigger_if = { + limit = { top_liege != this } + liege = { government_allows = administrative } + } + trigger_else = { + OR = { + custom_tooltip = { + text = HAS_SEAL_OF_INVESTITURE + any_character_artifact = { + OR = { + artifact_type = seal_of_investiture + artifact_type = seal_of_investiture_court + } + } + } + trigger_if = { + limit = { + culture = { has_cultural_parameter = can_adopt_administrative_government_as_kingdom_tier } + } + custom_tooltip = { + text = king_tier_tt + primary_title.tier >= tier_kingdom + } + } + trigger_else = { + AND = { # To force the correct tooltip in loc + custom_tooltip = { + text = empire_tier_tt + primary_title.tier >= tier_empire + } + root = { save_temporary_scope_as = root_scope } + custom_tooltip = { + text = small_realm_size_tt + realm_size >= small_empire_size_value + } + } + } + } + } + trigger_if = { + limit = { + top_liege = this + is_ai = no + } + prestige_level >= 3 + } + trigger_if = { + limit = { + top_liege = this + is_ai = no + } + custom_tooltip = { + text = all_powerful_vassals_required_tt + any_powerful_vassal = { + count = all + opinion = { + target = root + value >= 50 + } + } + } + } + trigger_if = { + limit = { is_ai = yes } + calc_true_if = { + amount >= 2 + culture = { has_cultural_pillar = ethos_bureaucratic } + culture = { has_cultural_pillar = ethos_courtly } + culture = { has_cultural_pillar = ethos_egalitarian } + culture = { has_cultural_tradition = tradition_legalistic } + has_realm_law = crown_authority_3 + capital_county = { development_level > medium_development_level } + faith = { has_doctrine = tenet_legalism } + dynasty = { has_dynasty_perk = erudition_legacy_5 } + dynasty = { has_dynasty_perk = law_legacy_5 } + } + } + } + + is_valid_showing_failures_only = { + OR = { + has_ep3_dlc_trigger = yes + tgp_should_become_meritocratic_trigger = yes + } + is_at_war = no + } + + cost = { + prestige = { + value = 1000 + if = { + limit = { + is_ai = no + primary_title.tier = tier_kingdom + } + multiply = 1.5 + } + if = { # Much cheaper for vassals wanting to adopt their admin liege's government + limit = { top_liege != this } + multiply = 0.1 + } + } + gold = { + value = 0 + if = { + limit = { + has_treasury = no + } + add = 800 + if = { + limit = { is_ai = no } + #Realm size + if = { + limit = { root.realm_size >= 300 } + multiply = 3.5 + } + else_if = { + limit = { root.realm_size >= 250 } + multiply = 3 + } + else_if = { + limit = { root.realm_size >= 200 } + multiply = 2.5 + } + else_if = { + limit = { root.realm_size >= 150 } + multiply = 2 + } + else_if = { + limit = { root.realm_size >= 100 } + multiply = 1.5 + } + } + #Era + culture = { + if = { + limit = { has_cultural_era_or_later = culture_era_late_medieval } + multiply = 1.75 + } + else_if = { + limit = { has_cultural_era_or_later = culture_era_high_medieval } + multiply = 1.25 + } + else_if = { + limit = { has_cultural_era_or_later = culture_era_early_medieval } + multiply = 1 + } + else = { + multiply = 0.75 + } + } + #Income + if = { + limit = { root.monthly_character_income >= 100 } + multiply = 3 + } + else_if = { + limit = { root.monthly_character_income >= 80 } + multiply = 2.5 + } + else_if = { + limit = { root.monthly_character_income >= 60 } + multiply = 2 + } + else_if = { + limit = { root.monthly_character_income >= 40 } + multiply = 1.5 + } + else_if = { + limit = { root.monthly_character_income >= 20 } + multiply = 1.1 + } + + max = 3000 + + if = { # Much cheaper for vassals wanting to adopt their admin liege's government + limit = { + is_independent_ruler = no + } + multiply = 0.1 + } + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + } + add = 800 + if = { + limit = { is_ai = no } + #Realm size + if = { + limit = { root.realm_size >= 300 } + multiply = 3.5 + } + else_if = { + limit = { root.realm_size >= 250 } + multiply = 3 + } + else_if = { + limit = { root.realm_size >= 200 } + multiply = 2.5 + } + else_if = { + limit = { root.realm_size >= 150 } + multiply = 2 + } + else_if = { + limit = { root.realm_size >= 100 } + multiply = 1.5 + } + } + #Era + culture = { + if = { + limit = { has_cultural_era_or_later = culture_era_late_medieval } + multiply = 1.75 + } + else_if = { + limit = { has_cultural_era_or_later = culture_era_high_medieval } + multiply = 1.25 + } + else_if = { + limit = { has_cultural_era_or_later = culture_era_early_medieval } + multiply = 1 + } + else = { + multiply = 0.75 + } + } + #Income + if = { + limit = { root.monthly_character_income >= 100 } + multiply = 3 + } + else_if = { + limit = { root.monthly_character_income >= 80 } + multiply = 2.5 + } + else_if = { + limit = { root.monthly_character_income >= 60 } + multiply = 2 + } + else_if = { + limit = { root.monthly_character_income >= 40 } + multiply = 1.5 + } + else_if = { + limit = { root.monthly_character_income >= 20 } + multiply = 1.1 + } + + max = 3000 + + if = { # Much cheaper for vassals wanting to adopt their admin liege's government + limit = { + top_liege != this + } + multiply = 0.1 + } + } + } + } + + widget = { + gui = "decision_view_widget_generic_multichoice_with_effects" + controller = decision_option_list_controller + decision_to_second_step_button = "SELECT_ACTION" + show_from_start = no + + item = { # Administrative + value = go_administrative_government + is_shown = { + has_ep3_dlc_trigger = yes + } + is_valid = { + top_liege = { + NOR = { + has_government = celestial_government + has_government = meritocratic_government + has_government = japan_administrative_government + } + } + } + current_description = go_administrative_government_desc + localization = go_administrative_government_name + icon = "gfx/interface/icons/government_types/administrative_government.dds" + ai_chance = { + value = 10 + } + } + item = { # Celestial + value = go_celestial_government + is_shown = { + has_tgp_dlc_trigger = yes + } + is_valid = { + top_liege = { + NOR = { + has_government = administrative_government + has_government = meritocratic_government + has_government = japan_administrative_government + } + } + custom_tooltip = { + text = convert_to_administrative_celestial_desc + tgp_can_become_celestial_trigger = yes + } + } + current_description = go_celestial_government_desc + localization = go_celestial_government_name + icon = "gfx/interface/icons/government_types/celestial_government.dds" + ai_chance = { + value = 100 + } + } + item = { # Meritocratic + value = go_meritocratic_government + is_shown = { + has_tgp_dlc_trigger = yes + } + is_valid = { + top_liege = { + NOR = { + has_government = administrative_government + has_government = celestial_government + has_government = japan_administrative_government + } + } + custom_tooltip = { + text = convert_to_administrative_meritocratic_desc + tgp_should_become_meritocratic_trigger = yes + } + } + current_description = go_meritocratic_government_desc + localization = go_meritocratic_government_name + icon = "gfx/interface/icons/government_types/meritocratic_government.dds" + ai_chance = { + value = 50 + } + } + item = { # Ritsuryo / AKA Japan Administrative + value = go_japan_administrative_government + is_shown = { + has_tgp_dlc_trigger = yes + } + is_valid = { + top_liege = { + NOR = { + has_government = administrative_government + has_government = celestial_government + has_government = meritocratic_government + } + } + custom_tooltip = { + text = convert_to_administrative_japanese_desc + tgp_can_become_japan_administrative_trigger = yes + } + } + current_description = go_japan_administrative_government_desc + localization = go_japan_administrative_government_name + icon = "gfx/interface/icons/government_types/japan_administrative_government.dds" + ai_chance = { + value = 100 + } + } + } + + effect = { + # Change to your selected government + if = { + limit = { + scope:go_administrative_government = yes + } + convert_to_administrative_from_feudalism_effect = { GOVERNMENT_TO_ADOPT = flag:administrative } + } + else_if = { + limit = { scope:go_celestial_government = yes } + convert_to_administrative_from_feudalism_effect = { GOVERNMENT_TO_ADOPT = flag:celestial } + } + else_if = { + limit = { scope:go_meritocratic_government = yes } + convert_to_administrative_from_feudalism_effect = { GOVERNMENT_TO_ADOPT = flag:meritocratic } + } + else_if = { + limit = { scope:go_japan_administrative_government = yes } + convert_to_administrative_from_feudalism_effect = { GOVERNMENT_TO_ADOPT = flag:japan_administrative } + } + save_scope_as = actor + if = { + limit = { + is_independent_ruler = yes + } + add_legitimacy_effect = { LEGITIMACY = admin_convert_legitimacy_value } #One Time Legitimacy Boost + } + trigger_event = ep3_decisions_event.4060 #Also sends information event to human vassals + #Letter event for the vassals + hidden_effect = { + if = { + limit = { + is_ai = no + } + add_achievement_global_variable_effect = { + VARIABLE = achieved_epic_paperwork_achievement + VALUE = yes + } + } + if = { + limit = { + is_ai = no + religion = religion:islam_religion + has_title = title:k_rum + OR = { + has_title = title:c_byzantion + any_sub_realm_title = { + this = title:c_byzantion + } + } + } + add_achievement_global_variable_effect = { + VARIABLE = finished_new_management_achievement + VALUE = yes + } + } + } + } + + ai_potential = { + OR = { + government_has_flag = government_is_feudal + government_has_flag = government_is_clan + } + top_liege = this + } + + ai_will_do = { + base = 0 + modifier = { + OR = { + is_roman_emperor_primary_title_trigger = yes + } + add = 100 + } + modifier = { + culture = { + OR = { + has_cultural_pillar = ethos_bureaucratic + has_cultural_pillar = ethos_courtly + has_cultural_pillar = ethos_egalitarian + } + } + add = 50 + } + modifier = { + culture = { + has_cultural_tradition = tradition_legalistic + } + add = 50 + } + modifier = { + culture = { + OR = { + has_cultural_tradition = tradition_fp3_enlightened_magnates + has_cultural_tradition = tradition_loyal_soldiers + } + } + add = 20 + } + modifier = { + culture = { + OR = { + has_cultural_tradition = tradition_staunch_traditionalists + has_cultural_tradition = tradition_ep3_audacious_cadets + } + } + add = -20 + } + modifier = { + culture = { + has_cultural_tradition = tradition_hereditary_hierarchy + } + add = -20 + } + modifier = { + culture = { + OR = { + has_cultural_tradition = tradition_ep3_indomitable_azatani + has_cultural_tradition = tradition_quarrelsome + has_cultural_tradition = tradition_warrior_culture + has_cultural_tradition = tradition_fp3_fierce_independence + } + } + add = -50 + } + modifier = { + culture = { + OR = { + has_cultural_pillar = ethos_stoic + has_cultural_pillar = ethos_bellicose + has_cultural_pillar = ethos_communal + } + } + add = -50 + } + } +} + +################################################## +# Convert Realm to Feudalism from Administrative # +################################################## + +### Adopt [ROOT.Char.Custom('GetTribalReformGovernment')|U] Ways ### +convert_to_feudalism_from_administrative_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_realm.dds" + } + decision_group_type = major + desc = convert_to_feudalism_from_administrative_decision_desc + + is_shown = { + trigger_if = { + limit = { has_title = title:h_china } + NOT = { government_has_flag = government_is_celestial } + } + government_allows = administrative + tgp_is_ceremonial_liege_trigger = no + tgp_is_ceremonial_regent_trigger = no + tgp_is_any_minister = no + # Ritsuryo gov has its own decisions + NOT = { government_has_flag = government_is_japan_administrative } + } + + is_valid = { + is_landed = yes + trigger_if = { + limit = { + is_independent_ruler = no + } + top_liege ?= { + trigger_if = { + limit = { + has_realm_law_in_group = imperial_bureaucracy + } + has_realm_law = imperial_bureaucracy_0 + } + trigger_if = { + limit = { + has_realm_law_in_group = celestial_bureaucracy + } + has_realm_law = celestial_bureaucracy_0 + } + trigger_if = { + limit = { + has_realm_law_in_group = meritocratic_bureaucracy + } + has_realm_law = meritocratic_bureaucracy_0 + } + trigger_if = { + limit = { + has_realm_law_in_group = japanese_bureaucracy + } + has_realm_law = japanese_bureaucracy_0 + } + } + custom_tooltip = { + text = governorship_is_on_the_border_tt + any_sub_realm_county = { + any_neighboring_county = { + holder.top_liege != root.top_liege + } + } + } + custom_tooltip = { + text = you_have_governorship_rights_tt + primary_title.var:petition_house_rights ?= house + } + prestige_level >= 3 + influence_level >= 3 + } + trigger_else = { + prestige_level >= { # Depends on tier + value = 2 + if = { + limit = { + primary_title.tier >= tier_empire + } + add = 1 + } + } + } + } + + cost = { + prestige = 1000 + gold = { + value = 0 + if = { + limit = { + has_treasury = no + } + add = 1000 #Them pens be expensive + #Realm size + if = { + limit = { root.realm_size >= 300 } + multiply = 3.5 + } + else_if = { + limit = { root.realm_size >= 250 } + multiply = 3 + } + else_if = { + limit = { root.realm_size >= 200 } + multiply = 2.5 + } + else_if = { + limit = { root.realm_size >= 150 } + multiply = 2 + } + else_if = { + limit = { root.realm_size >= 100 } + multiply = 1.5 + } + #Era + culture = { + if = { + limit = { has_cultural_era_or_later = culture_era_late_medieval } + multiply = 1.75 + } + else_if = { + limit = { has_cultural_era_or_later = culture_era_high_medieval } + multiply = 1.25 + } + else_if = { + limit = { has_cultural_era_or_later = culture_era_early_medieval } + multiply = 1 + } + else = { + multiply = 0.75 + } + } + #Income + if = { + limit = { root.monthly_character_income >= 100 } + multiply = 3 + } + else_if = { + limit = { root.monthly_character_income >= 80 } + multiply = 2.5 + } + else_if = { + limit = { root.monthly_character_income >= 60 } + multiply = 2 + } + else_if = { + limit = { root.monthly_character_income >= 40 } + multiply = 1.5 + } + else_if = { + limit = { root.monthly_character_income >= 20 } + multiply = 1.1 + } + + # Vassals has a slightly reduced cost + if = { + limit = { + is_independent_ruler = no + } + multiply = 0.7 + } + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + } + add = 1000 #Them pens be expensive + #Realm size + if = { + limit = { root.realm_size >= 300 } + multiply = 3.5 + } + else_if = { + limit = { root.realm_size >= 250 } + multiply = 3 + } + else_if = { + limit = { root.realm_size >= 200 } + multiply = 2.5 + } + else_if = { + limit = { root.realm_size >= 150 } + multiply = 2 + } + else_if = { + limit = { root.realm_size >= 100 } + multiply = 1.5 + } + #Era + culture = { + if = { + limit = { has_cultural_era_or_later = culture_era_late_medieval } + multiply = 1.75 + } + else_if = { + limit = { has_cultural_era_or_later = culture_era_high_medieval } + multiply = 1.25 + } + else_if = { + limit = { has_cultural_era_or_later = culture_era_early_medieval } + multiply = 1 + } + else = { + multiply = 0.75 + } + } + #Income + if = { + limit = { root.monthly_character_income >= 100 } + multiply = 3 + } + else_if = { + limit = { root.monthly_character_income >= 80 } + multiply = 2.5 + } + else_if = { + limit = { root.monthly_character_income >= 60 } + multiply = 2 + } + else_if = { + limit = { root.monthly_character_income >= 40 } + multiply = 1.5 + } + else_if = { + limit = { root.monthly_character_income >= 20 } + multiply = 1.1 + } + + # Vassals has a slightly reduced cost + if = { + limit = { + is_independent_ruler = no + } + multiply = 0.7 + } + } + } + } + + effect = { + convert_to_feudalism_from_administrative_effect = yes + save_scope_as = actor + trigger_event = ep3_decisions_event.4070 + hidden_effect = { + every_vassal = { + trigger_event = { + id = ep3_decisions_event.4075 + days = 3 + } + } + } + } + + ai_check_interval = 0 + + ai_potential = { + always = no + } +} + +############################################# +# Renounce Governorship # +############################################# + +### Withdraw from Governorship ### +### Withdraw from Ministry ### +renounce_governorship_decision = { + picture = { + trigger = { + government_allows = merit + } + reference = "gfx/interface/illustrations/decisions/tgp_retire.dds" + } + picture = { + trigger = { + government_is_japanese_trigger = yes + } + reference = "gfx/interface/illustrations/decisions/tgp_house_fief.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds" + } + sort_order = 85 + ai_check_interval_by_tier = { + barony = 0 + county = 120 + duchy = 120 + kingdom = 120 + empire = 120 + hegemony = 0 + } + title = { + first_valid = { + triggered_desc = { + trigger = { + tgp_is_any_minister = yes + } + desc = renounce_ministership_decision + } + desc = renounce_governorship_decision + } + } + desc = { + first_valid = { + triggered_desc = { + trigger = { + government_allows = merit + } + desc = renounce_governorship_decision_desc_merit + } + triggered_desc = { + trigger = { + government_is_japanese_trigger = yes + } + desc = renounce_governorship_decision_desc_japan + } + desc = renounce_governorship_decision_desc + } + } + selection_tooltip = { + first_valid = { + triggered_desc = { + trigger = { + tgp_is_any_minister = yes + } + desc = renounce_ministership_decision_tooltip + } + desc = renounce_governorship_decision_tooltip + } + } + decision_group_type = admin + + is_shown = { + is_playable_character = yes + OR = { + is_governor_or_admin_count = yes + tgp_is_any_minister = yes + } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + is_at_war_with_liege = no + custom_tooltip = { + text = renounce_governorship_family_title_tt + any_held_title = { # To avoid accidentally game-overing yourself + is_noble_family_title = yes + } + } + } + + effect = { + if = { + limit = { + tgp_is_any_minister = yes + } + custom_tooltip = renounce_ministership_decision_effect_tt + } + else = { + custom_tooltip = renounce_governorship_decision_effect_tt + } + show_as_tooltip = { + tgp_step_down_title_recipient_tooltip_effect = yes + if = { + limit = { + government_allows = merit + } + add_character_modifier = { + modifier = ep3_renounced_governorship_merit + years = 15 + } + set_appointment_timeout = { + years = 3 + desc = appointment_timeout_desc_retired_governor + } + } + else_if = { + limit = { + government_is_japanese_trigger = yes + } + add_gold = major_gold_value + change_influence = major_influence_value + add_character_modifier = { + modifier = renounced_governorship_japan + years = 15 + } + } + else = { + add_gold = massive_gold_value + add_character_modifier = { + modifier = ep3_renounced_governorship + years = 15 + } + } + if = { + limit = { + tgp_is_any_minister = yes + } + liege = { save_scope_as = councillor_liege } # Needed for the effect + fired_minister_position_effect = yes + } + } + trigger_event = ep3_decisions_event.4090 + close_view = { + view = decisions + player = root + } + } + + cost = { + influence = minor_influence_value + } + + ai_potential = { + is_at_war = no + highest_held_title_tier >= main_administrative_tier + # Don't step down freely if you don't have any other house members holding a governorship or inherit any held governorship + OR = { + house ?= { + any_house_member = { + is_governor = yes + top_liege = root.top_liege + } + } + any_held_title = { + title_tier >= duchy + is_noble_family_title = no + current_heir.house = root.house + } + } + } + + ai_will_do = { + base = 0 + modifier = { + add = 5 + has_trait = lazy + NOT = { + any_character_situation = { + situation_type = dynastic_cycle + } + } + } + modifier = { + add = 10 + has_trait = humble + NOT = { + any_character_situation = { + situation_type = dynastic_cycle + } + } + } + modifier = { + add = 15 + has_trait = content + NOT = { + any_character_situation = { + situation_type = dynastic_cycle + } + } + } + modifier = { + add = 50 + OR = { + debt_level > 1 + treasury_debt_level > 1 + } + } + modifier = { + add = 5 + OR = { + has_trait = ambitious + has_trait = greedy + has_trait = arrogant + } + any_character_situation = { + situation_type = dynastic_cycle + } + } + modifier = { + factor = 0 + OR = { + has_trait = ambitious + has_trait = greedy + has_trait = arrogant + } + NOT = { + any_character_situation = { + situation_type = dynastic_cycle + } + } + } + modifier = { + factor = 0 #In China you should step down only if you can pass more exams + has_character_flag = passed_metropolitan_exam + } + } +} + +############################################# +# Change Imperial Aspirations # +############################################# +### Change [GetPlayer.GetTopLiege.Custom('GetRoyalCourtRank')|U] Aspirations ### +change_imperial_aspirations_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds" + } + sort_order = 80 + ai_check_interval_by_tier = { + barony = 0 + county = 120 + duchy = 120 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + desc = change_imperial_aspirations_decision_desc + selection_tooltip = change_imperial_aspirations_decision_tooltip + decision_group_type = admin + + is_shown = { + has_ep3_dlc_trigger = yes + is_playable_character = yes + government_has_flag = government_is_administrative + liege ?= { + has_realm_law = acclamation_succession_law + } + } + + is_valid = { + custom_tooltip = { + text = has_admin_government + government_has_flag = government_is_administrative + } + trigger_if = { # Unavailable if you are the top liege - Unless you have either modifier, so you may remove it. + limit = { + top_liege = this + } + OR = { + has_character_modifier = ep3_admin_renounce_throne_personal + house ?= { has_house_modifier = ep3_admin_renounce_throne_house } + } + } + trigger_else = { + custom_tooltip = { # The Emperor is your liege + text = admin_confirmation_liege_tt + top_liege ?= { highest_held_title_tier >= tier_kingdom } + liege ?= top_liege + liege != root + } + } + liege ?= { + has_realm_law = acclamation_succession_law + } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + is_at_war_with_liege = no + NOT = { top_liege ?= root } + } + + widget = { + gui = "decision_view_widget_generic_multichoice_with_effects" + controller = decision_option_list_controller + decision_to_second_step_button = "SELECT_ACTION" + #show_from_start = yes + + ### Remove yourself from competing for the throne + item = { + value = admin_renounce_throne_personal + is_valid = { + NOR = { + has_character_modifier = ep3_admin_renounce_throne_personal + house ?= { has_house_modifier = ep3_admin_renounce_throne_house } + } + NOT = { top_liege ?= root } + is_diarch = no + } + current_description = admin_renounce_throne_personal_desc + localization = admin_renounce_throne_personal_name + icon = "gfx/interface/icons/character_interactions/icon_liege.dds" + ai_chance = { + value = 0 + if = { + limit = { + has_trait = content + } + add = 100 + } + } + } + ### Make yourself available to compete for the throne + item = { + value = admin_desire_throne_personal + is_valid = { + has_character_modifier = ep3_admin_renounce_throne_personal + } + current_description = admin_desire_throne_personal_desc + localization = admin_desire_throne_personal_name + icon = "gfx/interface/icons/character_interactions/icon_liege.dds" + ai_chance = { + value = 0 + if = { + limit = { + has_character_modifier = ep3_admin_renounce_throne_personal + NOT = { has_trait = content } + } + add = 100 + } + } + } + ### Remove your house from competing for the throne + item = { + value = admin_renounce_throne_house + is_valid = { + house ?= { + custom_tooltip = { + text = HOF_INTERACTION_IS_HOUSE_HEAD + house_head ?= root + } + NOT = { has_house_modifier = ep3_admin_renounce_throne_house } + } + NOT = { top_liege.house ?= root.house } + } + current_description = admin_renounce_throne_house_desc + localization = admin_renounce_throne_house_name + icon = "gfx/interface/icons/character_interactions/icon_dynasty.dds" + ai_chance = { + value = 0 + } + } + ### Make your house available to compete for the throne + item = { + value = admin_desire_throne_house + is_valid = { + house ?= { + custom_tooltip = { + text = HOF_INTERACTION_IS_HOUSE_HEAD + house_head ?= root + } + has_house_modifier = ep3_admin_renounce_throne_house + } + } + current_description = admin_desire_throne_house_desc + localization = admin_desire_throne_house_name + icon = "gfx/interface/icons/character_interactions/icon_dynasty.dds" + ai_chance = { + value = 0 + if = { + limit = { + house ?= { has_house_modifier = ep3_admin_renounce_throne_house } + } + add = 100 + } + } + } + } + + effect = { + if = { + limit = { + scope:admin_renounce_throne_personal = yes + } + add_character_modifier = { + modifier = ep3_admin_renounce_throne_personal + } + } + else_if = { + limit = { + scope:admin_desire_throne_personal = yes + } + remove_character_modifier = ep3_admin_renounce_throne_personal + } + else_if = { + limit = { + scope:admin_renounce_throne_house = yes + } + house ?= { + add_house_modifier = ep3_admin_renounce_throne_house + } + } + else_if = { + limit = { + scope:admin_desire_throne_house = yes + } + house ?= { + remove_house_modifier = ep3_admin_renounce_throne_house + } + } + } + + ai_potential = { + OR = { + has_character_modifier = ep3_admin_renounce_throne_personal + house ?= { has_house_modifier = ep3_admin_renounce_throne_house } + has_trait = content + } + } + + ai_will_do = { + base = 20 + modifier = { + add = 80 + OR = { + has_character_modifier = ep3_admin_renounce_throne_personal + house ?= { has_house_modifier = ep3_admin_renounce_throne_house } + } + NOT = { has_trait = content } + } + } +} diff --git a/common/decisions/dlc_decisions/ep_3/06_ep3_hasan_story_cycle_decisions.txt b/common/decisions/dlc_decisions/ep_3/06_ep3_hasan_story_cycle_decisions.txt new file mode 100644 index 00000000..aead318f --- /dev/null +++ b/common/decisions/dlc_decisions/ep_3/06_ep3_hasan_story_cycle_decisions.txt @@ -0,0 +1,489 @@ + +############################################# +# 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 + } +} + + diff --git a/common/decisions/dlc_decisions/ep_3/06_ep3_separatist_uprising_decision.txt b/common/decisions/dlc_decisions/ep_3/06_ep3_separatist_uprising_decision.txt new file mode 100644 index 00000000..8765e395 --- /dev/null +++ b/common/decisions/dlc_decisions/ep_3/06_ep3_separatist_uprising_decision.txt @@ -0,0 +1,102 @@ +############################################# +# Lead a Separatist Uprising +############################################# + +### Champion the [ROOT.Char.GetCulture.GetNameNoTooltip] Culture ### +separatist_uprising_decision = { + picture = { reference = "gfx/interface/illustrations/decisions/decision_culture.dds" } + desc = separatist_uprising_decision_desc + decision_group_type = adventurer + selection_tooltip = separatist_uprising_decision_tooltip + + cooldown = { months = 1 } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 12 + kingdom = 0 + empire = 0 + hegemony = 0 + } + sort_order = 350 + + is_shown = { + has_ep3_dlc_trigger = yes + has_government = landless_adventurer_government + NOT = { has_trait = populist_leader } + NOT = { has_variable = separatist_uprising_decision_var } + } + + is_valid = { + custom_tooltip = { + text = separatist_uprising_culture_duchy_check_tt + exists = location.county + exists = location.duchy + exists = location.duchy.holder.liege + } + custom_tooltip = { + text = separatist_uprising_culture_county_tt + location.county.culture = root.culture + } + custom_tooltip = { + text = separatist_uprising_capital_county_tt + location.county != location.duchy.holder.top_liege.capital_county + } + NOT = { + location.duchy.holder.culture = root.culture + } + prestige_level >= 3 + } + + is_valid_showing_failures_only = { + NOR = { + is_available = no + has_trait = infirm + is_incapable = yes + top_liege != this + } + } + + cost = { + prestige = 2000 + gold = 500 + } + + effect = { + show_as_tooltip = { + add_pressed_claim = location.duchy + } + custom_tooltip = separatist_uprising_decision_war_tt + if = { + limit = { + OR = { + can_set_relation_potential_lover_trigger = { CHARACTER = location.duchy.holder.liege } + can_set_relation_lover_trigger = { CHARACTER = location.duchy.holder.liege } + } + } + custom_tooltip = separatist_uprising_decision_pacifist_option_friend_lover_tt + } + else = { + custom_tooltip = separatist_uprising_decision_pacifist_option_friend_tt + } + trigger_event = ep3_decisions_event.6001 + } + + ai_will_do = { + base = 50 + modifier = { # More likely to do it if they can actually win + add = 100 + root_military_strength_higher_than_recipient_value > recipient_strength_root_value + } + modifier = { # They should never take it if they don't have enough Prestige and a bit more + add = -200 + prestige <= 300 + gold <= 150 + } + modifier = { # Asen and Peter always try to do this + add = 1000 + primary_title = title:d_laamp_asen + } + } +} diff --git a/common/decisions/dlc_decisions/fp3_decisions.txt b/common/decisions/dlc_decisions/fp3_decisions.txt new file mode 100644 index 00000000..b962c64a --- /dev/null +++ b/common/decisions/dlc_decisions/fp3_decisions.txt @@ -0,0 +1,1181 @@ +################################### +# Defend Caliphate Ending +################################### +# +## Make it a Pious playthrough that encourage the Caliph to get support from the Muslim world +#### Struggle Persia Ending Assertion Decision ### +#struggle_persia_ending_assertion_decision = { +# decision_group_type = major +# title = struggle_persia_ending_assertion +# picture = { +# reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_supremacy.dds" +# } +# extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp3_decision_strength.dds" +# desc = struggle_persia_ending_assertion_decision_desc +# selection_tooltip = struggle_persia_ending_assertion_tooltip +# confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm" +# is_invisible = yes +# sort_order = 80 +# +# is_valid = { +# custom_tooltip = { +# text = struggle_persia_ending_tension_decision_correct_phase_tt +# any_character_struggle = { +# involvement = involved +# is_struggle_type = persian_struggle +# is_struggle_phase = struggle_persia_phase_stabilisation +# } +# } +# has_trait = fp3_struggle_supporter +# +# custom_tooltip = { +# text = struggle_persia_ending_decision_caliphate_exists_tt +# exists = title:e_arabia.holder +# title:d_sunni.holder ?= title:e_arabia.holder +# } +# +# # > 50% of involved rulers are supporters of the Caliph +# custom_tooltip = { +# text = struggle_persia_ending_assertion.l +# fp3_persia_supporter_rulers_count_value > fp3_persia_supporter_rulers_half_value +# } +# +# custom_tooltip = { +# text = struggle_persia_ending_assertion.2 +# struggle:persian_struggle = { +# NOT = { +# any_involved_ruler = { +# top_liege = this +# is_landed = yes +# highest_held_title_tier >= tier_duchy +# has_trait = fp3_struggle_detractor +# } +# } +# } +# } +# +# custom_tooltip = { +# text = struggle_persia_ending_assertion.3 +# struggle:persian_struggle = { +# NOT = { +# any_involved_ruler = { +# top_liege = this +# is_landed = yes +# highest_held_title_tier >= tier_duchy +# faith = { +# NOT = { +# has_doctrine = muhammad_succession_sunni_doctrine +# } +# } +# } +# } +# } +# } +# +# +# # They need to be super pious +# piety_level >= very_high_piety_level +# +# # Specific to the caliph themselves +# trigger_if = { +# limit = { fp3_struggle_is_the_caliph = yes } +# # They need to fully control the abbasids empire +# completely_controls = title:e_arabia +# } +# trigger_else = { +# custom_tooltip = { +# text = struggle_persia_strengthen_decision_right_hof_tt +# faith.religious_head = title:d_sunni.holder +# } +# custom_tooltip = { +# text = struggle_persia_strengthen_decision_alliance_tt +# any_ally = { +# this = title:e_arabia.holder +# } +# } +# } +# } +# +# is_valid_showing_failures_only = { +# is_available_adult = yes +# } +# +# effect = { +# if = { +# limit = { has_dlc_feature = legends } +# legend_seed_struggle_ending_effect = { +# ENDER = root +# STRUGGLE = persian_struggle +# } +# } +# if = { +# limit = { has_ach_dlc_trigger = yes } +# add_character_flag = ach_ended_struggle +# } +# show_as_tooltip = { +# fp3_ending_effects_assertion = yes +# } +# trigger_event = fp3_struggle.0071 +# +# if = { # If you can adopt admin government, show a tooltip to explain it - Actual effect is executed in the event +# limit = { +# has_dlc_feature = roads_to_power +# fp3_struggle_is_the_caliph = yes +# NOT = { government_has_flag = government_is_administrative } +# } +# custom_tooltip = adopt_admin_government_tt +# } +# +# title:d_sunni = { remove_variable = struggle_block_dissolution_faction } +# title:e_arabia = { remove_variable = struggle_block_dissolution_faction } +# +# # Silk Road bonus towards prosperity if and when Persia's turmoil comes to an end +# tgp_silk_road_iranian_intermezzo_ending_effect = yes +# } +# +# ai_check_interval_by_tier = { +# barony = 0 +# county = 0 +# duchy = 36 +# kingdom = 36 +# empire = 36 +# hegemony = 36 +# } +# ai_potential = { always = yes } +# ai_will_do = { base = 100 } +#} +# +# +#################################### +## Humiliate Caliphate Ending +#################################### +# +#### Struggle Persia Ending Foundation Decision ### +#struggle_persia_ending_foundation_decision = { +# decision_group_type = major +# title = struggle_persia_ending_foundation +# picture = { +# reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_sunder.dds" +# } +# extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp3_decision_temper.dds" +# desc = struggle_persia_ending_foundation_decision_desc +# selection_tooltip = struggle_persia_ending_foundation_tooltip +# confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm" +# is_invisible = yes +# sort_order = 80 +# +# is_valid_showing_failures_only = { +# is_available_adult = yes +# # Independent +# top_liege = this +# # Muslim +# custom_tooltip = { +# text = struggle_persia_ending_decision_caliphate_muslim_tt +# religion = religion:islam_religion +# } +# trigger_if = { +# limit = { exists = title:d_sunni.holder } +# NOT = { title:d_sunni.holder = root } +# } +# trigger_else = { +# custom_tooltip = { +# text = struggle_persia_strengthen_decision_right_hof_tt +# faith.religious_head = title:d_sunni.holder +# } +# } +# +# # HERE GOES THE SPECIFIC TRIGGERS FOR EACH OPTION - It goes here to make the buttons selectable (UI issue workaround) +# trigger_if = { # CHALLENGER +# limit = { scope:struggle_persia_ending_foundation_decision_option_shia = yes } +# # Only valid if faith permits HoF +# custom_tooltip = { +# text = struggle_persia_ending_foundation_decision_option_hof_tt +# NOT = { +# faith = { has_doctrine = doctrine_no_head } +# } +# } +# } +# } +# +# is_valid = { # We can skip some of the more elementary checks due to this being struggle-only +# # Involved & Unrest phase +# custom_tooltip = { +# text = struggle_persia_ending_anarchy_decision_correct_phase_tt +# any_character_struggle = { +# involvement = involved +# is_struggle_type = persian_struggle +# is_struggle_phase = struggle_persia_phase_unrest +# } +# } +# # Detractor +# has_trait = fp3_struggle_detractor +# trigger_if = { # CHALLENGER +# limit = { scope:struggle_persia_ending_foundation_decision_option_shia = yes } +# # Only valid if not Ashari +# custom_tooltip = { +# text = struggle_persia_ending_foundation_decision_option_succession_tt +# NOT = { +# faith = { has_doctrine = muhammad_succession_sunni_doctrine } +# } +# } +# } +# # King or above +# highest_held_title_tier >= tier_kingdom +# # Realm must be bigger than the Caliphate +# trigger_if = { +# limit = { +# exists = title:d_sunni.holder +# } +# custom_tooltip = { +# text = larger_realm_than_caliph +# sub_realm_size >= title:d_sunni.holder.realm_size +# } +# } +# # At least 2 king tier allies +# OR = { +# custom_tooltip = { +# text = struggle_persia_ending_foundation_decision_nb_ally_tt +# any_ally = { +# count >= 2 +# highest_held_title_tier >= tier_kingdom +# } +# } +# sub_realm_size >= 50 +# } +# +# # HERE GOES THE SPECIFIC TRIGGERS FOR EACH OPTION - It goes here to make the buttons selectable (UI issue workaround) +# trigger_if = { +# # CHALLENGER - if you change this, also change the `ai_chance = {}` of the specific widget option below! +# limit = { scope:struggle_persia_ending_foundation_decision_option_shia = yes } +# OR = { +# any_realm_province = { +# OR = { +# custom_tooltip = { +# text = holy_site_of_root_faith_tt +# barony = { +# is_holy_site_of = root.faith +# } +# } +# has_building_or_higher = the_friday_mosque_01 +# has_building_or_higher = house_of_wisdom_01 +# has_building_or_higher = holy_site_great_mosque_of_samarra_01 +# trigger_if = { +# limit = { +# root.faith = { +# has_doctrine = muhammad_succession_shia_doctrine +# } +# } +# has_building_or_higher = holy_site_imam_ali_mosque_01 +# } +# trigger_if = { +# limit = { +# root.faith = { +# has_doctrine = muhammad_succession_shia_doctrine +# } +# } +# has_building_or_higher = imam_reza_shrine_01 +# } +# } +# } +# } +# # Muhakkima +# trigger_if = { +# limit = { +# faith = { has_doctrine = muhammad_succession_muhakkima_doctrine } +# } +# fp3_valid_muhakkima_head = yes +# } +# # Shia/Zandaqa +# trigger_else = { fp3_valid_shia_head = yes } +# # HoF does not already exist, or isn't of your faith +# OR = { +# custom_tooltip = { +# text = hof_must_not_exist_tt +# NOT = { exists = faith.religious_head } +# } +# custom_tooltip = { +# text = hof_must_not_be_your_faith_tt +# faith.religious_head.faith != root.faith +# } +# faith.religious_head = root +# } +# } +# trigger_if = { # VASSALIZE - if you change this, also change the `ai_chance = {}` of the specific widget option below! +# limit = { scope:struggle_persia_ending_foundation_decision_option_vassalize = yes } +# # Sunni Caliph still holds Arabia +# custom_tooltip = { +# text = struggle_persia_ending_decision_caliphate_exists_tt +# exists = title:d_sunni.holder +# exists = title:e_arabia.holder +# title:d_sunni.holder = title:e_arabia.holder +# } +# # Piety +# prestige_level >= high_piety_level +# # Control historic capital of Caliph +# completely_controls = title:d_samarra +# custom_tooltip = { +# text = fp3_struggle_ending_vassalize_caliph_control_samarra_tt +# title:c_samarra = { +# title_held_years >= 5 +# holder = root +# } +# } +# OR = { +# custom_tooltip = { +# text = fp3_struggle_ending_vassalize_caliph_control_baghdad_tt +# title:c_baghdad.holder = root +# } +# title:d_sunni.holder = { is_imprisoned_by = root } +# has_strong_hook = title:d_sunni.holder +# } +# } +# } +# +# widget = { +# gui = "decision_view_widget_fp3_foundation_ending" +# controller = decision_option_list_controller +# decision_to_second_step_button = "struggle_persia_ending_foundation_button_text" +# show_from_start = yes +# +# item = { # SHIA CALIPHATE +# value = struggle_persia_ending_foundation_decision_option_shia +# +# current_description = struggle_persia_ending_foundation_decision_option_shia_desc +# localization = struggle_persia_ending_foundation_decision_option_shia +# icon = "gfx/interface/icons/faith/shia.dds" +# +# # ADD THE OPTION-SPECIFIC REQUIREMENTS FOR THE OPTION - This makes the AI actually be select the 'second' option if it is available +# # ALSO - This also fixes alerts for Players, since their default option will be the one with the highest score +# ai_chance = { +# value = ai_zeal +# +# if = { # CHALLENGER - if you change this, also change the `is_valid = {}` of the decision! +# limit = { +# OR = { +# any_realm_province = { +# OR = { +# custom_tooltip = { +# text = holy_site_of_root_faith_tt +# barony = { +# is_holy_site_of = root.faith +# } +# } +# has_building_or_higher = the_friday_mosque_01 +# has_building_or_higher = house_of_wisdom_01 +# has_building_or_higher = holy_site_great_mosque_of_samarra_01 +# trigger_if = { +# limit = { +# root.faith = { +# has_doctrine = muhammad_succession_shia_doctrine +# } +# } +# has_building_or_higher = holy_site_imam_ali_mosque_01 +# } +# trigger_if = { +# limit = { +# root.faith = { +# has_doctrine = muhammad_succession_shia_doctrine +# } +# } +# has_building_or_higher = imam_reza_shrine_01 +# } +# } +# } +# } +# # Muhakkima +# trigger_if = { +# limit = { +# faith = { has_doctrine = muhammad_succession_muhakkima_doctrine } +# } +# fp3_valid_muhakkima_head = yes +# } +# # Shia/Zandaqa +# trigger_else = { fp3_valid_shia_head = yes } +# # HoF does not already exist, or isn't of your faith +# OR = { +# custom_tooltip = { +# text = hof_must_not_exist_tt +# NOT = { exists = faith.religious_head } +# } +# custom_tooltip = { +# text = hof_must_not_be_your_faith_tt +# faith.religious_head.faith != root.faith +# } +# faith.religious_head = root +# } +# } +# add = 100 +# } +# } +# } +# +# item = { # VASSALIZE THE CALIPH +# value = struggle_persia_ending_foundation_decision_option_vassalize +# +# current_description = struggle_persia_ending_foundation_decision_option_vassalize_desc +# localization = struggle_persia_ending_foundation_decision_option_vassalize +# icon = "gfx/interface/icons/faith/sunni.dds" +# +# # ADD THE OPTION-SPECIFIC REQUIREMENTS FOR THE OPTION - This makes the AI actually be select the 'second' option if it is available +# # ALSO - This also fixes alerts for Players, since their default option will be the one with the highest score +# ai_chance = { +# value = ai_zeal +# +# if = { # VASSALIZE - if you change this, also change the `is_valid = {}` of the decision! +# limit = { +# # Sunni Caliph still holds Arabia +# custom_tooltip = { +# text = struggle_persia_ending_decision_caliphate_exists_tt +# exists = title:d_sunni.holder +# exists = title:e_arabia.holder +# title:d_sunni.holder = title:e_arabia.holder +# } +# # Piety +# prestige_level >= high_piety_level +# # Control historic capital of Caliph +# completely_controls = title:d_samarra +# custom_tooltip = { +# text = fp3_struggle_ending_vassalize_caliph_control_samarra_tt +# title:c_samarra = { +# title_held_years >= 5 +# holder = root +# } +# } +# OR = { +# custom_tooltip = { +# text = fp3_struggle_ending_vassalize_caliph_control_baghdad_tt +# title:c_baghdad.holder = root +# } +# title:d_sunni.holder = { is_imprisoned_by = root } +# has_strong_hook = title:d_sunni.holder +# } +# } +# add = 100 +# } +# } +# } +# } +# +# effect = { +# if = { +# limit = { has_dlc_feature = legends } +# legend_seed_struggle_ending_effect = { +# ENDER = root +# STRUGGLE = persian_struggle +# } +# } +# if = { +# limit = { has_ach_dlc_trigger = yes } +# add_character_flag = ach_ended_struggle +# } +# if = { # Shia Caliphate +# limit = { scope:struggle_persia_ending_foundation_decision_option_shia = yes } +# custom_tooltip = struggle_persia_ending_foundation_decision_option.t.shia +# +# trigger_event = fp3_struggle.0095 +# +# show_as_tooltip = { +# fp3_struggle_ending_shia_caliphate_effects = yes +# struggle:persian_struggle = { end_struggle = yes } +# } +# } +# else_if = { # Vassalize Caliphate +# limit = { scope:struggle_persia_ending_foundation_decision_option_vassalize = yes } +# custom_tooltip = struggle_persia_ending_foundation_decision_option.t.vassalize +# +# trigger_event = fp3_struggle.0100 +# +# show_as_tooltip = { +# fp3_struggle_ending_vassalize_caliph_effects = yes +# struggle:persian_struggle = { end_struggle = yes } +# } +# } +# else = { +# custom_tooltip = struggle_persia_ending_foundation_decision_option.t_selected_foundation.none # QoL addition +# assert_if = { # Just in case +# limit = { always = yes } +# text = "Persian Struggle ended with foundation ending but had an invalid or missing widget item value!" +# } +# } +# +# title:d_sunni = { remove_variable = struggle_block_dissolution_faction } +# title:e_arabia = { remove_variable = struggle_block_dissolution_faction } +# +# # Silk Road bonus towards prosperity if and when Persia's turmoil comes to an end +# tgp_silk_road_iranian_intermezzo_ending_effect = yes +# } +# +# # Kingdom+ only +# ai_check_interval_by_tier = { +# barony = 0 +# county = 0 +# duchy = 0 +# kingdom = 36 +# empire = 36 +# hegemony = 36 +# } +# ai_potential = { always = yes } +# ai_will_do = { base = 100 } +#} +# +#################################### +## Resurgent Persia Ending +#################################### +# +#### Struggle Persia Ending Rekindle Iran Decision ### +#struggle_persia_ending_rekindle_iran_decision = { +# decision_group_type = major +# title = struggle_persia_ending_rekindle_iran +# picture = { +# reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_foundation.dds" +# } +# extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp3_decision_foundation.dds" +# desc = struggle_persia_ending_rekindle_iran_decision_desc +# selection_tooltip = struggle_persia_ending_rekindle_iran_tooltip +# confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm" +# is_invisible = yes +# sort_order = 80 +# +# is_valid_showing_failures_only = { +# is_available_adult = yes +# # Independent +# top_liege = this +# } +# +# is_valid = { # We can skip some of the more elementary checks due to this being struggle-only +# # Involved +# custom_tooltip = { +# text = struggle_ending_decision_correct_involvement_tt +# any_character_struggle = { +# involvement = involved +# is_struggle_type = persian_struggle +# } +# } +# # Iranian +# custom_tooltip = { +# text = struggle_persia_ending_rekindle_iran_decision_heritage_tt +# culture = { has_cultural_pillar = heritage_iranian } +# } +# # At least a king +# highest_held_title_tier >= tier_kingdom +# # Famed +# prestige_level >= very_high_prestige_level +# # Control enough of Persia +# custom_tooltip = { +# text = struggle_persia_ending_rekindle_iran_decision_region_control_tt +# any_county_in_region = { +# region = world_persian_empire +# percent >= fp3_persia_owned_for_rekindle_persia_decimal_value +# holder.top_liege = root +# } +# } +# OR = { +# # Iranian allies +# custom_tooltip = { +# text = struggle_persia_ending_rekindle_iran_decision_nb_ally_tt +# any_ally = { +# count >= 2 +# top_liege = this +# primary_title = { is_mercenary_company = no } +# primary_title = { is_holy_order = no } +# highest_held_title_tier = tier_kingdom +# culture = { has_cultural_pillar = heritage_iranian } +# } +# } +# custom_tooltip = { +# text = struggle_persia_ending_rekindle_iran_decision_iranian_sub_realm_counties_tt +# any_sub_realm_county = { +# count >= 40 +# culture = { has_cultural_pillar = heritage_iranian } +# } +# } +# } +# # Iranian rulers +# custom_tooltip = { +# text = struggle_persia_ending_rekindle_iran_decision_iranian_rulers_tt +# fp3_persia_iranian_rulers_count_value >= fp3_persia_all_rulers_requirement_value +# } +# +# trigger_if = { +# limit = { scope:struggle_persia_ending_rekindle_iran_decision_option_secret_faith = yes } +# custom_tooltip = { +# text = struggle_persia_ending_rekindle_iran_decision_secret_tt +# any_secret = { type = secret_crypto_religionist } +# } +# } +# } +# +# widget = { +# gui = "decision_view_widget_fp3_foundation_ending" +# controller = decision_option_list_controller +# decision_to_second_step_button = "struggle_persia_ending_rekindle_iran_button_text" +# +# item = { # PUBLIC FAITH +# value = struggle_persia_ending_rekindle_iran_decision_option_public_faith +# +# current_description = struggle_persia_ending_rekindle_iran_decision_option_public_faith_desc +# localization = struggle_persia_ending_rekindle_iran_decision_option_public_faith +# icon = "gfx/interface/icons/character_interactions/religious.dds" +# ai_chance = { value = ai_zeal } +# } +# +# item = { # SECRET FAITH +# value = struggle_persia_ending_rekindle_iran_decision_option_secret_faith +# is_valid = { +# exists = secret_faith +# } +# current_description = struggle_persia_ending_rekindle_iran_decision_option_secret_faith_desc +# localization = struggle_persia_ending_rekindle_iran_decision_option_secret_faith +# icon = "gfx/interface/icons/character_interactions/icon_scheme_crypto_religion.dds" +# ai_chance = { value = ai_zeal } +# } +# } +# +# effect = { +# if = { +# limit = { has_dlc_feature = legends } +# legend_seed_struggle_ending_effect = { +# ENDER = root +# STRUGGLE = persian_struggle +# } +# } +# if = { +# limit = { has_ach_dlc_trigger = yes } +# add_character_flag = ach_ended_struggle +# } +# if = { +# limit = { scope:struggle_persia_ending_rekindle_iran_decision_option_secret_faith = yes } +# if = { +# limit = { exists = secret_faith } +# secret_faith = { save_scope_as = propagated_faith } +# } +# else = { +# faith = { save_scope_as = propagated_faith } +# } +# } +# else = { +# faith = { save_scope_as = propagated_faith } +# } +# trigger_event = fp3_struggle.0091 +# show_as_tooltip = { # Fake effects, custom-made to be readable (and also a summary of what happens across several events for OOP/UX reasons) +# struggle:persian_struggle = { end_struggle = yes } +# +# fp3_struggle_rekindle_iran_effects = yes +# } +# +# title:d_sunni = { remove_variable = struggle_block_dissolution_faction } +# title:e_arabia = { remove_variable = struggle_block_dissolution_faction } +# +# # Silk Road bonus towards prosperity if and when Persia's turmoil comes to an end +# tgp_silk_road_iranian_intermezzo_ending_effect = yes +# } +# +# # Kingdom+ only +# ai_check_interval_by_tier = { +# barony = 0 +# county = 0 +# duchy = 0 +# kingdom = 36 +# empire = 36 +# hegemony = 36 +# } +# ai_potential = { always = yes } +# ai_will_do = { base = 100 } +#} +# +################################### +# Favour Skilled Outsiders +# By Ewan Cowhig Croft +################################### + +# Bring in skilled characters that like you at the cost of offending your other vassals. +### Favor Skilled Outsiders ### +favour_skilled_outsiders_decision = { + desc = favour_skilled_outsiders_decision_desc + confirm_text = favour_skilled_outsiders_decision_confirm + selection_tooltip = favour_skilled_outsiders_decision_tooltip + picture = { + reference = "gfx/interface/illustrations/decisions/fp3_decision_tax_collector.dds" + } + sort_order = 90 + decision_group_type = courtier + + is_shown = { + has_fp3_dlc_trigger = yes + is_landed = yes + favour_skilled_outsiders_decision_valid_character_to_take_trigger = yes + } + + is_valid = { + any_sub_realm_county = { favour_skilled_outsiders_decision_valid_county_to_generate_trigger = yes } + favour_skilled_outsiders_decision_valid_character_to_take_trigger = yes + realm_size >= medium_realm_size + } + + is_valid_showing_failures_only = { + is_available_adult = yes + is_at_war = no + } + + widget = { + gui = "decision_view_widget_option_list_generic" + controller = decision_option_list_controller + decision_to_second_step_button = "favour_skilled_outsiders_decision.second_step" + + # Diplomacy-Martial: Eloquent Captains + item = { + value = outsider_diplomacy_martial + current_description = favour_skilled_outsiders_decision.tt.diplomacy_martial + localization = favour_skilled_outsiders_decision.tt.diplomacy_martial + icon = "gfx/interface/icons/message_feed/a_catch_all_councillor_icon.dds" + is_valid = { + custom_tooltip = { + text = COUNCILLOR_MISSING_CHANCELLOR + exists = cp:councillor_chancellor + } + trigger_if = { + limit = { exists = cp:councillor_chancellor } + cp:councillor_chancellor = { diplomacy < favour_skilled_outsiders_decision_skill_threshold_value } + # And an extra tooltip for narrative clarity. + custom_tooltip = { + text = favour_skilled_outsiders_decision.tt.skilled_councillor_keeps_clean_house + cp:councillor_chancellor = { diplomacy < favour_skilled_outsiders_decision_skill_threshold_value } + } + } + } + ai_chance = { + # The AI wants to recruit characters that compensate for their skills. + ## So we set a high base. + value = 100 + ## Then we subtract root's relevant skills. + subtract = diplomacy + subtract = martial + } + } + # Martial-Prowess: Career Soldiers + item = { + value = outsider_martial_prowess + current_description = favour_skilled_outsiders_decision.tt.martial_prowess + localization = favour_skilled_outsiders_decision.tt.martial_prowess + icon = "gfx/interface/icons/message_feed/mercenary.dds" + is_valid = { + custom_tooltip = { + text = COUNCILLOR_MISSING_MARSHAL + exists = cp:councillor_marshal + } + trigger_if = { + limit = { exists = cp:councillor_marshal } + cp:councillor_marshal = { martial < favour_skilled_outsiders_decision_skill_threshold_value } + # And an extra tooltip for narrative clarity. + custom_tooltip = { + text = favour_skilled_outsiders_decision.tt.skilled_councillor_keeps_clean_house + cp:councillor_marshal = { martial < favour_skilled_outsiders_decision_skill_threshold_value } + } + } + } + ai_chance = { + # The AI wants to recruit characters that compensate for their skills. + ## So we set a high base. + value = 100 + ## Then we subtract root's relevant skills. + subtract = martial + subtract = prowess + } + } + # Prowess-Learning: Fringe Nobility + item = { + value = outsider_prowess_learning + current_description = favour_skilled_outsiders_decision.tt.prowess_learning + localization = favour_skilled_outsiders_decision.tt.prowess_learning + icon = "gfx/interface/icons/message_feed/tier_down.dds" + # Always valid. + ai_chance = { + # The AI wants to recruit characters that compensate for their skills. + ## So we set a high base. + value = 100 + ## Then we subtract root's relevant skills. + subtract = prowess + subtract = learning + } + } + # Learning-Intrigue: Dedicated Functionaries + item = { + value = outsider_learning_intrigue + current_description = favour_skilled_outsiders_decision.tt.learning_intrigue + localization = favour_skilled_outsiders_decision.tt.learning_intrigue + icon = "gfx/interface/icons/message_feed/secret.dds" + is_valid = { + custom_tooltip = { + text = COUNCILLOR_MISSING_COURT_CHAPLAIN + exists = cp:councillor_court_chaplain + } + trigger_if = { + limit = { exists = cp:councillor_court_chaplain } + cp:councillor_court_chaplain = { learning < favour_skilled_outsiders_decision_skill_threshold_value } + # And an extra tooltip for narrative clarity. + custom_tooltip = { + text = favour_skilled_outsiders_decision.tt.skilled_councillor_keeps_clean_house + cp:councillor_court_chaplain = { learning < favour_skilled_outsiders_decision_skill_threshold_value } + } + } + } + ai_chance = { + # The AI wants to recruit characters that compensate for their skills. + ## So we set a high base. + value = 100 + ## Then we subtract root's relevant skills. + subtract = learning + subtract = intrigue + } + } + # Intrigue-Stewardship: Cunning Officials + item = { + value = outsider_intrigue_stewardship + current_description = favour_skilled_outsiders_decision.tt.intrigue_stewardship + localization = favour_skilled_outsiders_decision.tt.intrigue_stewardship + icon = "gfx/interface/icons/message_feed/spy_master.dds" + is_valid = { + custom_tooltip = { + text = COUNCILLOR_MISSING_SPYMASTER + exists = cp:councillor_spymaster + } + trigger_if = { + limit = { exists = cp:councillor_spymaster } + cp:councillor_spymaster = { intrigue < favour_skilled_outsiders_decision_skill_threshold_value } + # And an extra tooltip for narrative clarity. + custom_tooltip = { + text = favour_skilled_outsiders_decision.tt.skilled_councillor_keeps_clean_house + cp:councillor_spymaster = { intrigue < favour_skilled_outsiders_decision_skill_threshold_value } + } + } + } + ai_chance = { + # The AI wants to recruit characters that compensate for their skills. + ## So we set a high base. + value = 100 + ## Then we subtract root's relevant skills. + subtract = intrigue + subtract = stewardship + } + } + # Stewardship-Diplomacy: Skilled Administrators + item = { + value = outsider_stewardship_diplomacy + current_description = favour_skilled_outsiders_decision.tt.stewardship_diplomacy + localization = favour_skilled_outsiders_decision.tt.stewardship_diplomacy + icon = "gfx/interface/icons/message_feed/money.dds" + is_valid = { + custom_tooltip = { + text = COUNCILLOR_MISSING_STEWARD + exists = cp:councillor_steward + } + trigger_if = { + limit = { exists = cp:councillor_steward } + cp:councillor_steward = { stewardship < favour_skilled_outsiders_decision_skill_threshold_value } + # And an extra tooltip for narrative clarity. + custom_tooltip = { + text = favour_skilled_outsiders_decision.tt.skilled_councillor_keeps_clean_house + cp:councillor_steward = { stewardship < favour_skilled_outsiders_decision_skill_threshold_value } + } + } + } + ai_chance = { + # The AI wants to recruit characters that compensate for their skills. + ## So we set a high base. + value = 100 + ## Then we subtract root's relevant skills. + subtract = stewardship + subtract = diplomacy + } + } + } + + effect = { + # So here's what'll happen. + custom_tooltip = favour_skilled_outsiders_decision.tt.promote_minorities_from_within_realm + custom_tooltip = favour_skilled_outsiders_decision.tt.two_batches_to_choose_from + # And how people will react. + show_as_tooltip = { favour_skilled_outsiders_decision_apply_opinions_effect = yes } + # Save how much prestige we paid in case we back out. + save_scope_value_as = { + name = prestige_cost + value = favour_skilled_outsiders_decision_prestige_cost_value + } + # Now fire the actual event. + trigger_event = fp3_misc_decisions.0032 + } + + cooldown = { years = 25 } + + cost = { prestige = favour_skilled_outsiders_decision_prestige_cost_value } + + ai_check_interval = 0 + + ai_potential = { + # Check this stuff early, else we'll go through a bunch of county checks unnecessarily. + favour_skilled_outsiders_decision_valid_character_to_take_trigger = yes + # Plus simple validity checks. + is_adult = yes + is_at_war = no + } + + ai_will_do = { + # We don't want to use this too much - the AI is gonna have trouble utilising such characters correctly. + base = -50 + + # Missing councillors. + ## Chancellor + modifier = { + add = 50 + NOT = { exists = cp:councillor_chancellor } + } + ## Steward + modifier = { + add = 50 + NOT = { exists = cp:councillor_steward } + } + ## Marshal + modifier = { + add = 50 + NOT = { exists = cp:councillor_marshal } + } + ## Spymaster + modifier = { + add = 50 + NOT = { exists = cp:councillor_spymaster } + } + ## Court_chaplain + modifier = { + add = 50 + NOT = { exists = cp:councillor_court_chaplain } + } + modifier = { + add = 50 + has_any_kurultai_trigger = no + } + # Government. + ## Teensy upweight for clans, as the model for the decision. + modifier = { + add = 20 + government_has_flag = government_is_clan + } + # Traits. + ## Calm + modifier = { + add = 15 + has_trait = calm + } + ## Humble + modifier = { + add = 15 + has_trait = humble + } + ## Ambitious + modifier = { + add = 15 + has_trait = ambitious + } + } +} + +#################################### +## Sunder Caliphate Ending +#################################### +#### Destroy the Caliphate ### +#fp3_sunder_the_caliphate_decision = { +# decision_group_type = major +# title = fp3_sunder_the_caliphate_decision +# picture = { +# reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_strength.dds" +# } +# extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp3_decision_assertion.dds" # Does this need to be updated? +# desc = fp3_sunder_the_caliphate_decision_desc +# selection_tooltip = fp3_sunder_the_caliphate_decision_tooltip +# sort_order = 80 +# +# is_shown = { +# is_landless_adventurer = no +# exists = title:d_sunni.holder +# NOR = { +# this = title:d_sunni.holder +# house = title:d_sunni.holder.house +# } +# any_character_struggle = { +# involvement = involved +# is_struggle_type = persian_struggle +# } +# } +# +# is_valid = { +# highest_held_title_tier >= tier_kingdom +# custom_tooltip = { +# text = struggle_persia_ending_foundation_decision_option_succession_tt +# NOT = { +# faith = { has_doctrine = muhammad_succession_sunni_doctrine } +# } +# } +# custom_tooltip = { +# text = fp3_caliph_is_imprisoned_by_you +# any_prisoner = { +# any_held_title = { +# this = title:d_sunni +# } +# } +# } +# custom_tooltip = { +# text = fp3_caliph_faith_is_hostile_or_higher +# faith = { +# faith_hostility_level = { +# target = title:d_sunni.holder.faith +# value >= religious_cb_enabled_hostility_level +# } +# } +# } +# +# +# piety_level >= high_piety_level +# +# completely_controls = title:d_samarra +# } +# +# is_valid_showing_failures_only = { +# is_available_adult = yes +# } +# +# effect = { +# if = { +# limit = { has_dlc_feature = legends } +# legend_seed_struggle_ending_effect = { +# ENDER = root +# STRUGGLE = persian_struggle +# } +# +# } +# if = { +# limit = { has_ach_dlc_trigger = yes } +# add_character_flag = ach_ended_struggle +# } +# +# title:d_sunni.holder = { +# save_scope_as = the_caliph +# } +# show_as_tooltip = { +# fp3_sundered_caliphate_effects = yes +# } +# trigger_event = fp3_struggle.0191 +# +# title:d_sunni = { remove_variable = struggle_block_dissolution_faction } +# title:e_arabia = { remove_variable = struggle_block_dissolution_faction } +# } +# +# cost = { +# piety = massive_piety_value +# } +# +# ai_check_interval_by_tier = { +# barony = 0 +# county = 0 +# duchy = 0 +# kingdom = 120 +# empire = 120 +# hegemony = 120 +# } +# ai_potential = { always = yes } +# ai_will_do = { base = 100 } +#} +# +################################### +# Become a Clan Government +################################### +### Adopt Clan Ways through House ### +fp3_become_clan_government_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/fp3/friendly.dds" + } + desc = fp3_become_clan_government_decision_desc + selection_tooltip = fp3_become_clan_government_decision_tooltip + + ai_check_interval_by_tier = { + barony = 0 + county = 64 + duchy = 64 + kingdom = 64 + empire = 64 + hegemony = 64 + } + + cost = { prestige = major_prestige_value } + + is_shown = { + has_fp3_dlc_trigger = yes + # You are Feudal + government_has_flag = government_is_feudal + # Has a House and is not House Head + exists = house + house.house_head != root + # Religion is Islam (Clan) + religion = religion:islam_religion + # House head is Clan + house.house_head = { government_has_flag = government_is_clan } + } + + is_valid = { + # You are Feudal + custom_tooltip = { + text = government_is_feudal_tt + government_has_flag = government_is_feudal + } + # Religion is Islam (Clan) + religion = religion:islam_religion + # House head is Clan + custom_tooltip = { + text = fp3_become_clan_government_decision_house_head_tt + house.house_head = { government_has_flag = government_is_clan } + } + } + + effect = { + legend_seed_struggle_ending_effect = { + ENDER = root + STRUGGLE = persian_struggle + } + if = { + limit = { has_ach_dlc_trigger = yes } + add_character_flag = ach_ended_struggle + } + show_as_tooltip ={ + change_government = clan_government + # Increase unity, uses this effect since both chars are not clan when script is evaluated + house.house_head = { + apply_clan_unity_interaction_effect = { + CHARACTER = root + TARGET = root.house.house_head + DESC = clan_unity_adopt_clan.desc + VALUE = medium_unity_gain + VALUE_REVERSED = no + } + } + } + trigger_event = fp3_misc_decisions.0051 + } + + ai_will_do = { + base = -25 + # More likely if Clan preferred culture + modifier = { + add = 10 + culture = { + OR = { + has_cultural_pillar = heritage_arabic + has_cultural_pillar = heritage_iranian + has_cultural_pillar = heritage_turkic + } + } + } + # More likely if a fan of House Head + opinion_modifier = { + opinion_target = house.house_head + multiplier = 0.5 + } + } +} diff --git a/common/decisions/dlc_decisions/fp_1/00_fp1_major_decisions.txt b/common/decisions/dlc_decisions/fp_1/00_fp1_major_decisions.txt new file mode 100644 index 00000000..46853c05 --- /dev/null +++ b/common/decisions/dlc_decisions/fp_1/00_fp1_major_decisions.txt @@ -0,0 +1,627 @@ +################################################### +# +## Fury of the Northmen Major Decisions List +# +## Secure the High Kingdom of the North Sea - Bind England, Denmark, and Norway into one mighty de jure. +## Found the Capital of the Rus' - Semi-dynamic founding of Kiev. +## Elevate the Kingdom of the Isles - Make the Petty Kingdom of Mann & the Isles into the Perfectly Regular Kingdom of Mann & the Isles. +## Forge the Jomsvikings - Sponsor the creation of a conservative Asatru holy fighting force. +# +################################################### +# +############################################## +## Secure the High Kingdom of the North Sea # +## by Ewan Cowhig Croft # +############################################## +# +#### Secure the High Kingdom of the North Sea ### +#secure_high_kingdom_north_sea_decision = { +# picture = { +# reference = "gfx/interface/illustrations/decisions/fp1_decision_raise_runestone.dds" +# } +# decision_group_type = major +# +# ai_check_interval_by_tier = { +# barony = 0 +# county = 0 +# duchy = 0 +# kingdom = 120 +# empire = 0 +# hegemony = 0 +# } +# +# desc = secure_high_kingdom_north_sea_decision_desc +# selection_tooltip = secure_high_kingdom_north_sea_decision_tooltip +# +# is_shown = { +# is_independent_ruler = yes +# #DLC check. +# has_fp1_dlc_trigger = yes +# #Standard filter checks. +# is_playable_character = yes +# exists = dynasty +# OR = { +# government_has_flag = government_is_tribal +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# } +# #Must be within the North/West Germanic cultural sphere. +# OR = { +# culture = { has_cultural_pillar = heritage_north_germanic } +# culture = { has_cultural_pillar = heritage_west_germanic } +# } +# #Can't already be an empire. +# highest_held_title_tier = tier_kingdom +# #Not repeatable. +# NOT = { +# is_target_in_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:flag_secured_high_kingdom_north_sea +# } +# } +# # One of the original kingdoms is not titular +# OR = { +# title:k_england = { +# is_titular = no +# holder ?= root +# } +# title:k_denmark = { +# is_titular = no +# holder ?= root +# } +# title:k_norway = { +# is_titular = no +# holder ?= root +# } +# } +# OR = { # Must hold one of the related king titles, and have part of your realm in the other region +# AND = { +# has_title = title:k_england +# any_sub_realm_county = { +# title_province = { geographical_region = world_europe_north } +# } +# } +# AND = { +# OR = { +# has_title = title:k_norway +# has_title = title:k_denmark +# } +# any_sub_realm_county = { +# title_province = { geographical_region = world_europe_west_britannia } +# } +# } +# } +# } +# +# is_valid = { +# #Must be independent. +# is_independent_ruler = yes +# #Should have a decent prestige level. +# prestige_level >= high_prestige_level +# #Completely controls the core regions of their kingdoms. +# completely_controls_region = dlc_fp1_region_core_north_sea +# #Has ruled one of the kingdoms for a very long time. +# trigger_if = { +# limit = { +# title:k_norway = { is_titular = no } +# } +# has_title = title:k_norway +# } +# trigger_if = { +# limit = { +# title:k_england = { is_titular = no } +# } +# has_title = title:k_england +# } +# trigger_if = { +# limit = { +# title:k_denmark = { is_titular = no } +# } +# has_title = title:k_denmark +# } +# OR = { +# trigger_if = { +# limit = { +# title:k_norway = { is_titular = no } +# } +# title:k_norway = { +# save_temporary_scope_as = temp_scope +# custom_tooltip = { +# text = secure_high_kingdom_denmark_held_years +# title_held_years >= 10 +# } +# } +# } +# trigger_if = { +# limit = { +# title:k_england = { is_titular = no } +# } +# title:k_england = { +# save_temporary_scope_as = temp_scope +# custom_tooltip = { +# text = secure_high_kingdom_denmark_held_years +# title_held_years >= 10 +# } +# } +# } +# trigger_if = { +# limit = { +# title:k_denmark = { is_titular = no } +# } +# title:k_denmark = { +# save_temporary_scope_as = temp_scope +# custom_tooltip = { +# text = secure_high_kingdom_denmark_held_years +# title_held_years >= 10 +# } +# } +# } +# } +# #Just confirm that becoming an empire will prevent you from achieving this one. +# highest_held_title_tier < tier_empire +# # If the Danelaw is still in existence, this must be resolved first. +# trigger_if = { +# limit = { +# title:k_danelaw = { is_titular = no } +# } +# custom_description = { +# text = secure_high_kingdom_north_sea_decision_solve_danelaw +# always = no +# } +# } +# } +# +# is_valid_showing_failures_only = { +# is_alive = yes +# not = { exists = involved_activity } +# #Has to be around for the ceremony. +# is_imprisoned = no +# has_contagious_deadly_disease_trigger = no +# } +# +# effect = { +# save_scope_as = founder +# show_as_tooltip = { secure_high_kingdom_north_sea_scripted_effect = yes } +# gain_heroic_legend_seed_tooltip_effect = yes +# trigger_event = { id = fp1_major_decisions.0001 } +# #Notify other players. +# every_player = { +# limit = { +# capital_province = { +# OR = { +# geographical_region = world_europe_west +# geographical_region = world_europe_north +# } +# } +# #Obviously, we exempt scope:founder themselves. +# this != scope:founder +# } +# #Vassal players get a separate event. +# if = { +# limit = { +# any_liege_or_above = { this = scope:founder } +# } +# trigger_event = fp1_major_decisions.0002 +# } +# #Everyone else within range gets a less personal version. +# else = { trigger_event = fp1_major_decisions.0003 } +# } +# hidden_effect = { +# add_to_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:flag_secured_high_kingdom_north_sea +# } +# } +# } +# +# cost = { +# gold = { +# value = 0 +# if = { +# limit = { +# has_treasury = no +# } +# add = 200 +# } +# } +# treasury = { +# value = 0 +# if = { +# limit = { +# has_treasury = yes +# } +# add = 200 +# } +# } +# prestige = 1000 +# } +# +# ai_potential = { +# always = yes +# } +# +# ai_will_do = { +# base = 100 +# } +#} +# +############################################## +## Found the Capital of the Rus' # +## by Ewan Cowhig Croft # +############################################## +# +#### Found the Capital of the Rus' ### +#found_capital_of_the_rus_decision = { +# picture = { +# reference = "gfx/interface/illustrations/decisions/fp1_decision_raise_runestone.dds" +# } +# decision_group_type = major +# +# ai_check_interval_by_tier = { +# barony = 0 +# county = 0 +# duchy = 0 +# kingdom = 120 +# empire = 120 +# hegemony = 120 +# } +# +# desc = found_capital_of_the_rus_decision_desc +# selection_tooltip = found_capital_of_the_rus_decision_tooltip +# +# is_shown = { +# #DLC check. +# has_fp1_dlc_trigger = yes +# #Standard filter checks. +# is_playable_character = yes +# exists = dynasty +# #Must be within the North Germanic cultural sphere. +# OR = { +# culture = { has_cultural_pillar = heritage_north_germanic } +# has_culture = culture:norman +# has_character_modifier = embraced_local_traditions_modifier +# dynasty ?= { +# has_dynasty_modifier = settled_norse_dynasty_modifier +# } +# } +# #Must be in the current de jure title:e_russia: since this decision involves title:e_russia very intimately, we don't want a custom region. +# any_held_title = { +# title_tier = county +# empire = title:e_russia +# } +# #Aaaaaaand it's already happened in 1066, albeit with less gameplay benefits. +# NOT = { game_start_date >= 1066.09.15 } +# #Year is before 1100, just to keep this from getting weird if no one manages it early. +# current_date < 1100.1.1 +# #Not repeatable. +# NOT = { +# is_target_in_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:flag_founded_capital_of_rus +# } +# } +# } +# +# is_valid = { +# #Must be independent. +# top_liege = this +# #Has to be around to organise the construction. +# is_imprisoned = no +# #Must have a capital within title:e_russia, as we'll use this as a fallback. +# capital_county.empire = title:e_russia +# #Should have a decent prestige level. +# OR = { +# prestige_level >= very_high_prestige_level +# AND = { +# prestige_level >= high_prestige_level +# completely_controls = title:c_kiev +# } +# } +# #Repeat the time limit concern just so that the player knows it's a thing. +# custom_description = { +# text = found_capital_of_the_rus_decision_before_last_date +# current_date <= 1100.1.1 +# } +# } +# +# is_valid_showing_failures_only = { +# is_available_at_peace_adult = yes +# } +# +# effect = { +# save_scope_as = founder +# #Nab scope:founder's capital for the initial tooltip; this may be changed in the actual event. +# scope:founder.capital_county = { save_scope_as = new_rus_capital } +# show_as_tooltip = { found_capital_of_rus_scripted_effect = yes } +# trigger_event = { id = fp1_major_decisions.0011 } +# #Notifying other players is done in scope:founder's event, as scope:founder may change the circumstances of the decision with their option choice. +# hidden_effect = { +# add_to_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:flag_founded_capital_of_rus +# } +# } +# } +# +# cost = { +# gold = { +# value = 0 +# if = { +# limit = { +# has_treasury = no +# } +# add = 100 +# } +# } +# treasury = { +# value = 0 +# if = { +# limit = { +# has_treasury = yes +# } +# add = 100 +# } +# } +# prestige = 500 +# } +# +# ai_potential = { +# always = yes +# } +# +# ai_will_do = { +# base = 0 +# +# # Weight up for traits. +# modifier = { +# add = 25 +# has_trait = ambitious +# } +# modifier = { +# add = 25 +# has_trait = arrogant +# } +# modifier = { +# add = 25 +# has_trait = architect +# } +# modifier = { +# add = 25 +# has_trait = administrator +# } +# modifier = { +# add = 25 +# has_trait = viking +# } +# +# # Weight up for game year. +# modifier = { +# add = 25 +# current_year >= 920 +# } +# modifier = { +# add = 25 +# current_year >= 980 +# } +# } +#} +# +############################################## +## Elevate the Kingdom of the Isles # +## by Ewan Cowhig Croft # +############################################## +# +## This decision is intentionally fairly whimsical, and in no way intended to reflect historical reality or possibility, nor is it in any way affiliated with affiliated with the Isle of Mann Tourism Board. +#### Elevate the Kingdom of Mann & the Isles ### +#elevate_mann_and_the_isles_decision = { +# picture = { +# reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds" +# } +# decision_group_type = major +# +# ai_check_interval_by_tier = { +# barony = 0 +# county = 120 +# duchy = 120 +# kingdom = 0 +# empire = 0 +# hegemony = 0 +# } +# +# desc = elevate_mann_and_the_isles_decision_desc +# selection_tooltip = elevate_mann_and_the_isles_decision_tooltip +# +# is_shown = { +# #DLC check. +# has_fp1_dlc_trigger = yes +# #Standard filter checks. +# is_playable_character = yes +# exists = dynasty +# OR = { +# government_has_flag = government_is_tribal +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# } +# #Must be within the North Germanic cultural sphere. +# OR = { +# culture = { has_cultural_pillar = heritage_north_germanic } +# has_culture = culture:norman +# } +# #Must be in the vague region. +# any_held_title = { +# title_tier = county +# title_province = { geographical_region = world_europe_west_britannia } +# } +# #Can't already be a kingdom. +# highest_held_title_tier <= tier_duchy +# #Not repeatable. +# NOT = { +# is_target_in_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:flag_elevated_mann_and_the_isles +# } +# } +# } +# +# is_valid = { +# #Must be independent. +# top_liege = this +# #Has to be around for the ceremony. +# is_imprisoned = no +# #Should have the highest prestige level. +# prestige_level >= max_prestige_level +# #Completely controls Mann. +# has_title = title:c_isle_of_man +# has_title = title:d_the_isles +# #Can't already be a kingdom; show this here too so people aren't caught unawares. +# highest_held_title_tier <= tier_duchy +# #Must be in/adjacent to the Viking Age; show this here too so people aren't caught unawares. +# NOT = { +# culture = { has_cultural_era_or_later = culture_era_high_medieval } +# } +# #Must be a proven pirate. +# has_trait = viking +# } +# +# is_valid_showing_failures_only = { +# is_alive = yes +# not = { exists = involved_activity } +# is_imprisoned = no +# has_contagious_deadly_disease_trigger = no +# } +# +# effect = { +# gain_heroic_legend_seed_tooltip_effect = yes +# save_scope_as = founder +# # Trigger effects. +# show_as_tooltip = { elevate_mann_and_the_isles_scripted_effect = yes } +# trigger_event = { id = fp1_major_decisions.0021 } +# #Notify other players. +# every_player = { +# limit = { +# capital_province = { geographical_region = world_europe_west_britannia } +# #Obviously, we exempt scope:founder themselves. +# this != scope:founder +# } +# #Vassal players get a separate event. +# if = { +# limit = { +# any_liege_or_above = { this = scope:founder } +# } +# trigger_event = fp1_major_decisions.0022 +# } +# #Everyone else within range gets a less personal version. +# else = { trigger_event = fp1_major_decisions.0023 } +# } +# hidden_effect = { +# add_to_global_variable_list = { +# name = unavailable_unique_decisions +# target = flag:flag_elevated_mann_and_the_isles +# } +# } +# } +# +# cost = { +# prestige = 2000 +# } +# +# ai_potential = { +# always = yes +# } +# +# ai_will_do = { +# base = 100 +# } +#} +# +############################################## +## Forge the Jomsvikings # +## by Ewan Cowhig Croft # +############################################## +# +#### Forge the Jomsvikings ### +#forge_the_jomsvikings_decision = { +# picture = { +# reference = "gfx/interface/illustrations/decisions/fp1_decision_forge_jomsvikings.dds" +# } +# decision_group_type = major +# +# ai_check_interval_by_tier = { +# barony = 0 +# county = 0 +# duchy = 0 +# kingdom = 120 +# empire = 120 +# hegemony = 120 +# } +# +# desc = forge_the_jomsvikings_decision_desc +# selection_tooltip = forge_the_jomsvikings_decision_tooltip +# +# is_shown = { +# # DLC check. +# has_fp1_dlc_trigger = yes +# # Standard filter checks. +# is_playable_character = yes +# exists = dynasty +# OR = { +# government_has_flag = government_is_tribal +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# } +# # Must follow an unreformed Germanic faith. +# faith = { fp1_valid_norse_faith_for_jomsvikings_trigger = yes } +# # Jomsvikings cannot have existed already. +# fp1_jomsvikings_have_not_existed_trigger = yes +# } +# +# is_valid = { +# # Must be independent. +# top_liege = this +# # Should be decently famous in all fashions. +# prestige_level >= high_prestige_level +# piety_level >= medium_piety_level +# # Repeat faith requirements +# custom_tooltip = { +# faith = { fp1_valid_norse_faith_for_jomsvikings_trigger = yes } +# text = fp1_valid_norse_faith_for_jomsvikings_trigger_tt +# } +# # You hold land in a suitable region. +# ## Weird structure is to stop the decision window trying to parse duchies through the county filter, which it otherwise cannot be disuaded from doing. +# any_held_title = { +# trigger_if = { +# limit = { tier = tier_county } +# fp1_valid_county_for_jomsvikings_trigger = yes +# } +# trigger_else = { always = no } +# } +# } +# +# is_valid_showing_failures_only = { +# is_available_adult = yes +# } +# +# effect = { +# save_scope_as = founder +# # Show the results. +# show_as_tooltip = { forge_the_jomsvikings_decision_tooltip_effect = yes } +# # Send out events. +# trigger_event = { id = fp1_major_decisions.0031 } +# # Notification of other players is handled in the immediate block of scope:founder's event. +# # Flag to stop this repeating is filed in the scripted effect, since we might forge them via event instead. +# } +# +# cost = { +# piety = 500 +# prestige = 1000 +# } +# +# ai_potential = { +# always = yes +# } +# +# ai_will_do = { +# base = 100 +# } +#} +# \ No newline at end of file diff --git a/common/decisions/dlc_decisions/fp_1/00_fp1_other_decisions.txt b/common/decisions/dlc_decisions/fp_1/00_fp1_other_decisions.txt new file mode 100644 index 00000000..62c8d4a1 --- /dev/null +++ b/common/decisions/dlc_decisions/fp_1/00_fp1_other_decisions.txt @@ -0,0 +1,126 @@ +################################################## + +# Fury of the Northmen Other Decisions List + +# Raise Runestone [Expanded] - Raise a runestone to yourself, your actions, or your family. + +################################################## + + +############################################# +# Raise Runestone [Expanded] # +# by Ewan Cowhig Croft # +############################################# + +### Raise Stele Decision ### +raise_stele_decision = { + title = raise_stele_decision_name + picture = { + reference = "gfx/interface/illustrations/decisions/fp1_decision_raise_runestone.dds" + } + desc = raise_stele_decision_desc + selection_tooltip = raise_stele_decision_tooltip + decision_group_type = major + + cooldown = { years = 10 } + + sort_order = 80 + + is_shown = { + # DLC check. + has_fp1_dlc_trigger = yes + # Landed characters only: nobody likes a mercenary. + is_landed = yes + primary_title.tier > tier_barony + # Holds a suitable culture at a suitable period. + fp1_can_raise_stele_trigger = yes + } + + is_valid = { + # Has a valid reason. + OR = { + custom_description = { + text = raise_stele_decision_ancestor + # For family. + has_variable = ancestor_to_bury + } + custom_description = { + text = raise_stele_decision_victory + # Won a war that gained them territory. + has_variable = recent_conquest_victory + } + custom_description = { + text = raise_stele_decision_rank + # Marking going up a rank. + has_variable = recent_rank_increase + } + } + } + + is_valid_showing_failures_only = { + # Standard checks. + is_available_adult = yes + # Shouldn't be at war. + is_at_war = no + } + + cost = { + gold = { + value = 0 + if = { + limit = { + has_treasury = no + } + add = raise_stele_gold_cost + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + } + add = raise_stele_gold_cost + } + } + } + + effect = { + # Save the gold value for refund purposes. + set_variable = { + name = raise_stele_refund + value = raise_stele_gold_cost + } + # Generic effects. + show_as_tooltip = { fp1_apply_generic_stele_bonuses_effect = yes } + # Inform that they'll be a bit weaker outside of your own culture (& similar). + custom_tooltip = raise_stele_decision_tt.variable_strength + # Show type effects. + custom_tooltip = raise_stele_decision_tt.effects_list + # Show a warning about it being destroyed if someone outside of your dynasty takes over the county it's built in + custom_description_no_bullet = { + text = raise_runestone_decision_warning + } + # Moved ahead to selection. + trigger_event = fp1_other_decisions.0101 + } + + ai_check_interval_by_tier = { + barony = 0 + county = 120 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + ai_potential = { + # Only take it if you can afford it. + short_term_gold >= raise_stele_gold_cost + } + + ai_will_do = { + # We don't want too many runestones all over the place. + base = 50 + } +} diff --git a/common/decisions/dlc_decisions/fp_3/fp3_dynasty_decisions.txt b/common/decisions/dlc_decisions/fp_3/fp3_dynasty_decisions.txt new file mode 100644 index 00000000..489e5fda --- /dev/null +++ b/common/decisions/dlc_decisions/fp_3/fp3_dynasty_decisions.txt @@ -0,0 +1,601 @@ +################################# +# Embellish Capital # +# By Ola Jentzsch # +# Reworked by Chad Uhl # +################################# + +### Embellish Capital ### +fp3_embellish_capital_decision = { + title = fp3_embellish_capital_decision_name + picture = { + trigger = { + culture = { has_graphical_japanese_culture_group_trigger = yes } + } + reference = "gfx/interface/illustrations/event_scenes/tgp_japanese_city.dds" + } + picture = { + trigger = { + culture = { has_graphical_east_asia_culture_group_trigger = yes } + } + reference = "gfx/interface/illustrations/decisions/tgp_great_project.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/decision_golden_age.dds" + } + desc = fp3_embellish_capital_decision.desc + selection_tooltip = fp3_embellish_capital_decision_tooltip + cooldown = { years = 30 } + sort_order = 150 + + is_shown = { + dynasty ?= { + has_dynasty_perk = fp3_khvarenah_legacy_5 + } + exists = capital_county + } + + is_valid = { + OR = { + custom_tooltip = { + text = recently_conquered_land_tooltip + any_held_county = { + this != this.holder.top_liege.capital_county + recent_history = { + type = conquest + years = 10 + } + } + } + short_term_gold >= embellish_capital_gold_cost + } + } + + is_valid_showing_failures_only = { + is_available_at_peace_adult = yes + OR = { + # At least one of the decision options is available + employs_court_position = royal_architect_court_position + any_consort = { fp3_embellish_capital_decision_character_trigger = yes } + any_courtier = { fp3_embellish_capital_decision_character_trigger = yes } + cp:councillor_court_chaplain ?= { fp3_embellish_capital_decision_character_trigger = yes } + } + } + + cost = { + gold = { + value = 0 + if = { + limit = { + NOR = { + has_treasury = yes + any_held_county = { + NOT = { this = this.holder.top_liege.capital_county } + recent_history = { + type = conquest + years = 10 + } + } + } + } + add = embellish_capital_gold_cost + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + NOT = { + any_held_county = { + NOT = { this = this.holder.top_liege.capital_county } + recent_history = { + type = conquest + years = 10 + } + } + } + } + add = embellish_capital_gold_cost + } + } + } + + widget = { + gui = "decision_view_widget_option_list_generic" + controller = decision_option_list_controller + decision_to_second_step_button = "CHOOSE_ARCHITECT_DECISION_NEXT_STEP_BUTTON" + + ### Royal Architect + # Mausoleum + # Refurbish Residence + # Baths and Fountains + item = { + value = embellish_capital_royal_architect + is_valid = { + employs_court_position = royal_architect_court_position + trigger_if = { + limit = { employs_court_position = royal_architect_court_position } + court_position:royal_architect_court_position = { + fp3_embellish_capital_decision_character_trigger = yes + } + } + } + localization = embellish_capital_option_royal_architect + icon = "gfx/interface/icons/message_feed/building.dds" + ai_chance = { + value = 100 + } + } + + #### Courtier + # Hammam + # Temple + # Palace + item = { + value = embellish_capital_consort_courtier + is_valid = { + OR = { + any_consort = { + fp3_embellish_capital_decision_character_trigger = yes + NOR = { + trigger_if = { + limit = { + root = { employs_court_position = royal_architect_court_position } + } + has_court_position = royal_architect_court_position + } + is_councillor_of = root + } + } + any_courtier = { + fp3_embellish_capital_decision_character_trigger = yes + NOR = { + trigger_if = { + limit = { + root = { employs_court_position = royal_architect_court_position } + } + has_court_position = royal_architect_court_position + } + is_councillor_of = root + } + } + } + } + localization = embellish_capital_option_consort_courtier + icon = "gfx/interface/icons/message_feed/council.dds" + ai_chance = { + value = 90 + } + } + + #### Chaplain + # Temple + # Dakhma + # Madrasa + # Fresco + item = { + value = embellish_capital_chaplain + is_valid = { + cp:councillor_court_chaplain ?= { fp3_embellish_capital_decision_character_trigger = yes } + } + localization = embellish_capital_option_chaplain + icon = "gfx/interface/icons/message_feed/religious.dds" + ai_chance = { + value = 70 + if = { + limit = { + has_trait = zealous + } + add = 30 + } + } + } + + #### Me + # Monument to myself + item = { + value = embellish_capital_me + is_valid = { + is_available_adult = yes + } + localization = embellish_capital_option_me + icon = "gfx/interface/icons/character_interactions/icon_scheme_claim_throne.dds" + ai_chance = { + value = 60 + if = { + limit = { + has_trait = arrogant + } + add = 50 + } + } + } + } + + effect = { + custom_tooltip = fp3_embellish_capital_decision_effects.tt + hidden_effect = { + save_scope_as = root_scope # For custom tooltips within the event chain + capital_county = { save_scope_as = capital_county } + capital_province = { save_scope_as = capital_province } + if = { # Case: You don't have the gold but you do have the recently conquered county + limit = { + any_held_county = { + this != this.holder.top_liege.capital_county + recent_history = { + type = conquest + years = 10 + } + } + NOT = { + short_term_gold >= embellish_capital_gold_cost + } + } + random_held_county = { + limit = { + this != this.holder.top_liege.capital_county + recent_history = { + type = conquest + years = 10 + } + } + save_scope_as = target_county + } + # Fire the event based on the option selected + if = { # Royal Architect + limit = { scope:embellish_capital_royal_architect = yes } + random_court_position_holder = { + type = royal_architect_court_position + limit = { fp3_embellish_capital_decision_character_trigger = yes } + save_scope_as = chosen_architect + } + trigger_event = { + id = fp3_dynasty_decision.0004 + days = { 3 10 } + } + } + else_if = { # Consort or Courtier + limit = { scope:embellish_capital_consort_courtier = yes } + random_list = { + 1 = { + trigger = { + any_consort = { + count >= 1 + fp3_embellish_capital_decision_character_trigger = yes + NOR = { + has_court_position = royal_architect_court_position + is_councillor_of = root + } + } + } + random_consort = { + limit = { + fp3_embellish_capital_decision_character_trigger = yes + NOR = { + has_court_position = royal_architect_court_position + is_councillor_of = root + } + } + weight = { + base = 1 + compare_modifier = { + value = stewardship + multiplier = 0.25 + } + modifier = { + has_trait = lazy + add = -50 + } + + modifier = { + OR = { + has_trait = administrator + has_trait = architect + has_trait = scholar + has_trait = lifestyle_gardener + has_trait = overseer + } + add = 50 + } + } + save_scope_as = chosen_architect + } + } + 1 = { + trigger = { + any_courtier = { + count >= 1 + fp3_embellish_capital_decision_character_trigger = yes + NOR = { + has_court_position = royal_architect_court_position + is_councillor_of = root + } + } + } + random_courtier = { + limit = { + fp3_embellish_capital_decision_character_trigger = yes + NOR = { + has_court_position = royal_architect_court_position + is_councillor_of = root + } + } + weight = { + base = 1 + compare_modifier = { + value = stewardship + multiplier = 0.25 + } + modifier = { + has_trait = lazy + add = -50 + } + + modifier = { + OR = { + has_trait = administrator + has_trait = architect + has_trait = scholar + has_trait = lifestyle_gardener + has_trait = overseer + } + add = 50 + } + } + save_scope_as = chosen_architect + } + } + } + trigger_event = { + id = fp3_dynasty_decision.0005 + days = { 3 10 } + } + } + else_if = { # Court Chaplain + limit = { scope:embellish_capital_chaplain = yes } + cp:councillor_court_chaplain = { save_scope_as = chosen_architect } + trigger_event = { + id = fp3_dynasty_decision.0007 + days = { 3 10 } + } + } + else_if = { # Me + limit = { scope:embellish_capital_me = yes } + save_scope_as = chosen_architect + trigger_event = { + id = fp3_dynasty_decision.0008 + days = { 3 10 } + } + } + } + else_if = { # Case: you have the gold but not the recently conquered county + limit = { + short_term_gold >= embellish_capital_gold_cost + NOT = { + any_held_county = { + this != this.holder.top_liege.capital_county + recent_history = { + type = conquest + years = 10 + } + } + } + } + set_variable = { + name = embellish_capital_cost + value = embellish_capital_gold_cost + } + # Fire the event based on the option selected + if = { # Royal Architect + limit = { scope:embellish_capital_royal_architect = yes } + random_court_position_holder = { + type = royal_architect_court_position + limit = { fp3_embellish_capital_decision_character_trigger = yes } + save_scope_as = chosen_architect + } + trigger_event = { + id = fp3_dynasty_decision.0004 + days = { 3 10 } + } + } + else_if = { # Consort or Courtier + limit = { scope:embellish_capital_consort_courtier = yes } + random_list = { + 1 = { + trigger = { + any_consort = { + count >= 1 + fp3_embellish_capital_decision_character_trigger = yes + NOR = { + has_court_position = royal_architect_court_position + is_councillor_of = root + } + } + } + random_consort = { + limit = { + fp3_embellish_capital_decision_character_trigger = yes + NOR = { + has_court_position = royal_architect_court_position + is_councillor_of = root + } + } + weight = { + base = 1 + compare_modifier = { + value = stewardship + multiplier = 0.25 + } + modifier = { + has_trait = lazy + add = -50 + } + + modifier = { + OR = { + has_trait = administrator + has_trait = architect + has_trait = scholar + has_trait = lifestyle_gardener + has_trait = overseer + } + add = 50 + } + } + save_scope_as = chosen_architect + } + } + 1 = { + trigger = { + any_courtier = { + count >= 1 + fp3_embellish_capital_decision_character_trigger = yes + NOR = { + has_court_position = royal_architect_court_position + is_councillor_of = root + } + } + } + random_courtier = { + limit = { + fp3_embellish_capital_decision_character_trigger = yes + NOR = { + has_court_position = royal_architect_court_position + is_councillor_of = root + } + } + weight = { + base = 1 + compare_modifier = { + value = stewardship + multiplier = 0.25 + } + modifier = { + has_trait = lazy + add = -50 + } + + modifier = { + OR = { + has_trait = administrator + has_trait = architect + has_trait = scholar + has_trait = lifestyle_gardener + has_trait = overseer + } + add = 50 + } + } + save_scope_as = chosen_architect + } + } + } + trigger_event = { + id = fp3_dynasty_decision.0005 + days = { 3 10 } + } + } + else_if = { # Court Chaplain + limit = { scope:embellish_capital_chaplain = yes } + cp:councillor_court_chaplain = { save_scope_as = chosen_architect } + trigger_event = { + id = fp3_dynasty_decision.0007 + days = { 3 10 } + } + } + else_if = { # Me + limit = { scope:embellish_capital_me = yes } + save_scope_as = chosen_architect + trigger_event = { + id = fp3_dynasty_decision.0008 + days = { 3 10 } + } + } + scope:chosen_architect = { + add_opinion = { + target = root + modifier = trusted_me_opinion + opinion = 10 + } + } + } + else = { # Case: You have both the gold and the recently conquered county, so we let you choose how to pay + # Save the gold value for refund purposes. Deleted later if you choose to pay by pillaging the recently conquered county + set_variable = { + name = embellish_capital_cost + value = embellish_capital_gold_cost + } + # Save architect scope and give opinion + if = { # Royal Architect + limit = { scope:embellish_capital_royal_architect = yes } + random_court_position_holder = { + type = royal_architect_court_position + limit = { fp3_embellish_capital_decision_character_trigger = yes } + save_scope_as = chosen_architect + } + } + else_if = { # Consort or Courtier + limit = { scope:embellish_capital_consort_courtier = yes } + random_list = { + 1 = { + trigger = { + any_consort = { + count >= 1 + fp3_embellish_capital_decision_character_trigger = yes + } + } + random_consort = { + limit = { fp3_embellish_capital_decision_character_trigger = yes } + save_scope_as = chosen_architect + } + } + 1 = { + trigger = { + any_courtier = { + count >= 1 + fp3_embellish_capital_decision_character_trigger = yes + } + } + random_courtier = { + limit = { fp3_embellish_capital_decision_character_trigger = yes } + save_scope_as = chosen_architect + } + } + } + } + else_if = { # Court Chaplain + limit = { scope:embellish_capital_chaplain = yes } + cp:councillor_court_chaplain = { save_scope_as = chosen_architect } + } + else_if = { # Me + limit = { scope:embellish_capital_me = yes } + save_scope_as = chosen_architect + } + random_held_county = { + limit = { + this != this.holder.top_liege.capital_county + recent_history = { + type = conquest + years = 10 + } + } + save_scope_as = target_county + } + trigger_event = fp3_dynasty_decision.0003 + } + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + ai_potential = {} + + ai_will_do = { base = 100 } +} diff --git a/common/decisions/dlc_decisions/fp_3/fp3_islamic_decisions.txt b/common/decisions/dlc_decisions/fp_3/fp3_islamic_decisions.txt new file mode 100644 index 00000000..1e4feccf --- /dev/null +++ b/common/decisions/dlc_decisions/fp_3/fp3_islamic_decisions.txt @@ -0,0 +1,514 @@ +### Avenge the Battle of Nahrawan ### +avenge_the_battle_of_nahrawan_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_supremacy.dds" + } + decision_group_type = major + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 120 + empire = 120 + hegemony = 120 + } + sort_order = 30 + + title = { + first_valid = { + triggered_desc = { + trigger = { + faith = { + OR = { + has_doctrine = tenet_fp3_fedayeen + has_doctrine = tenet_warmonger + has_doctrine_parameter = pluralism_fundamentalist_proselytization_bonus + } + } + } + desc = destroy_the_apostates_decision_name + } + desc = avenge_the_battle_of_nahrawan_decision_name + } + } + + desc = avenge_the_battle_of_nahrawan_decision_desc + + selection_tooltip = avenge_the_battle_of_nahrawan_decision_tooltip + + is_shown = { + has_fp3_dlc_trigger = yes + faith = { has_doctrine = muhammad_succession_muhakkima_doctrine } + capital_province ?= { + OR = { + geographical_region = world_persian_empire + geographical_region = world_middle_east + } + } + NOT = { + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:avenge_the_battle_of_nahrawan_decision + } + } + } + + is_valid = { + completely_controls_region = world_mesopotamia + custom_description = { + text = "restore_high_priesthood_holy_sites" + faith = { + any_holy_site = { + OR = { + county.holder = root + county.holder.top_liege = { this = root } + } + count >= 3 + } + } + } + custom_description = { + text = avenge_the_battle_of_nahrawan_sunni_caliphate_irrelevant + NOT = { exists = title:d_sunni.holder } + } + custom_description = { + text = avenge_the_battle_of_nahrawan_shia_caliphate_irrelevant + NOT = { exists = title:d_shiite.holder } + } + } + + is_valid_showing_failures_only = { + is_alive = yes + not = { exists = involved_activity } + is_imprisoned = no + } + + + effect = { + save_scope_as = avenger + + #Sunni penalty scope save + title:e_arabia = { + random_de_jure_county_holder = { #If there's a big Sunni presence in Arabia + limit = { + faith = { has_doctrine = muhammad_succession_sunni_doctrine } + highest_held_title_tier = tier_empire + } + alternative_limit = { + faith = { has_doctrine = muhammad_succession_sunni_doctrine } + highest_held_title_tier = tier_kingdom + } + alternative_limit = { + faith = { has_doctrine = muhammad_succession_sunni_doctrine } + highest_held_title_tier = tier_duchy + } + faith = { + save_scope_as = sunni_faith + } + } + } + + title:e_persia = { + random_de_jure_county_holder = { #If there's a big Sunni presence in Persia + limit = { + faith = { has_doctrine = muhammad_succession_sunni_doctrine } + highest_held_title_tier = tier_empire + } + alternative_limit = { + faith = { has_doctrine = muhammad_succession_sunni_doctrine } + highest_held_title_tier = tier_kingdom + } + alternative_limit = { + faith = { has_doctrine = muhammad_succession_sunni_doctrine } + highest_held_title_tier = tier_duchy + } + faith = { + save_scope_as = sunni_faith + } + } + } + + #Shia penalty scope save + title:e_arabia = { + random_de_jure_county_holder = { #If there's a big Shia presence in Arabia + limit = { + faith = { has_doctrine = muhammad_succession_shia_doctrine } + highest_held_title_tier = tier_empire + } + alternative_limit = { + faith = { has_doctrine = muhammad_succession_shia_doctrine } + highest_held_title_tier = tier_kingdom + } + alternative_limit = { + faith = { has_doctrine = muhammad_succession_shia_doctrine } + highest_held_title_tier = tier_duchy + } + faith = { + save_scope_as = shia_faith + } + } + } + + #Shia penalty scope save + title:e_persia = { + random_de_jure_county_holder = { #If there's a big Shia presence in Persia + limit = { + faith = { has_doctrine = muhammad_succession_shia_doctrine } + highest_held_title_tier = tier_empire + } + alternative_limit = { + faith = { has_doctrine = muhammad_succession_shia_doctrine } + highest_held_title_tier = tier_kingdom + } + alternative_limit = { + faith = { has_doctrine = muhammad_succession_shia_doctrine } + highest_held_title_tier = tier_duchy + } + faith = { + save_scope_as = shia_faith + } + } + } + + show_as_tooltip = { avenge_the_battle_of_nahrawan_scripted_effect = yes } #Actually applied in fp3_decision.0011 - Prestige, religion bonuses + + #Events + trigger_event = fp3_decision.0011 + every_player = { + limit = { + this != scope:avenger + is_within_diplo_range = { CHARACTER = scope:avenger } + } + trigger_event = fp3_decision.0012 + } + + #Can only be done once + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:avenge_the_battle_of_nahrawan_decision + } + } + + ai_will_do = { + base = 100 + } +} + + +### Promote Persian Scriptures ### +fp3_promote_persian_scripture_decision = { + title = fp3_promote_persian_scripture_decision_name + picture = { + reference = "gfx/interface/illustrations/decisions/fp3/friendly.dds" + } + desc = fp3_promote_persian_scripture_decision_desc + decision_group_type = major + selection_tooltip = fp3_promote_persian_scripture_decision_tooltip + sort_order = -10 + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + is_shown = { + has_religion = religion:islam_religion + has_fp3_dlc_trigger = yes + is_landed = yes # Don't bother laamps with this + NOT = { + culture = { has_cultural_pillar = heritage_arabic } + } + capital_province ?= { geographical_region = world_persian_empire } + + NOT = { + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:promote_persian_scripture_decision + } + } + } + + is_valid = { + top_liege = this + highest_held_title_tier >= tier_kingdom + piety_level >= high_piety_level + OR = { + knows_language_of_culture = culture:persian + knows_language_of_culture = culture:khwarezmian + } + culture = { + cultural_acceptance = { target = culture:persian value >= 70 } + } + trigger_if = { + limit = { + AND = { + exists = faith.religious_head + root.faith.religious_head.culture = { has_cultural_pillar = heritage_arabic } + } + } + NOT = { + root.faith.religious_head = { has_strong_hook = root } + } + } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + not = { exists = involved_activity } + has_contagious_deadly_disease_trigger = no + custom_description = { + text = "pledged_to_not_promote_persian_desc" + NOT = { has_variable = pledged_to_not_promote_persian } + } + } + + cost = { + gold = { + value = 0 + if = { + limit = { + has_treasury = no + } + add = 500 + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + } + add = 500 + } + } + piety = promote_persian_scripture_piety_cost + } + + effect = { + + save_scope_as = persian_fanboy + + #Can only be done once + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:promote_persian_scripture_decision + } + + # Save the piety value for refund purposes. + set_variable = { + name = promote_persian_scripture_piety_refund + value = promote_persian_scripture_piety_cost + } + + show_as_tooltip = { promote_persian_scripture_scripted_effect = yes } #Actually applied in fp3_decision.0013. + + if = { + limit = { + exists = root.faith.religious_head + root.faith.religious_head = { + is_ai = yes + NOR = { + has_trait = craven + has_trait = shy + has_relation_lover = root + has_relation_soulmate = root + is_vassal_of = root + } + } + } + trigger_event = fp3_decision.0013 + } + else = { trigger_event = fp3_decision.0014 } + } + + ai_will_do = { #not likely, unless the AI is pluralist or very ambitious + base = 0 + + modifier = { + add = 25 + has_trait = ambitious + } + modifier = { + add = 25 + has_trait = diligent + } + modifier = { + add = 25 + root.faith = { has_doctrine = doctrine_pluralism_pluralistic } + } + modifier = { + add = 30 + exists = root.faith.religious_head + this != root.faith.religious_head + root.faith.religious_head = { num_sinful_traits >= 1 } + } + modifier = { #AI doesn't do it if their Head of Faith is a player, since that'd require additional events + add = -100 + exists = root.faith.religious_head + root.faith.religious_head = { is_ai = no } + } + } +} + +### Declare Stance in the Iranian Intermezzo ### +fp3_name_read_in_friday_prayer_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/fp3/antagonistic.dds" + } + selection_tooltip = fp3_name_read_in_friday_prayer_decision_tooltip + decision_group_type = major + sort_order = -20 + decision_group_type = struggle + # We check this via the struggle itself. + ai_check_interval = 0 + + title = { + first_valid = { + # Supporter turns Detractor. + triggered_desc = { + trigger = { has_trait = fp3_struggle_supporter } + desc = fp3_name_read_in_friday_prayer_decision.supporter_turns_detractor.t + } + # Detractor turns Supporter. + triggered_desc = { + trigger = { has_trait = fp3_struggle_detractor } + desc = fp3_name_read_in_friday_prayer_decision.detractor.turns_supporter.t + } + # Neither trait. + desc = fp3_name_read_in_friday_prayer_decision.neutral.t + } + } + + desc = { + first_valid = { + # Supporter turns Detractor. + triggered_desc = { + trigger = { has_trait = fp3_struggle_supporter } + desc = fp3_name_read_in_friday_prayer_decision.supporter_turns_detractor.desc + } + # Detractor turns Supporter. + triggered_desc = { + trigger = { has_trait = fp3_struggle_detractor } + desc = fp3_name_read_in_friday_prayer_decision.detractor.turns_supporter.desc + } + # Neither trait. + desc = fp3_name_read_in_friday_prayer_decision.neutral.desc + } + } + + is_shown = { + has_fp3_dlc_trigger = yes + any_character_struggle = { this = struggle:persian_struggle } + has_religion = religion:islam_religion + } + + is_valid = { + custom_tooltip = { + text = fp3_name_read_in_friday_prayer_decision.tt.orthodox_sunnis_only + faith.religious_head ?= title:d_sunni.holder + } + OR = { + fp3_name_read_in_friday_prayer_decision_liege_requirements_trigger = yes + trigger_if = { + # If you meet the requirements, there'll be no warning copy as it just doesn't apply to you. + limit = { fp3_name_read_in_friday_prayer_decision_liege_requirements_trigger = no } + custom_tooltip = { + text = fp3_name_read_in_friday_prayer_decision.tt.fallback_validity + always = yes + } + } + } + is_at_war = no + # Supporters can't switch away to detraction if they're allied to the caliph. + trigger_if = { + limit = { + has_trait = fp3_struggle_supporter + exists = title:d_sunni.holder + } + NOT = { is_allied_to = title:d_sunni.holder } + } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + custom_tooltip = { + text = fp3_name_read_in_friday_prayer_decision.tt.orthodox_sunnis_only + has_religion = religion:islam_religion + faith.religious_head ?= title:d_sunni.holder + } + custom_tooltip = { + text = fp3_name_read_in_friday_prayer_decision.tt.sunni_caliph_must_exist + exists = title:d_sunni.holder + } + custom_tooltip = { + text = fp3_name_read_in_friday_prayer_decision.tt.sunni_caliph_cannot_change_prayer_order + NOT = { has_title = title:d_sunni } + } + # If you've already got the modifier, then you can't flipflop unless the caliph changes. + trigger_if = { + limit = { + has_variable = last_explicit_friday_prayer_caliph + title:d_sunni.holder ?= var:last_explicit_friday_prayer_caliph + OR = { + has_character_modifier = fp3_name_read_in_friday_prayer_modifier + has_character_modifier = fp3_displayed_pious_submission_to_caliph_modifier + } + } + custom_tooltip = { + text = fp3_name_read_in_friday_prayer_decision.tt.require_new_caliph_or_modifier_lapse + always = no + } + } + # If you rejected the caliph's demands previously, then you can't flipflop unless the caliph changes. + custom_tooltip = { + text = fp3_name_read_in_friday_prayer_decision.tt.require_new_caliph_or_flag_lapse + OR = { + NOT = { has_variable = last_explicit_defied_caliph } + NOT = { title:d_sunni.holder ?= var:last_explicit_defied_caliph } + } + } + # If you killed the caliph at any point, you can't switch at all. + trigger_if = { + limit = { + has_trait = fp3_struggle_detractor + exists = title:d_sunni.holder + exists = title:d_sunni.holder.dynasty + NOT = { dynasty ?= title:d_sunni.holder.dynasty } + } + custom_tooltip = { + text = fp3_name_read_in_friday_prayer_decision.tt.caliph_murderers_cant_become_supporters + NOT = { + any_killed_character = { + save_temporary_scope_as = char_temp + title:d_sunni = { + any_past_holder = { this = scope:char_temp } + } + } + } + } + } + } + + cost = { + piety = { + # Base value. + value = 250 + # Not meeting the liege trigger reqs gives you an extra surcharge. + if = { + limit = { fp3_name_read_in_friday_prayer_decision_liege_requirements_trigger = no } + add = 350 + } + } + } + + effect = { + show_as_tooltip = { read_name_in_friday_prayer_scripted_effect = yes } + trigger_event = fp3_decision.0015 + } + + + # No AI checks here as we handle them taking the decision as part of general struggle stuff. +} diff --git a/common/decisions/dlc_decisions/fp_3/fp3_minor_decisions.txt b/common/decisions/dlc_decisions/fp_3/fp3_minor_decisions.txt new file mode 100644 index 00000000..8aab6b30 --- /dev/null +++ b/common/decisions/dlc_decisions/fp_3/fp3_minor_decisions.txt @@ -0,0 +1,54 @@ +### Play with the Monkey ### +fp3_play_with_buzina_decision = { #by Ola Jentzsch + picture = { + reference = "gfx/interface/illustrations/decisions/decision_misc.dds" + } + desc = fp3_play_with_buzina_decision_desc + selection_tooltip = fp3_play_with_buzina_decision_tooltip + + ai_check_interval = 0 + + cooldown = { days = 1825 } + + is_shown = { + has_character_modifier = fp3_sickly_monkey_modifier + } + + is_valid_showing_failures_only = { is_available = yes } + + effect = { + + random_list = { + 80 = { + desc = you_have_fun.flavor + send_interface_toast = { + type = event_toast_effect_good + title = play_with_monkey.success + left_icon = root + add_stress = medium_stress_loss + } + } + 20 = { + desc = you_get_scratched.flavor + send_interface_toast = { + type = event_toast_effect_bad + title = play_with_monkey.failure + left_icon = root + increase_wounds_effect = { REASON = botched_head_binding } + } + } + } + } + + ai_potential = { always = yes } + + ai_will_do = { + base = 0 + + modifier = { + add = 100 + stress > 10 + } + } +} + diff --git a/common/decisions/dlc_decisions/fp_3/fp3_scholarship_decisions.txt b/common/decisions/dlc_decisions/fp_3/fp3_scholarship_decisions.txt new file mode 100644 index 00000000..19a6c2ca --- /dev/null +++ b/common/decisions/dlc_decisions/fp_3/fp3_scholarship_decisions.txt @@ -0,0 +1,315 @@ +### Sponsor Persian Scholars ### +fp3_sponsor_persian_scholars_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_golden_age.dds" + } + desc = fp3_sponsor_persian_scholars_decision_desc + selection_tooltip = fp3_sponsor_persian_scholars_decision_tooltip + sort_order = 175 + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + is_shown = { + culture = { has_cultural_pillar = heritage_iranian } + has_fp3_dlc_trigger = yes + can_employ_court_position_type = court_scholar_court_position + } + + is_valid_showing_failures_only = { + is_available_healthy_adult = yes + } + + cost = { prestige = { value = medium_prestige_value } } + + cooldown = { years = 5 } + + effect = { + set_variable = { + name = number_of_invite_scholars_countdown + value = 3 + days = 1000 + } + custom_tooltip = fp3_sponsor_persian_scholars_decision.tt + trigger_event = { + id = fp3_scholarship.0001 + days = { 20 40 } + } + } + + ai_potential = { + can_employ_court_position_type = court_scholar_court_position + } + + ai_will_do = { + base = 0 + # Won't do if employs a decent court scholar already + modifier = { + factor = 0 + employs_court_position = court_scholar_court_position + any_court_position_holder = { + type = court_scholar_court_position + aptitude:court_scholar_court_position > 1 + } + } + modifier = { + add = 50 + culture = { + culture_head ?= root + } + } + modifier = { + factor = 2 + has_trait = education_learning + } + } +} + +### Sponsor Research Project ### +fp3_sponsor_research_project_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_golden_age.dds" + } + desc = fp3_sponsor_research_project_decision_desc + selection_tooltip = fp3_sponsor_research_project_decision_tooltip + sort_order = 1000 + + is_shown = { + OR = { + can_employ_court_position_type = court_scholar_court_position + employs_court_position = court_scholar_court_position + } + } + is_valid = { + employs_court_position = court_scholar_court_position + custom_tooltip = { + text = fp3_sponsor_research_project_decision.trigger.learning + any_court_position_holder = { + type = court_scholar_court_position + aptitude = { + court_position = court_scholar_court_position + value >= 3 + } + } + } + } + + is_valid_showing_failures_only = { + trigger_if = { + limit = { + employs_court_position = court_scholar_court_position + } + custom_tooltip = { + text = fp3_sponsor_research_project_decision.trigger.is_available_healthy_adult + any_court_position_holder = { + type = court_scholar_court_position + is_available_healthy_adult = yes + } + } + } + trigger_if = { + limit = { + employs_court_position = court_scholar_court_position + } + custom_tooltip = { + text = fp3_sponsor_research_project_decision.trigger.busy_inspiration + any_court_position_holder = { + type = court_scholar_court_position + NOT = { exists = inspiration } + } + } + } + } + + widget = { + gui = "decision_view_widget_generic_multichoice_with_effects" + controller = decision_option_list_controller + decision_to_second_step_button = "CHOOSE_RESEARCH_PATH" + show_from_start = yes + + ### Military + item = { + value = sponsor_military_research + current_description = sponsor_military_research_desc + localization = sponsor_military_research_name + icon = "gfx/interface/icons/icon_prowess.dds" + ai_chance = { + value = 1 + if = { + limit = { + is_at_war = yes + } + add = 10 + } + if = { + limit = { + martial > learning + } + add = 10 + } + } + } + ### Research + item = { + value = sponsor_civil_research + current_description = sponsor_civil_research_desc + localization = sponsor_civil_research_name + icon = "gfx/interface/icons/icon_domain.dds" + ai_chance = { + value = 1 + if = { + limit = { + is_at_war = no + } + add = 5 + } + if = { + limit = { + stewardship > martial + } + add = 5 + } + if = { + limit = { + learning > martial + } + add = 5 + } + } + } + } + + cooldown = { years = 5 } + + cost = { + gold = { + value = 0 + if = { + limit = { + has_treasury = no + } + add = major_gold_value + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + } + add = major_gold_value + } + } + prestige = medium_prestige_value + } + + effect = { + hidden_effect = { + court_position:court_scholar_court_position ?= { + set_variable = { + name = research_success_chance + value = { + value = aptitude:court_scholar_court_position + min = 1 + } + years = 20 # Just in case + } + create_inspiration = research_inspiration + if = { + limit = { exists = inspiration } + inspiration = { + save_temporary_scope_as = research_project + } + root = { sponsor_inspiration = scope:research_project } + } + } + trigger_event = { + id = fp3_scholarship.8000 + } + } + if = { + limit = { + scope:sponsor_military_research = yes + } + custom_tooltip = { + text = fp3_sponsor_military_research_project_decision.tt + court_position:court_scholar_court_position ?= { + remove_character_flag = civil_research + add_character_flag = military_research + } + } + } + if = { + limit = { + scope:sponsor_civil_research = yes + } + custom_tooltip = { + text = fp3_sponsor_civil_research_project_decision.tt + court_position:court_scholar_court_position ?= { + remove_character_flag = military_research + add_character_flag = civil_research + } + } + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 120 + empire = 120 + hegemony = 120 + } + ai_potential = { + employs_court_position = court_scholar_court_position + any_court_position_holder = { + type = court_scholar_court_position + aptitude = { + court_position = court_scholar_court_position + value >= 3 + } + } + gold >= massive_gold_value + } + ai_will_do = { + base = 0 + modifier = { + add = 5 + gold >= major_gold_value + } + modifier = { + factor = 5 + learning >= 15 + } + modifier = { + factor = 10 + learning >= 20 + } + modifier = { + factor = 10 + OR = { + has_trait = scholar + has_trait = lifestyle_physician + has_trait = lifestyle_mystic + } + } + modifier = { # Has a tendency to spend money + factor = 10 + OR = { + has_trait = generous + has_trait = improvident + } + } + modifier = { + factor = 0 + top_liege != this + } + } +} diff --git a/common/decisions/dlc_decisions/fp_3/fp3_zoroastrian_decisions.txt b/common/decisions/dlc_decisions/fp_3/fp3_zoroastrian_decisions.txt new file mode 100644 index 00000000..ff13ad2f --- /dev/null +++ b/common/decisions/dlc_decisions/fp_3/fp3_zoroastrian_decisions.txt @@ -0,0 +1,395 @@ +### Establish [ROOT.Char.GetFaith.GetAdherentNameNoTooltip] Stronghold ### +restore_badd_fortress_decision = { #This allows a ruler with a Zandik or Chthonic Redoubts faith to restore the Badd fortress (it's in the barony Ahar, which you'll need to capture) and make it his capital. + title = restore_badd_fortress_decision + picture = { + reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_sunder.dds" + } + desc = restore_badd_fortress_decision_desc + selection_tooltip = restore_badd_fortress_decision_tooltip + decision_group_type = major + sort_order = 20 + + ai_check_interval_by_tier = { + barony = 0 + county = 120 + duchy = 120 + kingdom = 120 + empire = 0 + hegemony = 0 + } + + is_shown = { + faith = { #this is a decision for religious underdogs, needing a mountain home + OR = { + has_doctrine = doctrine_heretic_branch_zandik + has_doctrine = tenet_cthonic_redoubts + } + } + + NOT = { exists = root.faith.religious_head } + + is_playable_character = yes + exists = dynasty #just for sanity + + #Must be in the region + any_held_title = { + title_tier = county + title_province = { + OR = { + geographical_region = world_asia_minor + geographical_region = world_middle_east_jerusalem + geographical_region = world_middle_east_arabia + geographical_region = world_middle_east_persia + } + } + } + #Can't already be an empire, that'd ruin the underdog theme + highest_held_title_tier <= tier_kingdom + #Not repeatable. + NOT = { + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:restored_badd_fortress #so it can't happen twice + } + } + } + + is_valid = { + #Should have decent piety + piety_level >= medium_piety_level + #Completely controls Badd + has_title = title:c_tabriz + has_title = title:b_ahar + faith = { #again, a decision for religious underdogs, needing a mountain home + OR = { + has_doctrine = doctrine_heretic_branch_zandik + has_doctrine = tenet_cthonic_redoubts + } + } + + custom_tooltip = { + text = babak_fortress_faith_requirements + title:c_tabriz = { + save_temporary_scope_as = tabriz + county = { fp3_fortress_of_faith_county_trigger = yes } + } + } + } + + is_valid_showing_failures_only = { + is_landed = yes + is_capable_adult = yes + is_imprisoned = no + } + + effect = { + + # Trigger effects. + show_as_tooltip = { restore_badd_fortress_scripted_effect = yes } + trigger_event = fp3_decision.0003 + + hidden_effect = { + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:restored_badd_fortress + } + } + } + + cost = { + gold = { + value = 0 + if = { + limit = { + has_treasury = no + } + add = 600 + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + } + add = 600 + } + } + prestige = 500 + } + + ai_potential = { + top_liege = this #this is to make it unlikely that the AI takes the decision before the player has a chance to + } + + ai_will_do = { + base = 50 + } +} + +### Reform the [ROOT.Char.GetFaith.random_AltPriestTermPlural] ### +destroy_the_magi_decision = { #This allows a ruler with sufficient piety and control of holy sites to reform the Zoroastrian priesthood's hierarchy. + picture = { + reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_strength.dds" + } + title = { + first_valid = { + triggered_desc = { + trigger = { + AND = { + religion = religion:zoroastrianism_religion + OR = { + has_faith = faith:mazdakism + has_faith = faith:zurvanism + } + } + } + desc = destroy_the_magi_decision_alternate + } + desc = destroy_the_magi_decision + } + } + desc = { + first_valid = { + triggered_desc = { + trigger = { + AND = { + religion = religion:zoroastrianism_religion + OR = { + has_faith = faith:mazdakism + has_faith = faith:zurvanism + } + } + } + desc = destroy_the_magi_decision_alternate_desc + } + desc = destroy_the_magi_decision_desc + } + } + + selection_tooltip = destroy_the_magi_decision_tooltip + decision_group_type = major + sort_order = 70 + ai_check_interval = 0 + + is_shown = { #this is a decision for religious underdogs that have risen to prominence + faith = { + AND = { + has_doctrine = doctrine_heretic_branch_zandik + has_doctrine = doctrine_theocracy_temporal #you need to still have this doctrine for it to work + has_doctrine = doctrine_spiritual_head #you need to still have this doctrine for it to work + } + } + + NOT = { exists = root.faith.religious_head } #if you have restored the Zoroastrian priesthood, you wouldn't wanna destroy it + + is_ai = no #we don't want the AI to complicate things here + is_playable_character = yes + exists = dynasty #just for sanity + + #Not repeatable. + NOT = { + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:destroyed_the_magi #so it can't happen twice + } + } + } + + is_valid = { + + piety_level >= high_piety_level + + faith = { has_doctrine = doctrine_heretic_branch_zandik } + + custom_description = { + text = "restore_high_priesthood_holy_sites" + faith = { + any_holy_site = { + OR = { + county.holder = root + county.holder.top_liege = { this = root } + } + count >= 3 + } + } + } + } + + is_valid_showing_failures_only = { + is_landed = yes + is_capable_adult = yes + is_imprisoned = no + top_liege = this + is_at_war = no + } + + effect = { + show_as_tooltip = { destroy_the_magi_scripted_effect = yes } + trigger_event = fp3_decision.0004 + + + hidden_effect = { + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:destroyed_the_magi + } + } + } + + cost = { + piety = 1000 + } + + ai_will_do = { + base = 0 + } +} + +### Kindle Royal Fire ### +kindle_royal_fire_decision = { + title = kindle_royal_fire_decision + picture = { + reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_foundation.dds" + } + desc = kindle_royal_fire_decision_desc + selection_tooltip = kindle_royal_fire_decision_tooltip + sort_order = 90 + + is_shown = { + is_playable_character = yes + religion = religion:zoroastrianism_religion + NOT = { has_character_modifier = fp3_royal_fire_modifier } + } + + is_valid = { + highest_held_title_tier >= tier_kingdom + religion = religion:zoroastrianism_religion + piety_level >= 3 + } + + is_valid_showing_failures_only = { + custom_tooltip = { + text = pledged_to_quench_fire_tt + NOT = { has_character_flag = pledged_to_quench_fire } + } + custom_tooltip = { + text = fire_recently_quenched_tt + NOT = { has_character_flag = fire_recently_quenched } + } + } + + effect = { + + #Describe vaguely what the fire does + custom_tooltip = kindle_royal_fire_decision_effects_list + # Show a warning that it might be destroyed if someone takes over your capital + custom_description_no_bullet = { + text = kindle_royal_fire_decision_warning + } + # Moved ahead to selection. + trigger_event = fp3_decision.0001 + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + ai_potential = { + religion = religion:zoroastrianism_religion + highest_held_title_tier >= tier_kingdom + NOR = { + has_trait = cynical + has_trait = content + has_trait = greedy + has_trait = temperate + } + } + + ai_will_do = { + base = 100 + } +} + +################################### +# Embrace Zoroastrianism +# Adopt a Zoroastrian faith in secret, provided one of your counties follows the chosen faith +################################### +### Embrace Zoroastrianism ### +fp3_embrace_zoroastrianism_decision = { + picture = { + reference = "gfx/interface/illustrations/event_scenes/fp3_temple.dds" + } + desc = fp3_embrace_zoroastrianism_decision_desc + selection_tooltip = fp3_embrace_zoroastrianism_decision_tooltip + sort_order = 120 + + is_shown = { + culture = { has_cultural_pillar = heritage_iranian } + # Narratively, this decision is about embracing the faith of your ancestors over newer "modern" faiths + # Therefore, this decision should not be available to Zoroastrians looking to change their sect + NOT = { has_religion = religion:zoroastrianism_religion } + current_date <= 960.1.1 + } + + is_valid = { + # Don't grant more than 1 secret faith at once + custom_tooltip = { + text = no_secret_faith_tt + NOT = { exists = secret_faith } + } + custom_tooltip = { + text = year_960_tt + current_date <= 960.1.1 + } + culture = { has_cultural_pillar = heritage_iranian } + NOT = { has_religion = religion:zoroastrianism_religion } + } + + is_valid_showing_failures_only = { + is_physically_able_adult = yes + custom_tooltip = { + text = zoroastrian_county_tt + any_sub_realm_county = { + faith = { + religion = religion:zoroastrianism_religion + } + } + } + } + + effect = { + custom_tooltip = fp3_embrace_zoroastrianism_decision.tt + trigger_event = fp3_misc_decisions.0015 + } + + cost = { piety = major_piety_value } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 60 + kingdom = 60 + empire = 60 + hegemony = 60 + } + ai_potential = { + ai_zeal <= -25 + ai_rationality <= -50 + OR = { + has_trait = cynical + has_trait = fickle + has_trait = eccentric + has_trait = lunatic + has_trait = arbitrary + } + } + ai_will_do = { + base = 20 + } +} diff --git a/common/decisions/dlc_decisions/mpo/09_mpo_decisions_2.txt b/common/decisions/dlc_decisions/mpo/09_mpo_decisions_2.txt new file mode 100644 index 00000000..a75ada21 --- /dev/null +++ b/common/decisions/dlc_decisions/mpo/09_mpo_decisions_2.txt @@ -0,0 +1,204 @@ +### Pray to Protective Amulet ### +pray_to_protective_amulet_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds" + } + decision_group_type = nomad_minor + cooldown = { years = 1 } + sort_order = 100 + + is_shown = { + has_mpo_dlc_trigger = yes + any_character_artifact = { + has_variable = magic_amulet_var + } + OR = { + religion = religion:tengrism_religion + culture = { has_cultural_pillar = heritage_mongolic } + has_trait = nomadic_philosophy + } + } + + is_valid = { + any_equipped_character_artifact = { + custom_tooltip = { + text = pray_to_protective_amulet_decision_valid_tt + has_variable = magic_amulet_var + } + } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + } + + cost = { + piety = minor_piety_value + } + + effect = { + send_interface_toast = { + type = event_toast_effect_good + title = pray_to_protective_amulet_decision_toast + left_icon = root + add_stress = massive_stress_loss + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 120 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + ai_potential = { + piety >= medium_piety_value + } + + ai_will_do = { + base = 100 + modifier = { + factor = 2 + has_trait = zealous + } + modifier = { + factor = 0 + has_trait = cynical + } + } +} + +# Desperate Stance Decision +### Desperate Times ### +mpo_desperate_stance_decision = { + picture = { + reference = "gfx/interface/illustrations/terrain_types/mpo_season_havsarsan_zud.dds" + } + decision_group_type = nomad_major + cooldown = { years = 50 } + sort_order = 100 + + is_shown = { + has_mpo_dlc_trigger = yes + government_has_flag = government_is_nomadic + exists = situation:the_great_steppe + any_character_situation = { + any_participant_group = { + participant_group_type = nomad_rulers_capital + } + } + } + + is_valid = { + custom_tooltip = { + text = mpo_desperate_stance_decision_tt + any_character_situation = { + any_situation_sub_region = { + has_sub_region_phase_parameter = the_great_steppe_desperate_stance_decision + any_situation_sub_region_participant_group = { + participant_group_type = nomad_rulers_capital + participant_group_has_character = root + } + } + } + } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + } + + cost = { + prestige = monumental_prestige_value + } + + effect = { + trigger_event = mpo_decisions_events.0500 + show_as_tooltip = { + mpo_decisions_events_0500_effect = yes + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 36 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + ai_potential = { + prestige > monumental_prestige_value + } + + ai_will_do = { + base = 100 + } +} + +# Settle as a Nomad for an Adventurer +### Adopt the Nomadic Ways ### +adopt_nomadic_ways_decision = { + picture = { + reference = "gfx/interface/illustrations/event_story/mpo_steppe_region.dds" + } + decision_group_type = adventurer + sort_order = 100 + + is_shown = { + has_mpo_dlc_trigger = yes + has_ep3_dlc_trigger = yes + is_landless_adventurer = yes + } + + is_valid = { + custom_tooltip = { + text = adopt_nomadic_ways_decision_herder_tt + location.county.holder = { has_government = herder_government } + } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + } + + cost = { + prestige = massive_prestige_value + } + + effect = { + show_as_tooltip = { + adopt_nomadic_ways_decision_effect = yes + } + trigger_event = mpo_decisions_events.0120 + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 36 + kingdom = 0 + empire = 0 + hegemony = 0 + } + + ai_potential = { + government_has_flag = government_is_landless_adventurer + } + + ai_will_do = { + base = 100 + modifier = { + factor = 2 + has_trait = zealous + } + modifier = { + factor = 0 + has_trait = cynical + } + } +} diff --git a/common/decisions/dlc_decisions/mpo/mpo_court_astrologer_decision.txt b/common/decisions/dlc_decisions/mpo/mpo_court_astrologer_decision.txt new file mode 100644 index 00000000..8bef6e94 --- /dev/null +++ b/common/decisions/dlc_decisions/mpo/mpo_court_astrologer_decision.txt @@ -0,0 +1,67 @@ +#Divination + +### Consult the Skies ### +mpo_divination_decision = { + picture = { + reference = "gfx/interface/illustrations/event_scenes/mpo_campfire_steppe.dds" + } + sort_order = 25 + decision_group_type = nomad_minor + cooldown = { years = 5 } + + cost = { + piety = medium_piety_value + } + + is_shown = { + has_mpo_dlc_trigger = yes + government_has_flag = government_is_nomadic + has_religion = religion:tengrism_religion + } + + is_valid_showing_failures_only = { + is_available_adult = yes + } + + is_valid = { + employs_court_position = court_astrologer_court_position + } + + effect = { + if = { + limit = { + culture ?= { has_cultural_pillar = ethos_spiritual } + } + custom_tooltip = { + text = mpo_divination_decision_tt_spiritual + trigger_event = court_astrologer_events.0001 + } + } + else = { + custom_tooltip = { + text = mpo_divination_decision_tt + trigger_event = court_astrologer_events.0001 + } + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 120 + duchy = 120 + kingdom = 60 + empire = 60 + hegemony = 60 + } + + ai_potential = { + is_at_war = no + ai_greed < medium_positive_ai_value + short_term_gold > ai_war_chest_desired_gold_value + war_chest_gold >= halved_ai_war_chest_gold_maximum + } + + ai_will_do = { + base = 100 + } +} diff --git a/common/decisions/dlc_decisions/mpo/mpo_flavor_decision.txt b/common/decisions/dlc_decisions/mpo/mpo_flavor_decision.txt new file mode 100644 index 00000000..48ba312a --- /dev/null +++ b/common/decisions/dlc_decisions/mpo/mpo_flavor_decision.txt @@ -0,0 +1,631 @@ +#Build Pleasure Dome + +### Devise Pleasure Dome ### +mpo_pleasure_dome_decision = { + picture = { + reference = "gfx/interface/illustrations/event_scenes/mpo_city_steppe.dds" + } + decision_group_type = nomad_minor + sort_order = 80 + + is_shown = { + has_mpo_dlc_trigger = yes + OR = { + government_has_flag = government_is_nomadic + has_trait = nomadic_philosophy + } + NOT = { has_global_variable = devised_pleasure_dome } + culture = { + OR = { + has_cultural_pillar = heritage_mongolic + has_cultural_pillar = heritage_turkic + } + } + } + + is_valid_showing_failures_only = { + custom_tooltip = { + text = mpo_pleasure_dome_no_barony_tt + any_held_title = { + tier = tier_barony + title_province = { + has_special_building_slot = no + } + is_capital_barony = yes + holder = root + is_leased_out = no + title_province = { geographical_region = world_steppe } + } + } + } + + is_valid = { + prestige_level >= very_high_prestige_level + highest_held_title_tier = tier_empire + trigger_if = { + limit = { + government_has_flag = government_is_nomadic + } + custom_tooltip = { + text = dominate_title_trigger_dominance_4 + OR = { + has_realm_law = nomadic_authority_5 + has_realm_law = nomadic_authority_4 + } + } + } + trigger_if = { + limit = { + government_has_flag = government_is_steppe_admin + } + custom_tooltip = { + text = mpo_pleasure_dome_decision_steppe_admin + OR = { + has_realm_law = meritocratic_bureaucracy_2 + has_realm_law = meritocratic_bureaucracy_3 + } + } + } + } + + cost = { + treasury_or_gold = { + value = massive_treasury_or_gold_value + } + prestige = massive_prestige_value + herd = { + value = 0 + if = { + limit = { + government_has_flag = government_is_nomadic + } + add = 2000 + } + } + influence = { + value = 0 + if = { + limit = { + government_has_flag = government_is_steppe_admin + } + add = 700 + } + } + } + + widget = { + controller = create_holy_order + barony_valid = { + trigger_if = { + limit = { exists = this } + title_province = { + has_special_building_slot = no + } + is_capital_barony = yes + holder = scope:ruler + is_leased_out = no + } + } + } + effect = { + send_interface_toast = { + type = event_toast_effect_good + title = mpo_pleasure_dome_slot_added.toast + + if = { + limit = { exists = scope:barony } + custom_tooltip = { + text = mpo_add_pleasure_dome_effect_tt + scope:barony.title_province = { add_special_building = pleasure_dome } + } + } + } + custom_description_no_bullet = { text = mpo_pleasure_dome_barony_decision_tt } + + set_global_variable = { + name = devised_pleasure_dome + value = yes + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 0 + empire = 60 + hegemony = 60 + } + ai_potential = { + is_at_war = no + gold >= 1500 + } + ai_will_do = { + base = 100 + } +} + +##Paiza decisions + +#Starting decision, establish the system +### Establish Paiza System ### +mpo_establish_paiza_system_decision = { + picture = { + reference = "gfx/interface/illustrations/event_scenes/mpo_rural_village_asian.dds" + } + decision_group_type = nomad_major + sort_order = 80 + + is_shown = { + has_mpo_dlc_trigger = yes + government_has_flag = government_is_nomadic + NOT = { has_character_flag = established_paiza_system } + exists = situation:the_great_steppe + any_character_situation = { + this = situation:the_great_steppe + } + OR = { + has_realm_law = nomadic_authority_2 + has_realm_law = nomadic_authority_3 + has_realm_law = nomadic_authority_4 + has_realm_law = nomadic_authority_5 + } + } + + is_valid = { + culture ?= { + has_innovation = innovation_ledger + } + is_independent_ruler = yes + custom_tooltip = { + text = mpo_establish_paiza_system_decision_is_gurkhan + exists = situation:the_great_steppe + this = situation:the_great_steppe.situation_top_herd + } + OR = { + has_realm_law = nomadic_authority_4 + has_realm_law = nomadic_authority_5 + } + } + + is_valid_showing_failures_only = { + trigger_if = { + limit = { + exists = global_var:global_established_paiza_system + } + custom_tooltip = { + text = mpo_establish_paiza_system_decision.paiza_recently_established + subject = global_var:global_established_paiza_system + NAND = { + global_var:global_established_paiza_system ?= { + is_alive = yes + has_realm_law = nomadic_authority_5 + } + } + } + } + } + + cost = { + gold = { + value = 0 + if = { + limit = { + has_treasury = no + } + add = massive_prestige_value + } + } + + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + } + add = 250 + } + } + + herd = { + value = 2000 + } + } + + + effect = { + add_character_flag = established_paiza_system + set_global_variable = { + name = global_established_paiza_system + value = root + years = 8 + } + custom_tooltip = mpo_establish_paiza_system_decision.grant_paiza_interaction_unlocked + custom_tooltip = mpo_establish_paiza_system_decision.request_paiza_interaction_unlocked + custom_tooltip = mpo_establish_paiza_system_decision.paiza_obedient + custom_tooltip = mpo_establish_paiza_system_decision.call_for_merchants_decision_unlocked + custom_tooltip = mpo_establish_paiza_system_decision.leverage_khan_authority_unlocked + custom_tooltip = mpo_establish_paiza_system_decision.paiza_abuse_authority_unlocked + + if = { #populating the world with paizas + limit = { + is_ai = yes + } + ai_paiza_giveaway_effect = yes + ai_paiza_giveaway_effect = yes + ai_paiza_giveaway_effect = yes + ai_paiza_giveaway_effect = yes + } + + trigger_event = mpo_decisions_events.0099 + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 10 + empire = 10 + hegemony = 10 + } + + ai_will_do = { + base = 100 + } +} + +### Summon Wealthy Visitors: Paiza ### +mpo_call_for_merchants_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/fp3_decision_tax_collector.dds" + } + decision_group_type = nomad_major + sort_order = 80 + + is_shown = { + has_mpo_dlc_trigger = yes + government_has_flag = government_is_nomadic + has_character_flag = established_paiza_system + } + + is_valid = { + custom_tooltip = { + text = mpo_call_for_merchants_decision_is_gurkhan + exists = situation:the_great_steppe + this = situation:the_great_steppe.situation_top_herd + } + OR = { + has_realm_law = nomadic_authority_4 + has_realm_law = nomadic_authority_5 + } + trigger_if = { + limit = { + is_ai = no + } + domicile ?= { + has_domicile_building_or_higher = trade_yurt_04 + } + } + trigger_else = { + always = yes + } + gold >= 800 + } + + is_valid_showing_failures_only = { + custom_tooltip = { + text = mpo_call_for_merchants_decision.robbed_merchants + NOT = { + has_character_modifier = mpo_paiza_robbed_merchants + } + } + } + + cost = { + prestige = { + value = major_prestige_value + } + } + + cooldown = { years = 4 } + + effect = { + trigger_event = mpo_decisions_events.2139 + custom_tooltip = mpo_call_for_merchants_decision.merchant_will_arrive + custom_tooltip = mpo_call_for_merchants_decision.gold_needed + custom_tooltip = mpo_call_for_merchants_decision.buildings + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 100 + kingdom = 100 + empire = 100 + hegemony = 100 + } + + ai_will_do = { + base = 0 + modifier = { + add = 8 + domicile ?= { + has_domicile_building_or_higher = merchant_yurt_01 + } + } + modifier = { + add = 8 + domicile ?= { + has_domicile_building_or_higher = herd_trade_yurt_01 + } + } + modifier = { + add = 8 + domicile ?= { + has_domicile_building_or_higher = fertility_trade_yurt_01 + } + } + modifier = { + add = 8 + domicile ?= { + has_domicile_building_or_higher = knight_trade_yurt_01 + } + } + modifier = { + add = 20 + gold >= 2400 + } + } + + ai_potential = { + is_at_war = no + ai_greed >= medium_positive_ai_value + } +} + +### Summon Wealthy Visitors: Local Offers ### +mpo_call_for_merchants_small_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/fp3_decision_tax_collector.dds" + } + decision_group_type = nomad_minor + sort_order = 80 + + is_shown = { + has_mpo_dlc_trigger = yes + government_has_flag = government_is_nomadic + NOT = { + has_character_flag = established_paiza_system + } + } + + is_valid = { + domicile ?= { + has_domicile_building_or_higher = trade_yurt_01 + } + gold >= 400 + } + + is_valid_showing_failures_only = { + custom_tooltip = { + text = mpo_call_for_merchants_decision.robbed_merchants + NOT = { + has_character_modifier = mpo_paiza_robbed_merchants + } + } + + } + + cost = { + prestige = { + value = major_prestige_value + } + } + + cooldown = { years = 8 } + + effect = { + trigger_event = mpo_decisions_events.2139 + custom_tooltip = mpo_call_for_merchants_decision.merchant_will_arrive_smol + custom_tooltip = mpo_call_for_merchants_decision.gold_needed_smol + custom_tooltip = mpo_call_for_merchants_decision.buildings + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 100 + kingdom = 100 + empire = 100 + hegemony = 100 + } + + ai_will_do = { + base = 0 + modifier = { + add = 4 + domicile ?= { + has_domicile_building_or_higher = merchant_yurt_01 + } + } + modifier = { + add = 4 + domicile ?= { + has_domicile_building_or_higher = herd_trade_yurt_01 + } + } + modifier = { + add = 4 + domicile ?= { + has_domicile_building_or_higher = fertility_trade_yurt_01 + } + } + modifier = { + add = 4 + domicile ?= { + has_domicile_building_or_higher = knight_trade_yurt_01 + } + } + modifier = { + add = 20 + gold >= 1200 + } + } + + ai_potential = { + is_at_war = no + ai_greed >= medium_positive_ai_value + } +} + +### Abuse Gurkhan's Authority ### +mpo_abuse_authority_paiza_decision = { + picture = { + reference = "gfx/interface/illustrations/event_scenes/mpo_camp_steppe.dds" + } + + decision_group_type = nomad_major + sort_order = 80 + + is_shown = { + has_mpo_dlc_trigger = yes + is_imprisoned = no + any_character_artifact = { + root = { can_benefit_from_artifact = prev } + exists = var:paiza_patron + NOT = { + root = var:paiza_patron + var:paiza_patron = { + is_at_war_with = root + } + } + } + } + + is_valid = { + prestige_level >= 2 + trigger_if = { + limit = { + has_character_flag = no_more_paiza_abuse + } + custom_tooltip = { + text = mpo_abuse_authority_paiza_decision.no_more_paiza_abuse + NOT = { + has_character_flag = no_more_paiza_abuse + } + } + } + } + + is_valid_showing_failures_only = { + custom_tooltip = { + text = mpo_abuse_authority_paiza_decision.paiza_patron_not_topdog + any_character_artifact = { + root = { can_benefit_from_artifact = prev } + exists = var:paiza_patron + var:paiza_patron ?= { + is_gurkhan = yes + } + } + } + custom_tooltip = { + text = mpo_abuse_authority_paiza_decision.nothing_to_abuse + location ?= { + duchy ?= { + any_de_jure_county = { + county_ready_for_abuse_trigger = yes + } + } + } + } + } + + effect = { + trigger_event = mpo_decisions_events.0110 + show_as_tooltip = { + mpo_abuse_authority_county_effect = yes + random_character_artifact = { + limit = { + root = { can_benefit_from_artifact = prev } + exists = var:paiza_patron + } + var:paiza_patron ?= { + save_temporary_scope_as = paiza_patron + } + root = { + mpo_paiza_abuse_counter_effect = { + PAIZA_PATRON = scope:paiza_patron + PAIZA_ABUSER = root + } + } + } + } + } + + cooldown = { years = 2 } + + cost = { + prestige = { + value = major_prestige_value + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 100 + duchy = 10 + kingdom = 10 + empire = 10 + hegemony = 10 + } + + ai_will_do = { + base = -20 + + modifier = { + add = 10 + has_trait = greedy + } + modifier = { + add = 10 + has_trait = wrathful + } + modifier = { + add = 10 + has_trait = ambitious + } + modifier = { + add = { + value = max_herd + subtract = herd + divide = max_herd + multiply = 20 + } + domicile ?= { + herd <= max_herd + } + } + + modifier = { + add = -25 + var:paiza_patron ?= { + domicile ?= { has_domicile_parameter = nomad_yurt_paiza_abuse_less_likely_lvl_3 } + } + } + + modifier = { + add = -15 + var:paiza_patron ?= { + domicile ?= { has_domicile_parameter = nomad_yurt_paiza_abuse_less_likely_lvl_2 } + } + } + + modifier = { + add = -10 + var:paiza_patron ?= { + domicile ?= { has_domicile_parameter = nomad_yurt_paiza_abuse_less_likely_lvl_1 } + } + } + } +} + diff --git a/common/decisions/dlc_decisions/mpo/mpo_pax_mongolica_decision.txt b/common/decisions/dlc_decisions/mpo/mpo_pax_mongolica_decision.txt new file mode 100644 index 00000000..49a902e1 --- /dev/null +++ b/common/decisions/dlc_decisions/mpo/mpo_pax_mongolica_decision.txt @@ -0,0 +1,136 @@ +##Pax Mongolica +### Peace of the Great Khan ### +mpo_pax_mongolica_decision = { + picture = { + reference = "gfx/interface/illustrations/event_scenes/mpo_city_steppe.dds" + } + decision_group_type = nomad_major + sort_order = 120 + + is_shown = { + government_has_flag = government_is_nomadic + exists = situation:the_great_steppe + any_character_situation = { + this = situation:the_great_steppe + } + NOT = { has_variable = pax_mongolica_var } + } + + is_valid = { + dynasty ?= { has_dynasty_perk = mpo_nomad_legacy_5 } + OR = { + has_realm_law = nomadic_authority_4 + has_realm_law = nomadic_authority_5 + } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + } + + cost = { + gold = { + value = 0 + if = { + limit = { + has_treasury = no + } + add = monumental_gold_value + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + } + add = monumental_gold_value + } + } + prestige = { + value = massive_prestige_value + } + } + + + effect = { + set_variable = pax_mongolica_var + # Rewards given out in the event + show_as_tooltip = { + add_character_modifier = { + modifier = pax_mongolica_ruler_modifier # Forever + } + custom_tooltip = pax_mongolica_every_county_in_steppe_tt + every_realm_county = { + limit = { + is_landless_type_title = no + any_county_situation = { this = situation:the_great_steppe } + holder.dynasty = root.dynasty + } + random_county_province = { + limit = { has_holding = no } + set_holding_type = city_holding + } + } + if = { + limit = { + NOT = { + culture = { has_innovation = innovation_city_planning } + } + } + culture = { add_innovation = innovation_city_planning } + } + else_if = { + limit = { + NOT = { + culture = { has_innovation = innovation_development_01 } + } + } + culture = { add_innovation = innovation_development_01 } + } + else = { + culture = { add_random_innovation = culture_group_civic } + } + } + trigger_event = mpo_decisions_events.0400 + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 0 + empire = 24 + hegemony = 24 + } + + ai_potential = { + prestige >= massive_prestige_value + } + + ai_will_do = { + base = 30 + modifier = { + add = -100 + NOT = { + prestige >= { + value = monumental_gold_value + multiply = 2 + } + } + } + modifier = { + add = -100 + NOT = { + prestige >= { + value = massive_prestige_value + multiply = 2 + } + } + } + modifier = { + add = 50 + highest_held_title_tier >= tier_empire + } + } +} diff --git a/common/decisions/dlc_decisions/tgp/tgp_china_decisions.txt b/common/decisions/dlc_decisions/tgp/tgp_china_decisions.txt new file mode 100644 index 00000000..37e80f6f --- /dev/null +++ b/common/decisions/dlc_decisions/tgp/tgp_china_decisions.txt @@ -0,0 +1,1598 @@ +# Attend Children's Examination +### Attend Children's Examination ### +tgp_china_attend_child_exam_decision = { + title = tgp_china_attend_child_exam_decision + desc = tgp_china_attend_child_exam_decision_desc + selection_tooltip = tgp_china_attend_child_exam_decision_tooltip + picture = { + reference = "gfx/interface/illustrations/event_scenes/tgp_examination_room.dds" + } + + cooldown = { years = 3 } + sort_order = 80 + decision_group_type = major + + cost = { + influence = { + value = minor_influence_value + } + } + + is_shown = { + age >= child_exam_min_age + age <= 16 + has_tgp_dlc_trigger = yes + government_allows = merit + is_playable_character = yes + NOT = { has_character_flag = passed_child_exam } + has_domicile = yes + is_landed = no + trigger_if = { + limit = { + faith = { has_doctrine = doctrine_gender_female_dominated } + } + is_female = yes + } + trigger_else_if = { + limit = { + faith = { has_doctrine = doctrine_gender_male_dominated } + } + is_female = no + } + trigger_else = { always = yes } + } + + is_valid = { + top_liege.highest_held_title_tier >= tier_hegemony + } + + is_valid_showing_failures_only = { + custom_tooltip = { + text = tgp_china_attend_child_exam_age_limit + age >= child_exam_min_age + } + is_imprisoned = no + is_incapable = no + has_contagious_deadly_disease_trigger = no + } + + effect = { + custom_tooltip = tgp_china_decision_effect_tt + if = { + limit = { + employs_court_position = court_tutor_court_position + } + custom_description_no_bullet = { + text = tutor_improved_exam_chances_tt + object = root + } + } + else = { + custom_description_no_bullet = { + text = tutor_needed_for_exam_chances_tt + object = root + } + } + #Set variable for nr of safe bets player has made, so we do not need to check for it in every event. + set_variable = { + name = safe_bets + value = 0 + } + set_variable = { + name = child_examination_success_chance + value = child_examination_success_chance_value + } + trigger_event = tgp_china_decision.1000 + } + + ai_check_interval = 0 + + ai_potential = { + } + + ai_will_do = { + base = 100 + modifier = { + any_close_or_extended_family_member = { is_governor = yes } + add = 25 + } + modifier = { + has_trait = ambitious + add = 25 + } + modifier = { + has_trait = content + add = -25 + } + modifier = { + has_religion = religion:confucianism_religion + add = 25 + } + modifier = { + learning > high_skill_rating + add = 25 + } + } +} + +# Command Family to attend Exams +tgp_command_family_to_take_exams_decision = { + decision_group_type = admin + title = tgp_command_family_to_take_exams_decision + desc = tgp_command_family_to_take_exams_decision_desc + selection_tooltip = tgp_command_family_to_take_exams_decision_tooltip + picture = { + reference = "gfx/interface/illustrations/event_scenes/tgp_examination_room.dds" + } + sort_order = 90 + + is_shown = { + is_ai = no + government_allows = merit + has_tgp_dlc_trigger = yes + this != top_liege + exists = house.house_head + } + + is_valid = { + is_house_head = yes + } + + is_valid_showing_failures_only = { + } + + widget = { + gui = "decision_view_widget_generic_multichoice_with_effects" + controller = decision_option_list_controller + decision_to_second_step_button = "SELECT_ACTION" + show_from_start = yes + + item = { # Command to attend + value = command_to_attend + is_valid = { + custom_tooltip = { + text = command_to_attend_requirements_desc + NOT = { + has_character_flag = command_to_attend_flag + } + } + } + current_description = command_to_attend_desc + localization = command_to_attend_name + icon = "gfx/interface/icons/activities/activity_imperial_examination.dds" + ai_chance = { + value = 0 + } + } + item = { # Command to stop attending + value = command_to_stop_attending + is_valid = { + custom_tooltip = { + text = command_to_stop_attending_requirements_desc + has_character_flag = command_to_attend_flag + } + } + current_description = command_to_stop_attending_desc + localization = command_to_stop_attending_name + icon = "gfx/interface/icons/map_icons/map_icon_chinese_manor.dds" + ai_chance = { + value = 0 + } + } + } + + effect = { + if = { + limit = { + scope:command_to_attend = yes + } + custom_tooltip = { + text = command_to_attend_effect_desc + add_character_flag = command_to_attend_flag + } + } + else = { + custom_tooltip = { + text = command_to_stop_attending_effect_desc + remove_character_flag = command_to_attend_flag + } + } + } + + ai_check_interval = 0 +} + +# Choose Career Path Decision +### Choose Career Path ### +tgp_choose_career_path_decision = { + decision_group_type = admin + title = tgp_choose_career_path_decision + desc = tgp_choose_career_path_decision_desc + selection_tooltip = tgp_choose_career_path_decision_tooltip + picture = { + reference = "gfx/interface/illustrations/decisions/tgp_career.dds" + } + sort_order = 90 + + is_shown = { + is_ai = no + government_allows = merit + has_tgp_dlc_trigger = yes + this != top_liege + } + + is_valid = { + is_landed = no + custom_tooltip = { + text = you_are_not_a_minister_desc + tgp_has_minister_title = no + } + custom_tooltip = { + text = you_are_not_refusing_appointments_desc + trigger_if = { + limit = { + has_variable = appointment_trait_override + } + var:appointment_trait_override != trait:intellect_good_3 + } + trigger_else = { + always = yes + } + } + } + + is_valid_showing_failures_only = { + is_at_war = no + is_adult = yes + } + + widget = { + gui = "decision_view_widget_generic_multichoice_with_effects" + controller = decision_option_list_controller + decision_to_second_step_button = "SELECT_ACTION" + show_from_start = no + + item = { # Choose a civilian career + value = civilian_career + is_valid = { + custom_tooltip = { + text = you_have_a_civilian_career_desc + trigger_if = { + limit = { + has_variable = appointment_trait_override + } + var:appointment_trait_override != trait:education_stewardship_1 + } + trigger_else = { + NOT = { has_trait_with_flag = civilian_province } + } + } + } + current_description = tgp_choose_career_path_civilian_desc + localization = tgp_choose_career_path_civilian_name + icon = "gfx/interface/icons/celestial_administration_types/icon_game_concept_celestial_standard_administration.dds" + ai_chance = { + value = 0 + } + } + item = { # Choose a military career + value = military_career + is_valid = { + custom_tooltip = { + text = you_have_a_military_career_desc + trigger_if = { + limit = { + has_variable = appointment_trait_override + } + var:appointment_trait_override != trait:education_martial_1 + } + trigger_else = { + NOT = { has_trait_with_flag = military_province } + } + } + } + current_description = tgp_choose_career_path_military_desc + localization = tgp_choose_career_path_military_name + icon = "gfx/interface/icons/celestial_administration_types/icon_game_concept_celestial_military_administration.dds" + ai_chance = { + value = 0 + } + } + } + + cost = { + influence = { + value = 50 + } + } + + effect = { + if = { + limit = { + scope:military_career = yes + } + custom_tooltip = { + text = change_to_military_career_desc + set_variable = { + name = appointment_trait_override + value = trait:education_martial_1 + } + } + } + else = { + custom_tooltip = { + text = change_to_civilian_career_desc + set_variable = { + name = appointment_trait_override + value = trait:education_stewardship_1 + } + } + } + } + + ai_check_interval = 0 +} + +# Refuse Appointments +### Refuse Further Appointments ### +tgp_refuse_appointments_decision = { + decision_group_type = admin + title = tgp_refuse_appointments_decision + desc = tgp_refuse_appointments_decision_desc + selection_tooltip = tgp_refuse_appointments_decision_tooltip + picture = { + reference = "gfx/interface/illustrations/decisions/tgp_retire.dds" + } + confirm_text = tgp_refuse_appointments_decision_confirm + sort_order = 75 + + is_shown = { + government_has_flag = government_has_merit + has_tgp_dlc_trigger = yes + this != top_liege + custom_tooltip = { + text = you_are_not_refusing_appointments_desc + appointment_timeout_days < 36500 + } + } + + is_valid_showing_failures_only = { + is_adult = yes + is_available = yes + } + + cost = { + influence = { + value = 50 + } + } + + effect = { + custom_tooltip = { + text = tgp_refuse_appointments_decision_refuse_desc + set_appointment_timeout = { + years = 150 # I.e. we make it pseudo-permanent + desc = appointment_timeout_desc_refusing + } + } + } + + ai_check_interval = 0 + + ai_potential = { always = no } +} + +# Resume Appointments +### Resume New Appointments ### +tgp_resume_appointments_decision = { + decision_group_type = admin + title = tgp_resume_appointments_decision + desc = tgp_resume_appointments_decision_desc + selection_tooltip = tgp_resume_appointments_decision_tooltip + picture = { + reference = "gfx/interface/illustrations/decisions/tgp_career.dds" + } + confirm_text = tgp_resume_appointments_decision_confirm + sort_order = 75 + + is_shown = { + government_has_flag = government_has_merit + has_tgp_dlc_trigger = yes + this != top_liege + appointment_timeout_days > 0 + } + + is_valid_showing_failures_only = { + is_adult = yes + is_available = yes + } + + cost = { + } + + effect = { + custom_tooltip = { + text = tgp_refuse_appointments_decision_accept_desc + clear_appointment_timeout = yes + } + } + + ai_check_interval = 0 + + ai_potential = { always = no } +} + +### Request Bestowal of Honors ### +tgp_minister_request_bestowal_of_honors_decision = { + decision_group_type = major + title = tgp_minister_request_bestowal_of_honors_decision + desc = tgp_minister_request_bestowal_of_honors_decision_desc + picture = { + reference = "gfx/interface/illustrations/decisions/tgp_kowtow.dds" + } + sort_order = 1000 + + is_shown = { + exists = house + government_has_flag = government_is_celestial + liege = { tgp_has_access_to_ministry_trigger = yes } + # keep them in hard enum, since we can not avoid touch this decision by encapsulation + OR = { + has_title = title:e_minister_chancellor + has_title = title:e_minister_censor + has_title = title:e_minister_grand_marshal + has_title = title:e_minister_of_personnel + has_title = title:e_minister_of_revenue + has_title = title:e_minister_of_rites + has_title = title:e_minister_of_war + has_title = title:e_minister_of_justice + has_title = title:e_minister_of_works + } + } + + is_valid = { + influence_level >= 5 + OR = { + has_title = title:e_minister_chancellor + has_title = title:e_minister_censor + has_title = title:e_minister_grand_marshal + has_title = title:e_minister_of_personnel + has_title = title:e_minister_of_revenue + has_title = title:e_minister_of_rites + has_title = title:e_minister_of_war + has_title = title:e_minister_of_justice + has_title = title:e_minister_of_works + } + } + + is_valid_showing_failures_only = { + is_at_war = no + is_adult = yes + root.top_liege = { + is_physically_able = yes + } + trigger_if = { + limit = { + has_title = title:e_minister_chancellor + } + NOT = { + house = { + has_house_modifier = tgp_e_minister_chancellor_modifier + } + } + } + trigger_else_if = { + limit = { + has_title = title:e_minister_censor + } + NOT = { + house = { + has_house_modifier = tgp_e_minister_censor_modifier + } + } + } + trigger_else_if = { + limit = { + has_title = title:e_minister_grand_marshal + } + NOT = { + house = { + has_house_modifier = tgp_e_minister_grand_marshal_modifier + } + } + } + trigger_else_if = { + limit = { + has_title = title:e_minister_of_personnel + } + NOT = { + house = { + has_house_modifier = tgp_e_minister_of_personnel_modifier + } + } + } + trigger_else_if = { + limit = { + has_title = title:e_minister_of_revenue + } + NOT = { + house = { + has_house_modifier = tgp_e_minister_of_revenue_modifier + } + } + } + trigger_else_if = { + limit = { + has_title = title:e_minister_of_rites + } + NOT = { + house = { + has_house_modifier = tgp_e_minister_of_rites_modifier + } + } + } + trigger_else_if = { + limit = { + has_title = title:e_minister_of_war + } + NOT = { + house = { + has_house_modifier = tgp_e_minister_of_war_modifier + } + } + } + trigger_else_if = { + limit = { + has_title = title:e_minister_of_justice + } + NOT = { + house = { + has_house_modifier = tgp_e_minister_of_justice_modifier + } + } + } + trigger_else_if = { + limit = { + has_title = title:e_minister_of_works + } + NOT = { + house = { + has_house_modifier = tgp_e_minister_of_works_modifier + } + } + } + trigger_else = { + always = yes + } + } + + cost = { + influence = { + value = 5000 + } + } + + effect = { + close_view = { + view = decisions + player = root + } + trigger_event = tgp_china_ministry.1000 + show_as_tooltip = { + reverse_add_opinion = { + target = root.top_liege + modifier = honorable_opinion + opinion = 50 + } + add_character_modifier = tgp_personal_honors_modifier + if = { + limit = { + has_title = title:e_minister_chancellor + } + house = { + add_house_modifier = tgp_e_minister_chancellor_modifier + } + } + else_if = { + limit = { + has_title = title:e_minister_censor + } + house = { + add_house_modifier = tgp_e_minister_censor_modifier + } + } + else_if = { + limit = { + has_title = title:e_minister_grand_marshal + } + house = { + add_house_modifier = tgp_e_minister_grand_marshal_modifier + } + } + else_if = { + limit = { + has_title = title:e_minister_of_personnel + } + house = { + add_house_modifier = tgp_e_minister_of_personnel_modifier + } + } + else_if = { + limit = { + has_title = title:e_minister_of_revenue + } + house = { + add_house_modifier = tgp_e_minister_of_revenue_modifier + } + } + else_if = { + limit = { + has_title = title:e_minister_of_rites + } + house = { + add_house_modifier = tgp_e_minister_of_rites_modifier + } + } + else_if = { + limit = { + has_title = title:e_minister_of_war + } + house = { + add_house_modifier = tgp_e_minister_of_war_modifier + } + } + else_if = { + limit = { + has_title = title:e_minister_of_justice + } + house = { + add_house_modifier = tgp_e_minister_of_justice_modifier + } + } + else_if = { + limit = { + has_title = title:e_minister_of_works + } + house = { + add_house_modifier = tgp_e_minister_of_works_modifier + } + } + dynasty = { add_dynasty_prestige = 2000 } + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 0 + empire = 12 + hegemony = 0 + } + + ai_potential = { + government_has_flag = government_is_celestial + } + + ai_will_do = { base = 100 } +} + +# Recruit Courtiers from Celestial Capital +### Summon Courtiers for the Celestial Bureau ### +tgp_minister_recruit_courtiers_decision = { + decision_group_type = courtier + title = tgp_minister_recruit_courtiers_decision + desc = tgp_minister_recruit_courtiers_decision_desc + selection_tooltip = tgp_minister_recruit_courtiers_decision_tooltip + picture = { + reference = "gfx/interface/illustrations/event_scenes/tgp_courtyard_asia.dds" + } + sort_order = 110 + + is_shown = { + government_has_flag = government_is_celestial + liege = { tgp_has_access_to_ministry_trigger = yes } + OR = { + has_title = title:e_minister_chancellor + has_title = title:e_minister_censor + has_title = title:e_minister_grand_marshal + has_title = title:e_minister_of_personnel + has_title = title:e_minister_of_revenue + has_title = title:e_minister_of_rites + has_title = title:e_minister_of_war + has_title = title:e_minister_of_justice + has_title = title:e_minister_of_works + } + } + + is_valid = { + } + + is_valid_showing_failures_only = { + is_at_war = no + is_adult = yes + } + + cooldown = { years = 2 } + + widget = { + gui = "decision_view_widget_option_list_generic" + controller = decision_option_list_controller + decision_to_second_step_button = "CHOOSE_NOMAD_COURTIER_DECISION_NEXT_STEP_BUTTON" + show_from_start = yes + + item = { + value = minister_recruit_administrator + is_valid = { + NOR = { + has_title = title:e_minister_grand_marshal + has_title = title:e_minister_of_rites + has_title = title:e_minister_of_war + } + } + current_description = minister_recruit_administrator_desc + localization = minister_recruit_administrator_desc + icon = "gfx/interface/icons/modifiers/icon_merit_07.dds" + ai_chance = { + value = 100 + } + } + item = { + value = minister_recruit_diplomat + is_valid = { + NOR = { + has_title = title:e_minister_grand_marshal + has_title = title:e_minister_of_rites + has_title = title:e_minister_of_war + has_title = title:e_minister_of_works + } + } + current_description = minister_recruit_diplomat_desc + localization = minister_recruit_diplomat_desc + icon = "gfx/interface/icons/court_position_types/grand_historian_court_position.dds" + ai_chance = { + value = 100 + } + } + item = { + value = minister_recruit_commander + is_valid = { + NOR = { + has_title = title:e_minister_censor + has_title = title:e_minister_of_revenue + has_title = title:e_minister_of_rites + has_title = title:e_minister_of_justice + has_title = title:e_minister_of_works + } + } + current_description = minister_recruit_commander_desc + localization = minister_recruit_commander_desc + icon = "gfx/interface/icons/character_interactions/icon_coax_to_war.dds" + ai_chance = { + value = 100 + } + } + item = { + value = minister_recruit_warrior + is_valid = { + NOR = { + has_title = title:e_minister_censor + has_title = title:e_minister_of_revenue + has_title = title:e_minister_of_rites + has_title = title:e_minister_of_justice + has_title = title:e_minister_of_works + } + } + current_description = minister_recruit_warrior_desc + localization = minister_recruit_warrior_desc + icon = "gfx/interface/icons/character_interactions/icon_combat.dds" + ai_chance = { + value = 100 + } + } + item = { + value = minister_recruit_scholar + is_valid = { + NOR = { + has_title = title:e_minister_censor + has_title = title:e_minister_grand_marshal + has_title = title:e_minister_of_revenue + has_title = title:e_minister_of_war + } + } + current_description = minister_recruit_scholar_desc + localization = minister_recruit_scholar_desc + icon = "gfx/interface/icons/character_interactions/imperial_examination.dds" + ai_chance = { + value = 100 + } + } + item = { + value = minister_recruit_confucian_scholar + is_valid = { + NOR = { + has_title = title:e_minister_censor + has_title = title:e_minister_grand_marshal + has_title = title:e_minister_of_revenue + has_title = title:e_minister_of_war + has_title = title:e_minister_of_works + } + } + current_description = minister_recruit_confucian_scholar_desc + localization = minister_recruit_confucian_scholar_desc + icon = "gfx/interface/icons/modifiers/icon_piety_confucianism_02.dds" + ai_chance = { + value = 100 + } + } + item = { + value = minister_recruit_eunuch + is_valid = { + NOR = { + has_title = title:e_minister_grand_marshal + has_title = title:e_minister_of_revenue + has_title = title:e_minister_of_rites + has_title = title:e_minister_of_war + has_title = title:e_minister_of_justice + has_title = title:e_minister_of_works + } + } + current_description = minister_recruit_eunuch_desc + localization = minister_recruit_eunuch_desc + icon = "gfx/interface/icons/character_interactions/provincial_examination.dds" + ai_chance = { + value = 100 + } + } + } + + cost = { + treasury = { + value = 100 + } + } + + effect = { + save_scope_as = minister_scope + custom_tooltip = tgp_minister_recruit_courtiers_decision_effect_desc + hidden_effect = { + if = { + limit = { scope:minister_recruit_administrator = yes } + minister_courtier_recruitment_effect = { COURTIER_TEMPLATE = tgp_minister_administrator_template } + } + else_if = { + limit = { scope:minister_recruit_diplomat = yes } + minister_courtier_recruitment_effect = { COURTIER_TEMPLATE = tgp_minister_diplomat_template } + } + else_if = { + limit = { scope:minister_recruit_commander = yes } + minister_courtier_recruitment_effect = { COURTIER_TEMPLATE = tgp_minister_commander_template } + } + else_if = { + limit = { scope:minister_recruit_warrior = yes } + minister_courtier_recruitment_effect = { COURTIER_TEMPLATE = tgp_minister_warrior_template } + } + else_if = { + limit = { scope:minister_recruit_scholar = yes } + minister_courtier_recruitment_effect = { COURTIER_TEMPLATE = tgp_minister_scholar_template } + } + else_if = { + limit = { scope:minister_recruit_confucian_scholar = yes } + minister_courtier_recruitment_effect = { COURTIER_TEMPLATE = tgp_minister_confucian_scholar_template } + } + else_if = { + limit = { scope:minister_recruit_eunuch = yes } + minister_courtier_recruitment_effect = { COURTIER_TEMPLATE = tgp_minister_eunuch_template } + } + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 0 + empire = 12 + hegemony = 0 + } + + ai_potential = { + liege = { tgp_has_access_to_ministry_trigger = yes } + is_councillor = yes + any_courtier = { count <= 10 } + } + + ai_will_do = { base = 100 } +} + +# Study Confucian Classics +### Study the Confucian Classics ### +tgp_china_study_confucian_classics_decision = { + decision_group_type = admin + title = tgp_china_study_confucian_classics_decision + desc = tgp_china_study_confucian_classics_decision_desc + selection_tooltip = tgp_china_study_confucian_classics_decision_tooltip + picture = { + reference = "gfx/interface/illustrations/decisions/tgp_debate.dds" + } + sort_order = 120 + + cooldown = { years = 5 } + + cost = { + } + + is_shown = { + has_tgp_dlc_trigger = yes + government_allows = merit + is_playable_character = yes + NOT = { top_liege = root } + } + + is_valid = { + knows_language = language_chinese + custom_tooltip = { + text = tgp_china_study_confucian_classics_decision_req_tt + NOT = { + any_scheme = { + type = study_confucian_classics + } + } + } + } + + is_valid_showing_failures_only = { + NOT = { + has_character_modifier = tgp_gave_up_modifier + } + is_available = yes + can_start_scheme = { + type = study_confucian_classics + target_character = root + } + } + + effect = { + custom_tooltip = { + text = tgp_china_study_confucian_classics_decision_tt + start_scheme = { + type = study_confucian_classics + target_character = root + } + close_view = { + view = decisions + player = root + } + random_scheme = { + type = study_confucian_classics + save_scope_as = scheme + } + save_scope_as = owner + trigger_event = study_confucian_classics_outcome.10 + } + if = { + limit = { + any_scheme = { is_scheme_category = personal } + } + custom_tooltip = tgp_china_study_confucian_classics_decision_end_scheme_tt + } + if = { + limit = { is_landed = yes } + custom_tooltip = tgp_china_study_confucian_classics_decision_recommendations_tt + } + } + + ai_check_interval = 0 + + ai_potential = { + } + + ai_will_do = { + base = 100 + } +} + +### Claim the Mantle of Maitreya ### +tgp_claim_the_mantle_of_maitreya_decision = { + ai_check_interval = 0 + picture = { + reference = "gfx/interface/illustrations/event_scenes/tgp_holysite_asia.dds" + } + desc = claim_the_mantle_of_maitreya_decision_desc + decision_group_type = major + + selection_tooltip = claim_the_mantle_of_maitreya_decision_tooltip + + cooldown = { years = 30 } + + is_shown = { + faith = { + has_doctrine = tenet_extinction_of_dharma + } + } + + is_valid_showing_failures_only = { + custom_tooltip = { + text = the_maitreya_already_exists + NOT = { + has_global_variable = the_maitreya_has_descended + } + } + is_available_adult = yes + } + + is_valid = { + is_independent_ruler = yes + capital_county.faith = root.faith + piety_level >= 5 + OR = { + has_trait = zealous + has_trait = peasant_leader + has_trait = possessed + has_trait = lunatic + } + highest_held_title_tier >= tier_kingdom + custom_tooltip = { + text = maitreya_hof_requirement + OR = { + NOT = { + exists = faith.religious_head + } + faith.religious_head ?= this + } + } + } + + cost = { + prestige = { + value = monumental_prestige_value + } + piety = { + value = monumental_piety_value + } + } + + effect = { + faith = { + change_fervor = { + value = 100 + desc = maitreya_has_descended_fervor_desc + } + } + add_character_modifier = claimed_mantle_of_maitreya_modifier + hidden_effect = { + set_global_variable = { + name = the_maitreya_has_descended + value = yes + } + } + spawn_army = { + levies = maitreya_devotee_army_value + location = root.capital_province + origin = root.capital_province + inheritable = no + name = maitreya_devotees + } + } + + ai_potential = { + always = no + } + + ai_will_do = { + base = 0 + } +} + +# Drink Tea/Perform Tea Ceremony - Unlocked from the Asian Estate +### Drink Tea ### +tgp_tea_ceremony_decision = { + picture = { + reference = "gfx/interface/illustrations/event_scenes/tgp_relaxing_room_asia.dds" + } + title = { + first_valid = { + triggered_desc = { + trigger = { + culture = { has_cultural_pillar = heritage_chinese } + } + desc = tgp_tea_ceremony_decision + } + desc = tgp_tea_ceremony_decision_ceremony_name + } + } + desc = tgp_tea_ceremony_decision_desc + sort_order = 200 + + selection_tooltip = tgp_tea_ceremony_decision_tooltip + + cooldown = { years = 5 } + + is_shown = { + domicile ?= { has_domicile_parameter = estate_unlock_tea_ceremony } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + } + + is_valid = { + } + + cost = { + piety = { + value = minor_piety_value + } + } + + effect = { + custom_tooltip = { + text = tgp_tea_ceremony_decision_effect_desc + + random_courtier = { + limit = { + is_available_adult = yes + } + weight = { + base = 5 + + modifier = { + add = 5 + is_close_family_of = root + } + modifier = { + add = 3 + exists = house + house = root.house + } + modifier = { + add = { + value = learning + divide = 4 + } + learning >= 10 + } + } + save_scope_as = inspired_courtier + } + + send_interface_toast = { + type = event_toast_effect_good + title = tgp_tea_ceremony_decision_toast + left_icon = root + + # Lose stress + if = { + limit = { stress > 0 } + stress_impact = { + base = -25 + content = medium_stress_impact_loss + humble = minor_stress_impact_loss + patient = minor_stress_impact_loss + calm = minor_stress_impact_loss + gregarious = minor_stress_impact_loss + } + } + # Gain a random effect + random_list = { + 20 = { # Gain opinion + trigger = { + exists = scope:inspired_courtier + } + + progress_towards_friend_effect = { + REASON = friend_drinking_tea + CHARACTER = scope:inspired_courtier + OPINION = default_friend_opinion + } + } + 10 = { # Courtier becomes inspired + trigger = { + exists = scope:inspired_courtier + } + + # Add inspiration + if = { + limit = { + has_royal_court = yes + } + grant_inspiration_to_character_effect = { CHARACTER = scope:inspired_courtier } + } + else = { + grant_inspiration_to_character_no_court_artifacts_effect = { CHARACTER = scope:inspired_courtier } + } + # Custom tooltip to explain that a courtier was inspired + custom_tooltip = courtier_inspired_effect + } + 10 = { # Health negation + add_character_modifier = { + modifier = tea_ceremony_health_benefit + years = 5 + } + } + 10 = { # Diplomacy + add_character_modifier = { + modifier = tea_ceremony_perfect_tea + years = 5 + } + } + 10 = { # Stress + add_character_modifier = { + modifier = tea_ceremony_peace_of_mind + years = 5 + } + } + 10 = { # Spirit/piety + add_character_modifier = { + modifier = tea_ceremony_spirit + years = 5 + } + } + 10 = { # Family + add_character_modifier = { + modifier = tea_ceremony_family + years = 5 + } + } + } + } + } + } + + ai_check_interval = 0 + + ai_potential = { + always = no + } + + ai_will_do = { + base = 0 + } +} + +# Suggest Treasury Audit +### Suggest Treasury Audit ### +tgp_suggest_budget_change_decision = { + decision_group_type = admin + title = tgp_suggest_budget_change_decision + desc = tgp_suggest_budget_change_decision_desc + selection_tooltip = tgp_suggest_budget_change_decision_tooltip + picture = { + reference = "gfx/interface/illustrations/decisions/tgp_scholars.dds" + } + sort_order = 110 + + is_shown = { + government_has_flag = government_is_celestial + liege = { tgp_has_access_to_ministry_trigger = yes } + has_title = title:e_minister_of_revenue + } + + is_valid = { + } + + is_valid_showing_failures_only = { + is_at_war = no + is_adult = yes + } + + cooldown = { years = 3 } + + widget = { + gui = "decision_view_widget_option_list_generic" + controller = decision_option_list_controller + decision_to_second_step_button = "SELECT_ACTION" + show_from_start = yes + + item = { + value = suggest_salary_budget + is_valid = { + custom_tooltip = { + text = liege_already_has_budget_desc + can_suggest_budget_salary_template_trigger = yes + } + } + current_description = suggest_salary_budget_desc + localization = suggest_salary_budget_desc + icon = "gfx/interface/icons/character_interactions/icon_gold.dds" + ai_chance = { + value = 100 + } + } + item = { + value = suggest_ministry_budget + is_valid = { + custom_tooltip = { + text = liege_already_has_budget_desc + can_suggest_budget_ministry_template_trigger = yes + } + } + current_description = suggest_ministry_budget_desc + localization = suggest_ministry_budget_desc + icon = "gfx/interface/icons/government_types/celestial_government.dds" + ai_chance = { + value = 100 + } + } + item = { + value = suggest_military_budget + is_valid = { + custom_tooltip = { + text = liege_already_has_budget_desc + can_suggest_budget_military_template_trigger = yes + } + } + current_description = suggest_military_budget_desc + localization = suggest_military_budget_desc + icon = "gfx/interface/icons/celestial_administration_types/icon_game_concept_celestial_military_administration.dds" + ai_chance = { + value = 100 + } + } + item = { + value = suggest_hegemon_budget + is_valid = { + custom_tooltip = { + text = liege_already_has_budget_desc + can_suggest_budget_hegemon_template_trigger = yes + } + } + current_description = suggest_hegemon_budget_desc + localization = suggest_hegemon_budget_desc + icon = "gfx/interface/icons/legitimacy_types/mandate_legitimacy.dds" + ai_chance = { + value = 100 + } + } + item = { + value = suggest_balanced_budget + is_valid = { + custom_tooltip = { + text = liege_already_has_budget_desc + can_suggest_budget_balanced_template_trigger = yes + } + } + current_description = suggest_balanced_budget_desc + localization = suggest_balanced_budget_desc + icon = "gfx/interface/icons/character_interactions/scroll_scales.dds" + ai_chance = { + value = 100 + } + } + item = { + value = suggest_salary_increase + is_valid = { + liege = { + NOT = { realm_law_group_at_maximum_level = budget_allocation_salary_law } + } + } + current_description = increase_budget_salary_desc + localization = increase_budget_salary_name + icon = "gfx/interface/icons/character_interactions/icon_gold.dds" + ai_chance = { + value = 100 + } + } + item = { + value = suggest_ministry_increase + is_valid = { + liege = { + NOT = { realm_law_group_at_maximum_level = budget_allocation_ministry_law } + } + } + current_description = increase_budget_ministry_desc + localization = increase_budget_ministry_name + icon = "gfx/interface/icons/court_position_types/favored_minister_court_position.dds" + ai_chance = { + value = 100 + } + } + item = { + value = suggest_military_increase + is_valid = { + liege = { + NOT = { realm_law_group_at_maximum_level = budget_allocation_military_law } + } + } + current_description = increase_budget_military_desc + localization = increase_budget_military_name + icon = "gfx/interface/icons/message_feed/soldier.dds" + ai_chance = { + value = 100 + } + } + } + + cost = { + influence = { + value = medium_influence_value + } + } + + effect = { + save_scope_as = minister_of_revenue + liege = { save_scope_as = treasury_ruler } + custom_tooltip = tgp_suggest_budget_change_decision_liege_desc + if = { + limit = { scope:suggest_salary_budget = yes } + custom_tooltip = tgp_treasury_enact_salary_budget_desc + save_scope_as = budget_suggestion_salary_template + } + else_if = { + limit = { scope:suggest_ministry_budget= yes } + custom_tooltip = tgp_treasury_enact_ministry_budget_desc + save_scope_as = budget_suggestion_ministry_template + } + else_if = { + limit = { scope:suggest_military_budget = yes } + custom_tooltip = tgp_treasury_enact_military_budget_desc + save_scope_as = budget_suggestion_military_template + } + else_if = { + limit = { scope:suggest_hegemon_budget = yes } + custom_tooltip = tgp_treasury_enact_hegemon_budget_desc + save_scope_as = budget_suggestion_hegemon_template + } + else_if = { + limit = { scope:suggest_balanced_budget = yes } + custom_tooltip = tgp_treasury_enact_balanced_budget_desc + save_scope_as = budget_suggestion_balanced_template + } + else_if = { + limit = { scope:suggest_salary_increase = yes } + custom_tooltip = increase_budget_salary_tooltip + save_scope_as = budget_suggestion_salary_increase + } + else_if = { + limit = { scope:suggest_ministry_increase = yes } + custom_tooltip = increase_budget_ministry_tooltip + save_scope_as = budget_suggestion_ministry_increase + } + else_if = { + limit = { scope:suggest_military_increase = yes } + custom_tooltip = increase_budget_military_tooltip + save_scope_as = budget_suggestion_military_increase + } + liege = { + trigger_event = { id = tgp_china_ministry.0200 days = 1 } + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 0 + empire = 0 + hegemony = 0 + } + + ai_potential = { + always = no + } + + ai_will_do = { base = 0 } +} + + +### Withdraw Fund from Treasury ### +extract_gold_from_treasury = { + picture = { + trigger = { + culture = { + has_graphical_east_asia_culture_group_trigger = yes + } + } + reference = "gfx/interface/illustrations/decisions/tgp_scholars.dds" + } + picture = { + reference = "gfx/interface/illustrations/decisions/fp3_decision_tax_collector.dds" + } + + desc = extract_gold_from_treasury_desc + decision_group_type = admin + selection_tooltip = extract_gold_from_treasury_tooltip + sort_order = 110 + + cooldown = { years = 2 } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 12 + empire = 12 + hegemony = 12 + } + + is_shown = { + is_playable_character = yes + has_treasury = yes + OR = { + is_independent_ruler = yes + tgp_is_any_minister = yes + } + } + + is_valid_showing_failures_only = { + treasury >= medium_treasury_value + trigger_if = { + limit = { + is_valid_for_legitimacy_change = yes + } + legitimacy_level > 0 + } + } + + effect = { + remove_short_term_treasury = medium_treasury_value + add_short_term_gold = medium_treasury_value + + if = { + limit = { + is_valid_for_legitimacy_change = yes + } + + add_legitimacy = { + value = major_legitimacy_loss + min = { + value = medium_treasury_value + multiply = -0.5 + } + } + add_character_modifier = { + modifier = tgp_dipped_into_treasury_modifier + years = 3 + } + } + else_if = { + limit = { + tgp_is_any_minister = yes + } + add_character_modifier = { + modifier = tgp_minister_dipped_into_treasury_modifier + years = 3 + } + } + + if = { + limit = { + top_liege.primary_title = title:h_china + } + tgp_activate_catalyst_against_hegemon_effect = { + HEGEMON = root.top_liege + CATALYST = catalyst_dipped_into_treasury + } + } + } + + cost = { + influence = { + value = 0 + if = { + limit = { is_valid_for_legitimacy_change = no } + add = massive_influence_value + } + } + } + + ai_potential = { + OR = { + gold < 0 + AND = { + top_liege = this + gold < massive_gold_value + ai_greed > high_positive_ai_value + } + } + # Don't do it if this when at low legitimacy, as the top ruler + OR = { + top_liege != this + legitimacy_level > 1 + } + } + + ai_will_do = { + base = 100 + } +} diff --git a/common/decisions/dlc_decisions/tgp/tgp_culture_decisions.txt b/common/decisions/dlc_decisions/tgp/tgp_culture_decisions.txt new file mode 100644 index 00000000..223110d2 --- /dev/null +++ b/common/decisions/dlc_decisions/tgp/tgp_culture_decisions.txt @@ -0,0 +1,153 @@ +# Write a book, poetry, fiction, philosophy or governance + +### Author Book ### +author_book_decision = { + picture = { + reference = "gfx/interface/illustrations/event_scenes/tgp_study_asia.dds" + } + desc = author_book_decision_desc + sort_order = 100 + + selection_tooltip = author_book_decision_tooltip + + cooldown = { years = 10 } + + is_shown = { + culture = { has_cultural_parameter = can_author_books } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + } + + cost = { + gold = minor_gold_value + } + + widget = { + gui = "decision_view_widget_generic_multichoice_with_effects" + controller = decision_option_list_controller + decision_to_second_step_button = "SELECT_ACTION" + show_from_start = yes + + item = { + value = poetry + current_description = poetry_book_desc + localization = poetry + icon = "gfx/interface/icons/court_position_task_types/grand_mentor_court_position_task_teach_liege.dds" + is_valid = { + + } + ai_chance = { + value = 100 + } + } + + item = { + value = prose + current_description = prose_book_desc + localization = prose + icon = "gfx/interface/icons/court_position_task_types/court_poet_court_position_task_create_poetry.dds" + is_valid = { + } + ai_chance = { + value = 100 + } + } + + item = { + value = scholarship + current_description = scholarship_book_desc + localization = scholarship + icon = "gfx/interface/icons/court_position_task_types/guru_teach_learning.dds" + is_valid = { + custom_tooltip = { + text = scholarship.requirements.tt + OR = { + learning >= 15 + AND = { + has_trait = confucian_education + has_trait_xp = { + trait = confucian_education + value >= 40 + } + } + } + } + } + ai_chance = { + value = 100 + } + } + } + + effect = { + + switch = { + trigger = yes + scope:poetry = { + custom_tooltip = poetry_book_desc + custom_tooltip = poetry_book_effect_desc + custom_tooltip = quickest_book_tt + trigger_event = author_book.0001 + show_as_tooltip = { + stress_impact = { + base = minor_stress_impact_gain + lazy = minor_stress_impact_gain + lifestyle_poet = minor_stress_impact_loss #offsets penalty a bit + } + } + } + scope:prose = { + custom_tooltip = prose_book_desc + custom_tooltip = prose_book_effect_desc + if = { + limit = { + NOT = { has_trait = confucian_education } + } + show_as_tooltip = { add_trait = confucian_education } + } + trigger_event = author_book.0004 + show_as_tooltip = { + stress_impact = { + base = medium_stress_impact_gain + lazy = minor_stress_impact_gain + journaller = minor_stress_impact_loss #offsets penalty a bit + confucian_education = minor_stress_impact_loss #offsets penalty a bit + } + } + } + scope:scholarship = { + custom_tooltip = scholarship_book_desc + custom_tooltip = scholarship_effect_desc + custom_tooltip = most_time_consuming_book_tt + trigger_event = author_book.0005 + show_as_tooltip = { + stress_impact = { + base = major_stress_impact_gain + lazy = minor_stress_impact_gain + journaller = minor_stress_impact_loss #offsets penalty a bit + confucian_education = minor_stress_impact_loss #offsets penalty a bit + } + } + } + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 120 + duchy = 120 + kingdom = 120 + empire = 120 + hegemony = 120 + } + + ai_potential = { + short_term_gold >= major_gold_value + } + + ai_will_do = { + base = 100 + } +} diff --git a/common/decisions/dlc_decisions/tgp/tgp_dynastic_cycle_decisions.txt b/common/decisions/dlc_decisions/tgp/tgp_dynastic_cycle_decisions.txt new file mode 100644 index 00000000..2f7073d8 --- /dev/null +++ b/common/decisions/dlc_decisions/tgp/tgp_dynastic_cycle_decisions.txt @@ -0,0 +1,3437 @@ +### Claim the Mandate of Heaven ### +situation_dynastic_cycle_claim_mandate_decision = { + decision_group_type = dynastic_cycle + title = situation_dynastic_cycle_claim_mandate_decision + desc = situation_dynastic_cycle_claim_mandate_decision_desc + selection_tooltip = situation_dynastic_cycle_claim_mandate_decision_tooltip + picture = { + reference = "gfx/interface/illustrations/event_story/tgp_dynastic_cycle_stability.dds" + } + extra_picture = "gfx/interface/illustrations/event_story/tgp_dynastic_cycle_stability.dds" + sort_order = 80 + + cooldown = { years = 5 } + + is_shown = { + has_tgp_dlc_trigger = yes + exists = top_participant_group:dynastic_cycle #I am part of the dynastic cycle + situation:dynastic_cycle = { situation_current_phase = situation_dynastic_cycle_phase_chaos } #The era is division + } + + is_valid = { + situation:dynastic_cycle = { situation_current_phase = situation_dynastic_cycle_phase_chaos } + is_independent_ruler = yes + custom_tooltip = { + text = claim_mandate_decision_county_percentage_tt + title:h_china = { + any_de_jure_county = { + percent >= claim_mandate_china_county_percentage_value + holder.top_liege = { + OR = { + this = root + is_tributary_of_suzerain_or_above = root + } + } + } + } + } + } + + is_valid_showing_failures_only = { + is_available_at_peace_adult = yes + } + + effect = { + add_character_flag = { + flag = claimed_the_mandate_of_heaven + days = 3 + } + #GoK stops really being GoK + gok_government_change_story_end_effect = yes + situation:dynastic_cycle = { save_scope_as = situation } + tgp_claim_mandate_of_heaven_effect = yes + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 36 + empire = 3 + hegemony = 12 + } + ai_potential = { + situation:dynastic_cycle ?= { situation_current_phase = situation_dynastic_cycle_phase_chaos } + NOT = { + any_owned_story = { + OR = { + story_type = story_mongol_invasion + story_type = story_greatest_of_khans + } + } + } + } + ai_will_do = { base = 10000 } +} + +situation_dynastic_cycle_favor_own_culture_for_appointments = { + title = situation_dynastic_cycle_favor_own_culture_for_appointments + desc = situation_dynastic_cycle_favor_own_culture_for_appointments_desc + selection_tooltip = situation_dynastic_cycle_favor_own_culture_for_appointments_tooltip + confirm_text = { + first_valid = { + triggered_desc = { + trigger = { scope:situation_dynastic_cycle_remove_favor = yes } + desc = situation_dynastic_cycle_favor_own_culture_for_appointments_confirm_2 + } + desc = situation_dynastic_cycle_favor_own_culture_for_appointments_confirm_1 + } + } + picture = { + reference = "gfx/interface/illustrations/decisions/tgp_debate.dds" + } + sort_order = 70 + decision_group_type = dynastic_cycle + + is_shown = { + has_title = title:h_china + top_participant_group:dynastic_cycle ?= { + has_participant_group_parameter = dynastic_cycle_hegemon_may_favour_own_culture_for_appointments + } + } + + is_valid = { + custom_tooltip = { + text = government_is_celestial_tt + government_has_flag = government_is_celestial + } + situation:dynastic_cycle = { situation_current_phase = situation_dynastic_cycle_phase_instability_conquest } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + } + + cost = { + prestige = 250 + } + + widget = { + gui = "decision_view_widget_generic_multichoice_with_effects" + controller = decision_option_list_controller + decision_to_second_step_button = "SELECT_ACTION" + + ### Favor your own culture + item = { + value = situation_dynastic_cycle_favor_own_culture + is_valid = { + custom_tooltip = { + text = situation_dynastic_cycle_own_culture_already_favored_desc + situation:dynastic_cycle ?= { + OR = { + NOT = { has_variable = dynastic_cycle_favored_culture } + var:dynastic_cycle_favored_culture != root.culture + } + } + } + #culture ?= { + # NOT = { has_cultural_pillar = heritage_chinese } + #} + } + current_description = situation_dynastic_cycle_favor_own_culture_desc + localization = situation_dynastic_cycle_favor_own_culture_name + icon = "gfx/interface/icons/message_feed/culture.dds" + ai_chance = { + value = 100 + } + } + ### Remove currently favored culture + item = { + value = situation_dynastic_cycle_remove_favor + is_valid = { + situation:dynastic_cycle ?= { + save_temporary_scope_as = situation_scope + custom_tooltip = { + text = situation_dynastic_cycle_no_favored_culture_desc + has_variable = dynastic_cycle_favored_culture + } + } + } + current_description = situation_dynastic_cycle_remove_favor_desc + localization = situation_dynastic_cycle_remove_favor_name + icon = "gfx/interface/icons/message_feed/culture.dds" + ai_chance = { + value = 0 # The AI doesn't need to do this + } + } + } + + effect = { + situation:dynastic_cycle ?= { save_scope_as = situation } + culture = { + save_scope_as = hegemon_favored_culture + } + if = { # Promote your own culture + limit = { scope:situation_dynastic_cycle_favor_own_culture = yes } + custom_tooltip = { + text = situation_dynastic_cycle_conquest_favor_own_culture_desc + situation:dynastic_cycle ?= { + set_variable = { + name = dynastic_cycle_favored_culture + value = scope:hegemon_favored_culture + } + } + + # Notify any vassal players + every_player = { + limit = { target_is_liege_or_above = root } + + } + } + } + else_if = { # Stop promoting currently promoted culture + limit = { scope:situation_dynastic_cycle_remove_favor = yes } + custom_tooltip = { + text = situation_dynastic_cycle_conquest_stop_favored_culture_desc + situation:dynastic_cycle ?= { + remove_variable = dynastic_cycle_favored_culture + } + + # Notify any vassal players + every_player = { + limit = { target_is_liege_or_above = root } + + } + } + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 0 + empire = 0 + hegemony = 36 + } + + ai_potential = { always = yes } + + ai_will_do = { + base = 30 + + modifier = { + ai_boldness >= high_positive_ai_value + add = 45 + } + modifier = { + ai_honor >= very_high_positive_ai_value + ai_rationality >= very_high_positive_ai_value + add = -30 + } + } +} + +#only for Players - ability to choose a participation group in the Dynastic Cycle +### Join Movement ### +situation_dynastic_cycle_choose_movement_decision = { + decision_group_type = dynastic_cycle + title = situation_dynastic_cycle_choose_movement_decision + desc = situation_dynastic_cycle_choose_movement_decision_desc + selection_tooltip = situation_dynastic_cycle_choose_movement_decision_tooltip + picture = { + reference = "gfx/interface/illustrations/decisions/tgp_scholars.dds" + } + sort_order = 80 + + is_shown = { + has_tgp_dlc_trigger = yes + is_ai = no + any_character_situation = { + situation_type = dynastic_cycle + NOT = { situation_current_phase = situation_dynastic_cycle_phase_chaos } + } + top_participant_group:dynastic_cycle ?= { + NOR = { + participant_group_type = other_rulers + participant_group_type = hegemon_ruler + } + } + } + + is_valid_showing_failures_only = { + is_adult = yes + custom_tooltip = { + text = situation_dynastic_cycle_choose_movement_decision_cannot_leave_var + NOT = { has_variable = dynastic_cycle_cannot_leave_movement_var } + } + } + cooldown = { years = 5 } + widget = { + gui = "decision_view_widget_generic_multichoice_with_effects" + controller = decision_option_list_controller + decision_to_second_step_button = "SELECT_ACTION" + show_from_start = yes + + item = { + value = pro_hegemon_movement + is_valid = { + custom_tooltip = { + text = already_in_this_movement_desc + situation:dynastic_cycle ?= { + situation_participant_group:pro_hegemon_movement = { + NOT = { participant_group_has_character = root } + } + } + } + } + current_description = choose_pro_hegemon_movement_desc + localization = choose_pro_hegemon_movement_name + icon = "gfx/interface/icons/dynastic_cycle/dynastic_cycle_group_pro.dds" + flat = yes + ai_chance = { + value = 100 + } + } + item = { + value = expansion_movement + is_valid = { + custom_tooltip = { + text = already_in_this_movement_desc + situation:dynastic_cycle ?= { + situation_participant_group:expansion_movement = { + NOT = { participant_group_has_character = root } + } + } + } + } + current_description = choose_expansion_movement_desc + localization = choose_expansion_movement_name + icon = "gfx/interface/icons/dynastic_cycle/dynastic_cycle_group_expand.dds" + flat = yes + ai_chance = { + value = 100 + } + } + item = { + value = advancement_movement + is_valid = { + custom_tooltip = { + text = already_in_this_movement_desc + situation:dynastic_cycle ?= { + situation_participant_group:advancement_movement = { + NOT = { participant_group_has_character = root } + } + } + } + } + current_description = choose_advancement_movement_desc + localization = choose_advancement_movement_name + icon = "gfx/interface/icons/dynastic_cycle/dynastic_cycle_group_advance.dds" + flat = yes + ai_chance = { + value = 100 + } + } + item = { + value = conservative_movement + is_valid = { + custom_tooltip = { + text = already_in_this_movement_desc + situation:dynastic_cycle ?= { + situation_participant_group:conservative_movement = { + NOT = { participant_group_has_character = root } + } + } + } + } + current_description = choose_conservative_movement_desc + localization = choose_conservative_movement_name + icon = "gfx/interface/icons/dynastic_cycle/dynastic_cycle_group_anti.dds" + flat = yes + ai_chance = { + value = 100 + } + } + } + + cost = { + influence = { + value = 0 + if = { + limit = { + government_allows = administrative + } + # Base cost + value = monumental_influence_value + # More expensive for each disciple + add = { + value = 10 + multiply = root.number_of_disciples + } + # Less expensive to go out of the undecided movement to any other movement + if = { + limit = { + situation:dynastic_cycle ?= { + situation_participant_group:undecided_movement = { + participant_group_has_character = root + } + } + } + multiply = 0.5 + } + # Reduce the cost if your elder is in the selected movement + if = { + limit = { + any_relation = { + type = elder + save_temporary_scope_as = elder + } + situation:dynastic_cycle ?= { + OR = { + AND = { + situation_participant_group:pro_hegemon_movement = { + participant_group_has_character = scope:elder + } + scope:pro_hegemon_movement ?= yes + } + AND = { + situation_participant_group:expansion_movement = { + participant_group_has_character = scope:elder + } + scope:expansion_movement ?= yes + } + AND = { + situation_participant_group:advancement_movement = { + participant_group_has_character = scope:elder + } + scope:advancement_movement ?= yes + } + AND = { + situation_participant_group:conservative_movement = { + participant_group_has_character = scope:elder + } + scope:conservative_movement ?= yes + } + } + } + } + multiply = 0.5 + } + } + } + # Non-admins pay prestige instead + prestige = { + value = 0 + if = { + limit = { + NOT = { government_allows = administrative } + } + # Base cost + value = { + value = monumental_influence_value + multiply = 2 + } + # Less expensive to go out of the undecided movement to any other movement + if = { + limit = { + situation:dynastic_cycle ?= { + situation_participant_group:undecided_movement = { + participant_group_has_character = root + } + } + } + multiply = 0.5 + } + } + } + } + + effect = { + save_scope_as = recipient #for loc + switch = { + trigger = yes + scope:pro_hegemon_movement = { + custom_tooltip = choose_pro_hegemon_movement_tt + situation:dynastic_cycle ?= { + situation_participant_group:pro_hegemon_movement = { + save_scope_as = situation_participant_group + } + } + if = { + limit = { + scope:recipient.var:movement_power >= high_movement_power_value + } + tgp_activate_catalyst_against_hegemon_effect = { + HEGEMON = scope:recipient.top_liege + CATALYST = catalyst_movement_gained_power_pro_hegemon + } + } + set_variable = { + name = movement_member + value = flag:pro_hegemon + } + } + scope:expansion_movement = { + custom_tooltip = choose_expansion_movement_tt + situation:dynastic_cycle ?= { + situation_participant_group:expansion_movement = { + save_scope_as = situation_participant_group + } + } + if = { + limit = { + scope:recipient.var:movement_power >= high_movement_power_value + } + tgp_activate_catalyst_against_hegemon_effect = { + HEGEMON = scope:recipient.top_liege + CATALYST = catalyst_movement_gained_power_expansion + } + } + set_variable = { + name = movement_member + value = flag:expansion + } + } + scope:advancement_movement = { + custom_tooltip = choose_advancement_movement_tt + situation:dynastic_cycle ?= { + situation_participant_group:advancement_movement = { + save_scope_as = situation_participant_group + } + } + if = { + limit = { + scope:recipient.var:movement_power >= high_movement_power_value + } + tgp_activate_catalyst_against_hegemon_effect = { + HEGEMON = scope:recipient.top_liege + CATALYST = catalyst_movement_gained_power_advancement + } + } + set_variable = { + name = movement_member + value = flag:advancement + } + } + scope:conservative_movement = { + custom_tooltip = choose_conservative_movement_tt + situation:dynastic_cycle ?= { + situation_participant_group:conservative_movement = { + save_scope_as = situation_participant_group + } + } + if = { + limit = { + scope:recipient.var:movement_power >= high_movement_power_value + } + tgp_activate_catalyst_against_hegemon_effect = { + HEGEMON = scope:recipient.top_liege + CATALYST = catalyst_movement_gained_power_conservative + } + } + set_variable = { + name = movement_member + value = flag:conservative + } + } + } + custom_tooltip = adds_movement_power_tt + if = { + limit = { + any_relation = { + type = disciple + } + } + custom_tooltip = { + text = every_disciple_adds_movement_power_tt + every_relation = { + type = disciple + recalculate_participant_group = situation:dynastic_cycle + } + } + } + if = { # break up with the elder if the movement is not the same after applying previous effects and changing your own + limit = { + any_relation = { + type = elder + save_temporary_scope_as = elder + } + scope:elder = { + top_participant_group:dynastic_cycle = root.top_participant_group:dynastic_cycle + } + } + custom_tooltip = { + text = situation_dynastic_cycle_choose_movement_decision_elder_tt + run_interaction = { + interaction = break_with_elder + actor = root + recipient = scope:elder + execute_threshold = accept + } + } + } + hidden_effect = { recalculate_participant_group = situation:dynastic_cycle } + } + + #AI is slotted into the groups automatically by the situation participant groups script in the tgp_dynastic_cycle file + ai_check_interval = 0 +} +# a petition in the name of your movement to be delivered to hegemon/relevant minister +### Make Movement Petition ### +movement_petition_decision = { + decision_group_type = dynastic_cycle + title = movement_petition_decision + desc = movement_petition_decision_desc + selection_tooltip = movement_petition_decision_tooltip + picture = { + reference = "gfx/interface/illustrations/event_story/tgp_dynastic_cycle_stability.dds" + } + sort_order = 80 + + is_shown = { + has_tgp_dlc_trigger = yes + top_participant_group:dynastic_cycle ?= { + NOR = { + participant_group_type = other_rulers + participant_group_type = hegemon_ruler + } + } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + is_any_movement_leader = yes + influence >= major_influence_value + trigger_if = { + limit = { + situation:dynastic_cycle ?= { + any_participant_group = { + var:recent_movement_petition ?= { + is_ai = no + } + save_temporary_scope_as = petitioning_movement_recent + } + } + } + custom_tooltip = { + text = movement_petition_decision.recent_movement_petition_reason + always = no + } + } + trigger_if = { + limit = { + situation:dynastic_cycle ?= { + any_participant_group = { + var:movement_petition_in_progress ?= { + is_ai = no + } + save_temporary_scope_as = petitioning_movement_progress + } + } + } + custom_tooltip = { + text = movement_petition_decision.movement_petition_in_progress_reason + always = no + } + } + } + widget = { + gui = "decision_view_widget_generic_multichoice_with_effects" + controller = decision_option_list_controller + decision_to_second_step_button = "movement_petition_decision_select_petition" + show_from_start = yes + + item = { + value = change_celestial_bureaucracy + is_valid = { + title:h_china.holder ?= { + government_has_flag = government_is_celestial + } + } + current_description = change_celestial_bureaucracy_desc + localization = change_celestial_bureaucracy_name + icon = "gfx/interface/icons/message_feed/law.dds" + ai_chance = { + value = 0 + } + } + item = { + value = change_celestial_army_liege_law + is_valid = { + title:h_china.holder ?= { + government_has_flag = government_is_celestial + } + } + current_description = change_celestial_army_liege_law_desc + localization = change_celestial_army_liege_law_name + icon = "gfx/interface/icons/message_feed/soldier.dds" + ai_chance = { + value = 0 + } + } + item = { + value = change_province_type + is_valid = { + title:h_china.holder ?= { + government_has_flag = government_is_celestial + } + custom_tooltip = { + text = change_province_type_vassal_contract_blocked_reason + top_participant_group:dynastic_cycle ?= { + any_situation_group_participant = { + vassal_contract_has_modifiable_obligations = yes + } + } + } + } + current_description = change_province_type_desc + localization = change_province_type_name + icon = "gfx/interface/icons/celestial_administration_types/icon_standard_administration.dds" + ai_chance = { + value = 0 + } + } + item = { + value = change_retirement_law + is_valid = { + title:h_china.holder ?= { + government_has_flag = government_is_celestial + } + } + current_description = change_retirement_law_desc + localization = change_retirement_law_name + icon = "gfx/interface/icons/message_feed/icon_scheme_promote.dds" + ai_chance = { + value = 0 + } + } + item = { + value = increase_budget + is_valid = { + title:h_china.holder ?= { + government_has_flag = government_is_celestial + } + } + current_description = increase_budget_desc + localization = increase_budget_name + icon = "gfx/interface/icons/icon_imperial_treasury.dds" + ai_chance = { + value = 0 + } + } + item = { + value = hold_examinations + is_valid = { + top_participant_group:dynastic_cycle ?= { + participant_group_type = advancement_movement + } + } + current_description = hold_examinations_desc + localization = hold_examinations_name + icon = "gfx/interface/icons/activities/activity_imperial_examination.dds" + ai_chance = { + value = 0 + } + } + item = { + value = change_candidate_score_law + is_valid = { + trigger_if = { + limit = { + top_liege = { + has_realm_law = candidate_score_merit_law + } + } + top_participant_group:dynastic_cycle ?= { + participant_group_type = conservative_movement + } + top_liege = { + can_pass_candidate_score_prestige_law_trigger = yes + } + } + trigger_else = { + top_participant_group:dynastic_cycle ?= { + NOT = { participant_group_type = conservative_movement } + } + top_liege = { + can_pass_candidate_score_merit_law_trigger = yes + } + } + } + current_description = change_candidate_score_law_desc + localization = change_candidate_score_law_name + icon = "gfx/interface/icons/appointment_score.dds" + ai_chance = { + value = 0 + } + } + } + + effect = { + situation:dynastic_cycle ?= { + random_participant_group = { + limit = { + var:movement_leader ?= root + } + save_scope_as = actors_movement + } + } + save_scope_as = petitioner + title:h_china.holder ?= { + save_scope_as = hegemon + save_scope_as = petition_recipient + } + display_movement_petition_recipient_acceptance_chance_effect = yes + switch = { + trigger = yes + scope:change_celestial_bureaucracy = { + custom_tooltip = celestial_movement_demands_interaction.tt.change_celestial_bureaucracy + set_variable = { + name = movement_petition + value = flag:change_bureaucracy_laws + } + open_view_data = { + view = decision_detail + data = decision:movement_petition_change_laws_decision + player = root + } + } + scope:change_celestial_army_liege_law = { + set_variable = { + name = movement_petition + value = flag:change_army_laws + } + custom_tooltip = celestial_movement_demands_interaction.tt.change_celestial_army_law + open_view_data = { + view = decision_detail + data = decision:movement_petition_change_laws_decision + player = root + } + } + scope:change_province_type = { + set_variable = { + name = movement_petition + value = flag:change_province + } + custom_tooltip = celestial_movement_demands_interaction.tt.change_province_type + open_view_data = { + view = decision_detail + data = decision:movement_petition_change_laws_decision + player = root + } + } + scope:change_retirement_law = { + set_variable = { + name = movement_petition + value = flag:change_retirement_law + } + custom_tooltip = celestial_movement_demands_interaction.tt.change_retirement_law + open_view_data = { + view = decision_detail + data = decision:movement_petition_change_laws_decision + player = root + } + } + scope:change_candidate_score_law = { + set_variable = { + name = movement_petition + value = flag:change_candidate_score_law + } + custom_tooltip = celestial_movement_demands_interaction.tt.change_candidate_score_law + if = { + limit = { + scope:petitioner.location != scope:petition_recipient.capital_province + } + start_travel_plan = { + destination = scope:petition_recipient.capital_province + on_arrival_event = tgp_decision_events.0100 + on_travel_planner_cancel_event = tgp_decision_events.0199 + } + } + else = { + trigger_event = tgp_decision_events.0100 + } + } + scope:increase_budget = { + set_variable = { + name = movement_petition + value = flag:increase_budget + } + custom_tooltip = celestial_movement_demands_interaction.tt.increase_budget + open_view_data = { + view = decision_detail + data = decision:movement_petition_change_laws_decision + player = root + } + } + scope:hold_examinations = { + set_variable = { + name = movement_petition + value = flag:hold_examinations + } + scope:hegemon = { + save_scope_as = recipient #for loc to work + } + custom_tooltip = celestial_movement_demands_interaction.tt.hold_examinations_effect + if = { + limit = { + scope:petitioner.location != scope:petition_recipient.capital_province + } + start_travel_plan = { + destination = scope:petition_recipient.capital_province + on_arrival_event = tgp_decision_events.0100 + on_travel_planner_cancel_event = tgp_decision_events.0199 + } + } + else = { + trigger_event = tgp_decision_events.0100 + } + } + } + show_as_tooltip = { + change_influence = major_influence_loss + if = { + limit = { + scope:petitioner.location != scope:petition_recipient.capital_province + } + custom_tooltip = movement_petition_decision.travel + } + } + } + + ai_potential = { + always = no + } + ai_check_interval = 0 +} +# a second step of the decision above to select the details of the petition +### Movement Petition Change Laws Decision ### +movement_petition_change_laws_decision = { + decision_group_type = dynastic_cycle + title = movement_petition_decision + desc = movement_petition_decision_desc + selection_tooltip = movement_petition_decision_tooltip + picture = { + reference = "gfx/interface/illustrations/event_story/tgp_dynastic_cycle_stability.dds" + } + is_invisible = yes + + is_valid_showing_failures_only = { + is_available_adult = yes + is_any_movement_leader = yes + influence >= major_influence_value + trigger_if = { + limit = { + situation:dynastic_cycle ?= { + any_participant_group = { + var:recent_movement_petition ?= { + is_ai = no + } + save_temporary_scope_as = petitioning_movement_recent + } + } + } + custom_tooltip = { + text = movement_petition_decision.recent_movement_petition_reason + always = no + } + } + trigger_if = { + limit = { + situation:dynastic_cycle ?= { + any_participant_group = { + var:movement_petition_in_progress ?= { + is_ai = no + } + save_temporary_scope_as = petitioning_movement_progress + } + } + } + custom_tooltip = { + text = movement_petition_decision.movement_petition_in_progress_reason + always = no + } + } + } + + widget = { + gui = "decision_view_widget_option_list_generic" + controller = decision_option_list_controller + decision_to_second_step_button = "movement_petition_decision_select_petition" + show_from_start = yes + + item = { + value = increase_law + is_shown = { + var:movement_petition ?= flag:change_bureaucracy_laws + } + is_valid = { + title:h_china.holder = { + NOT = { + realm_law_group_at_maximum_level = celestial_bureaucracy + } + trigger_if = { + limit = { + has_realm_law = celestial_bureaucracy_2 + } + situation:dynastic_cycle ?= { + NOR = { + situation_current_phase = situation_dynastic_cycle_phase_instability + situation_current_phase = situation_dynastic_cycle_phase_instability_conquest + } + } + } + culture = { has_innovation = innovation_all_things } + } + } + current_description = change_celestial_bureaucracy_increase_desc + localization = change_celestial_bureaucracy_increase_name + icon = "gfx/interface/icons/symbols/icon_arrow_up.dds" + ai_chance = { + value = 0 + } + } + item = { + value = decrease_law + is_shown = { + var:movement_petition ?= flag:change_bureaucracy_laws + } + is_valid = { + title:h_china.holder = { + NOT = { + realm_law_group_at_minimum_level = celestial_bureaucracy + } + } + } + current_description = change_celestial_bureaucracy_decrease_desc + localization = change_celestial_bureaucracy_decrease_name + icon = "gfx/interface/icons/symbols/icon_arrow_green_down.dds" + ai_chance = { + value = 0 + } + } + item = { + value = increase_army_law + is_shown = { + var:movement_petition ?= flag:change_army_laws + } + is_valid = { + title:h_china.holder = { + NOT = { + has_realm_law = celestial_army_liege_law_3 + } + trigger_if = { + limit = { + has_realm_law = celestial_army_liege_law_2 + } + has_realm_law = celestial_bureaucracy_3 + situation:dynastic_cycle ?= { + situation_current_phase = situation_dynastic_cycle_phase_stability_expansion + } + } + trigger_if = { + limit = { + OR = { + has_realm_law = celestial_army_liege_law_0 + has_realm_law = celestial_army_liege_law_1 + } + } + custom_tooltip = { + text = have_bureaucracy_2_or_higher + OR = { + has_realm_law = celestial_bureaucracy_2 + has_realm_law = celestial_bureaucracy_3 + } + } + } + } + } + current_description = change_army_laws_increase_desc + localization = change_army_laws_increase_name + icon = "gfx/interface/icons/symbols/icon_arrow_up.dds" + ai_chance = { + value = 0 + } + } + item = { + value = decrease_army_law + is_shown = { + var:movement_petition ?= flag:change_army_laws + } + is_valid = { + title:h_china.holder = { + NOT = { + has_realm_law = celestial_army_liege_law_0 + } + } + } + current_description = change_army_laws_decrease_desc + localization = change_army_laws_decrease_name + icon = "gfx/interface/icons/symbols/icon_arrow_green_down.dds" + ai_chance = { + value = 0 + } + } + item = { + value = increase_budget_salary + is_shown = { + var:movement_petition ?= flag:increase_budget + } + is_valid = { + top_liege = { + NOT = { realm_law_group_at_maximum_level = budget_allocation_salary_law } + } + } + current_description = increase_budget_salary_desc + localization = increase_budget_salary_name + icon = "gfx/interface/icons/icon_imperial_treasury.dds" + ai_chance = { + value = 0 + } + } + item = { + value = increase_budget_ministry + is_shown = { + var:movement_petition ?= flag:increase_budget + } + is_valid = { + top_liege = { + NOT = { realm_law_group_at_maximum_level = budget_allocation_ministry_law } + } + } + current_description = increase_budget_ministry_desc + localization = increase_budget_ministry_name + icon = "gfx/interface/icons/court_position_types/favored_minister_court_position.dds" + ai_chance = { + value = 0 + } + } + item = { + value = increase_budget_military + is_shown = { + var:movement_petition ?= flag:increase_budget + } + is_valid = { + top_liege = { + NOT = { realm_law_group_at_maximum_level = budget_allocation_military_law } + } + } + current_description = increase_budget_military_desc + localization = increase_budget_military_name + icon = "gfx/interface/icons/message_feed/soldier.dds" + ai_chance = { + value = 0 + } + } + item = { + value = province_metropolitan + is_shown = { + var:movement_petition ?= flag:change_province + } + is_valid = { + situation:dynastic_cycle ?= { + situation_participant_group:expansion_movement = { + any_situation_group_participant = { + vassal_contract_obligation_level:celestial_provinces != 2 + } + } + } + } + current_description = change_province_metropolitan_desc + localization = change_province_metropolitan_name + icon = "gfx/interface/icons/celestial_administration_types/icon_game_concept_celestial_metropolitan_administration.dds" + ai_chance = { + value = 0 + } + } + item = { + value = province_industrial + is_shown = { + var:movement_petition ?= flag:change_province + } + is_valid = { + situation:dynastic_cycle ?= { + situation_participant_group:expansion_movement = { + any_situation_group_participant = { + vassal_contract_obligation_level:celestial_provinces != 1 + } + } + } + } + current_description = change_province_industrial_desc + localization = change_province_industrial_name + icon = "gfx/interface/icons/celestial_administration_types/icon_game_concept_celestial_industrial_administration.dds" + ai_chance = { + value = 0 + } + } + item = { + value = province_military + is_shown = { + var:movement_petition ?= flag:change_province + } + is_valid = { + situation:dynastic_cycle ?= { + situation_participant_group:expansion_movement = { + any_situation_group_participant = { + vassal_contract_obligation_level:celestial_provinces != 3 + } + } + } + } + current_description = change_province_military_desc + localization = change_province_military_name + icon = "gfx/interface/icons/celestial_administration_types/icon_game_concept_celestial_military_administration.dds" + ai_chance = { + value = 0 + } + } + item = { + value = province_protectorate + is_shown = { + var:movement_petition ?= flag:change_province + } + is_valid = { + situation:dynastic_cycle ?= { + situation_participant_group:expansion_movement = { + any_situation_group_participant = { + vassal_contract_obligation_level:celestial_provinces != 4 + } + } + } + } + current_description = change_province_protectorate_desc + localization = change_province_protectorate_name + icon = "gfx/interface/icons/celestial_administration_types/icon_game_concept_celestial_protectorate_administration.dds" + ai_chance = { + value = 0 + } + } + item = { + value = increase_retirement_law + is_shown = { + var:movement_petition ?= flag:change_retirement_law + } + is_valid = { + title:h_china.holder = { + NOT = { + has_realm_law = celestial_retirement_law_5 + } + custom_tooltip = { + text = have_celestial_bureaucracy_1_or_higher + NOT = { realm_law_group_at_minimum_level = celestial_bureaucracy } + } + } + } + current_description = change_retirement_law_increase_desc + localization = change_retirement_law_increase_name + icon = "gfx/interface/icons/symbols/icon_arrow_up.dds" + ai_chance = { + value = 0 + } + } + item = { + value = decrease_retirement_law + is_shown = { + var:movement_petition ?= flag:change_retirement_law + } + is_valid = { + title:h_china.holder = { + NOT = { + has_realm_law = celestial_retirement_law_0 + } + custom_tooltip = { + text = have_celestial_bureaucracy_1_or_higher + NOT = { realm_law_group_at_minimum_level = celestial_bureaucracy } + } + } + } + current_description = change_retirement_law_decrease_desc + localization = change_retirement_law_decrease_name + icon = "gfx/interface/icons/symbols/icon_arrow_green_down.dds" + ai_chance = { + value = 0 + } + } + } + effect = { + save_scope_as = petitioner + situation:dynastic_cycle ?= { + random_participant_group = { + limit = { + var:movement_leader ?= root + } + save_scope_as = actors_movement + } + } + title:h_china.holder ?= { + save_scope_as = hegemon + save_scope_as = petition_recipient + } + switch = { + trigger = yes + scope:increase_law = { + set_variable = { + name = movement_petition + value = flag:change_bureaucracy_laws_increase + } + save_scope_value_as = { + name = movement_petition_effect + value = flag:change_bureaucracy_laws_increase + } + } + scope:decrease_law = { + set_variable = { + name = movement_petition + value = flag:change_bureaucracy_laws_decrease + } + save_scope_value_as = { + name = movement_petition_effect + value = flag:change_bureaucracy_laws_decrease + } + } + scope:increase_army_law = { + set_variable = { + name = movement_petition + value = flag:change_army_laws_increase + } + save_scope_value_as = { + name = movement_petition_effect + value = flag:change_army_laws_increase + } + } + scope:decrease_army_law = { + set_variable = { + name = movement_petition + value = flag:change_army_laws_decrease + } + save_scope_value_as = { + name = movement_petition_effect + value = flag:change_army_laws_decrease + } + } + scope:province_metropolitan = { + set_variable = { + name = movement_petition + value = flag:change_province_metropolitan + } + save_scope_value_as = { + name = movement_petition_effect + value = flag:change_province_metropolitan + } + } + scope:province_industrial = { + set_variable = { + name = movement_petition + value = flag:change_province_industrial + } + save_scope_value_as = { + name = movement_petition_effect + value = flag:change_province_industrial + } + } + scope:province_military = { + set_variable = { + name = movement_petition + value = flag:change_province_military + } + save_scope_value_as = { + name = movement_petition_effect + value = flag:change_province_military + } + } + scope:province_protectorate = { + set_variable = { + name = movement_petition + value = flag:change_province_protectorate + } + save_scope_value_as = { + name = movement_petition_effect + value = flag:change_province_protectorate + } + } + scope:increase_retirement_law = { + set_variable = { + name = movement_petition + value = flag:change_retirement_law_increase + } + save_scope_value_as = { + name = movement_petition_effect + value = flag:change_retirement_law_increase + } + } + scope:decrease_retirement_law = { + set_variable = { + name = movement_petition + value = flag:change_retirement_law_decrease + } + save_scope_value_as = { + name = movement_petition_effect + value = flag:change_retirement_law_decrease + } + } + scope:increase_budget_salary = { + set_variable = { + name = movement_petition + value = flag:increase_budget_salary + } + save_scope_value_as = { + name = movement_petition_effect + value = flag:increase_budget_salary + } + } + scope:increase_budget_ministry = { + set_variable = { + name = movement_petition + value = flag:increase_budget_ministry + } + save_scope_value_as = { + name = movement_petition_effect + value = flag:increase_budget_ministry + } + } + scope:increase_budget_military = { + set_variable = { + name = movement_petition + value = flag:increase_budget_military + } + save_scope_value_as = { + name = movement_petition_effect + value = flag:increase_budget_military + } + } + } + display_movement_petition_recipient_acceptance_effect = yes + if = { + limit = { + scope:petitioner.location != scope:petition_recipient.capital_province + } + start_travel_plan = { + destination = scope:petition_recipient.capital_province + on_arrival_event = tgp_decision_events.0100 + on_travel_planner_cancel_event = tgp_decision_events.0199 + } + } + else = { + trigger_event = tgp_decision_events.0100 + } + show_as_tooltip = { + change_influence = major_influence_loss + custom_tooltip = movement_petition_decision.travel + } + scope:actors_movement = { + set_variable = { + name = movement_petition_in_progress + value = scope:petitioner + years = 3 + } + } + } + ai_potential = { + always = no + } + ai_check_interval = 0 +} +# AI only - petition to change laws in China, replaces the 2 petitions above for the AI +### Make Movement Petition ### +ai_movement_petition_change_laws_decision = { + decision_group_type = dynastic_cycle + title = movement_petition_decision + desc = movement_petition_decision_desc + selection_tooltip = movement_petition_decision_tooltip + picture = { + reference = "gfx/interface/illustrations/event_story/tgp_dynastic_cycle_stability.dds" + } + is_invisible = yes + cooldown = { years = 10 } + + is_valid = { + is_available_ai_adult = yes + is_any_movement_leader = yes + influence >= major_influence_value + trigger_if = { + limit = { + situation:dynastic_cycle ?= { + any_participant_group = { + exists = var:recent_movement_petition + save_temporary_scope_as = petitioning_movement_recent + } + } + } + custom_tooltip = { + text = movement_petition_decision.recent_movement_petition_reason + always = no + } + } + trigger_if = { + limit = { + situation:dynastic_cycle ?= { + any_participant_group = { + exists = var:movement_petition_in_progress + save_temporary_scope_as = petitioning_movement_progress + } + } + } + custom_tooltip = { + text = movement_petition_decision.movement_petition_in_progress_reason + always = no + } + } + } + effect = { + save_scope_as = petitioner + situation:dynastic_cycle ?= { + random_participant_group = { + limit = { + var:movement_leader ?= root + } + save_scope_as = actors_movement + } + } + title:h_china.holder ?= { + save_scope_as = hegemon + save_scope_as = petition_recipient + } + # Decide for the AI which petition they should go for + random_list = { + 0 = { # Increase Bureaucracy + trigger = { + NOT = { # Bureaucracy not at max + top_liege = { realm_law_group_at_maximum_level = celestial_bureaucracy } + } + trigger_if = { + limit = { + has_realm_law = celestial_bureaucracy_2 + } + situation:dynastic_cycle ?= { + NOR = { + situation_current_phase = situation_dynastic_cycle_phase_instability + situation_current_phase = situation_dynastic_cycle_phase_instability_conquest + } + } + } + top_liege.culture = { has_innovation = innovation_all_things } + } + modifier = { + top_participant_group:dynastic_cycle ?= { + participant_group_type = advancement_movement + } + add = 50 + } + modifier = { + situation:dynastic_cycle ?= { + situation_current_phase = situation_dynastic_cycle_phase_stability_advancement + } + add = 10 + } + save_scope_value_as = { + name = increase_law + value = yes + } + } + 0 = { # Decrease Bureaucracy + trigger = { + NOT = { # Bureaucracy not a min + top_liege = { realm_law_group_at_minimum_level = celestial_bureaucracy } + } + } + modifier = { + top_participant_group:dynastic_cycle ?= { + participant_group_type = expansion_movement + } + add = 50 + } + modifier = { + situation:dynastic_cycle ?= { + OR = { + situation_current_phase = situation_dynastic_cycle_phase_stability_expansion + situation_current_phase = situation_dynastic_cycle_phase_instability_conquest + } + } + add = 10 + } + save_scope_value_as = { + name = decrease_law + value = yes + } + } + 0 = { # Increase Army + trigger = { + top_liege = { + trigger_if = { # Higher levels require high bureaucracy + limit = { has_realm_law = celestial_army_liege_law_0 } + NOT = { has_realm_law = celestial_bureaucracy_0 } + } + trigger_else_if = { # Higher levels require high bureaucracy + limit = { has_realm_law = celestial_army_liege_law_1 } + OR = { + has_realm_law = celestial_bureaucracy_2 + has_realm_law = celestial_bureaucracy_3 + } + } + trigger_else_if = { # Higher levels require high bureaucracy + limit = { has_realm_law = celestial_army_liege_law_2 } + has_realm_law = celestial_bureaucracy_3 + # Highest only in Expansion Phase + situation:dynastic_cycle ?= { situation_current_phase = situation_dynastic_cycle_phase_stability_expansion } + } + trigger_else = { always = no } + } + } + modifier = { + top_participant_group:dynastic_cycle ?= { + participant_group_type = expansion_movement + } + add = 50 + } + modifier = { + situation:dynastic_cycle ?= { + OR = { + situation_current_phase = situation_dynastic_cycle_phase_stability_expansion + situation_current_phase = situation_dynastic_cycle_phase_instability_conquest + } + } + add = 10 + } + save_scope_value_as = { + name = increase_army_law + value = yes + } + } + 0 = { # Decrease Army + trigger = { + NOT = { # Army not a min + top_liege = { realm_law_group_at_minimum_level = celestial_army_liege_law } + } + } + modifier = { + top_participant_group:dynastic_cycle ?= { + participant_group_type = advancement_movement + } + add = 50 + } + modifier = { + situation:dynastic_cycle ?= { + OR = { + situation_current_phase = situation_dynastic_cycle_phase_stability_advancement + situation_current_phase = situation_dynastic_cycle_phase_instability + } + } + add = 10 + } + save_scope_value_as = { + name = decrease_army_law + value = yes + } + } + 0 = { # Metropolitan Province + modifier = { + top_participant_group:dynastic_cycle ?= { + participant_group_type = advancement_movement + } + add = 20 + } + modifier = { + situation:dynastic_cycle ?= { + OR = { + situation_current_phase = situation_dynastic_cycle_phase_stability_advancement + situation_current_phase = situation_dynastic_cycle_phase_instability + } + } + add = 20 + } + save_scope_value_as = { + name = province_metropolitan + value = yes + } + } + 0 = { # Industrial Province + modifier = { + top_participant_group:dynastic_cycle ?= { + participant_group_type = advancement_movement + } + add = 10 + } + modifier = { + situation:dynastic_cycle ?= { + OR = { + situation_current_phase = situation_dynastic_cycle_phase_stability_advancement + situation_current_phase = situation_dynastic_cycle_phase_instability + } + } + add = 10 + } + save_scope_value_as = { + name = province_industrial + value = yes + } + } + 0 = { # Military Province + modifier = { + top_participant_group:dynastic_cycle ?= { + participant_group_type = expansion_movement + } + add = 10 + } + modifier = { + situation:dynastic_cycle ?= { + OR = { + situation_current_phase = situation_dynastic_cycle_phase_stability_expansion + situation_current_phase = situation_dynastic_cycle_phase_instability_conquest + } + } + add = 10 + } + save_scope_value_as = { + name = province_military + value = yes + } + } + 0 = { # Protectorate Province + modifier = { + top_participant_group:dynastic_cycle ?= { + participant_group_type = expansion_movement + } + add = 20 + } + modifier = { + situation:dynastic_cycle ?= { + OR = { + situation_current_phase = situation_dynastic_cycle_phase_stability_expansion + situation_current_phase = situation_dynastic_cycle_phase_instability_conquest + } + } + add = 20 + } + save_scope_value_as = { + name = province_protectorate + value = yes + } + } + 0 = { # Hold Exams + trigger = { + NOT = { # Conservatives don't like exams + top_participant_group:dynastic_cycle ?= { participant_group_type = conservative_movement } + } + } + modifier = { + title:h_china ?= { + exists = var:years_since_imperial_examination + var:years_since_imperial_examination >= catalyst_imperial_examinations_gap_short_yearly_value + } + add = 10 + } + save_scope_value_as = { + name = hold_examinations + value = yes + } + } + 0 = { # Increase Retirement + trigger = { + top_liege = { + NOR = { + # Some bureaucracy needed for retirement + realm_law_group_at_minimum_level = celestial_bureaucracy + # Retirement not at max + realm_law_group_at_maximum_level = celestial_retirement_law + } + } + } + modifier = { + situation:dynastic_cycle ?= { + OR = { + situation_current_phase = situation_dynastic_cycle_phase_stability_expansion + situation_current_phase = situation_dynastic_cycle_phase_instability_conquest + } + } + add = 10 + } + modifier = { + top_participant_group:dynastic_cycle ?= { + participant_group_type = conservative_movement + } + add = 50 + } + save_scope_value_as = { + name = increase_retirement_law + value = yes + } + } + 0 = { # Decrease Retirement + trigger = { + top_liege = { + NOR = { + # Some bureaucracy needed for retirement + realm_law_group_at_minimum_level = celestial_bureaucracy + # Retirement not at max + realm_law_group_at_maximum_level = celestial_retirement_law + } + } + } + modifier = { + situation:dynastic_cycle ?= { + OR = { + situation_current_phase = situation_dynastic_cycle_phase_stability_advancement + situation_current_phase = situation_dynastic_cycle_phase_instability + } + } + add = 10 + } + modifier = { + top_participant_group:dynastic_cycle ?= { + participant_group_type = conservative_movement + } + factor = 0 + } + save_scope_value_as = { + name = decrease_retirement_law + value = yes + } + } + 0 = { # Increase Salary Budget + trigger = { + NOR = { + # Treasury not empty + top_liege = { monthly_character_treasury_balance <= 0 } + # Salaries don't go up in Conservative/Expansion + top_participant_group:dynastic_cycle ?= { + OR = { + participant_group_type = conservative_movement + participant_group_type = expansion_movement + } + } + } + } + modifier = { + situation:dynastic_cycle ?= { + OR = { + situation_current_phase = situation_dynastic_cycle_phase_stability_advancement + situation_current_phase = situation_dynastic_cycle_phase_instability + } + } + add = 1 + } + modifier = { + top_participant_group:dynastic_cycle ?= { + participant_group_type = advancement_movement + } + add = 1 + } + save_scope_value_as = { + name = increase_budget_salary + value = yes + } + } + 0 = { # Increase Ministry Budget + trigger = { + NOR = { + # Treasury not empty + top_liege = { monthly_character_treasury_balance <= 0 } + # Salaries don't go down in Advancement/Expansion + top_participant_group:dynastic_cycle ?= { + OR = { + participant_group_type = advancement_movement + participant_group_type = expansion_movement + } + } + } + } + modifier = { + situation:dynastic_cycle ?= { + OR = { + situation_current_phase = situation_dynastic_cycle_phase_stability_advancement + situation_current_phase = situation_dynastic_cycle_phase_instability + } + } + add = 1 + } + modifier = { + top_participant_group:dynastic_cycle ?= { + participant_group_type = conservative_movement + } + add = 1 + } + save_scope_value_as = { + name = increase_budget_ministry + value = yes + } + } + 0 = { # Candidate Score + modifier = { + top_participant_group:dynastic_cycle ?= { + participant_group_type = conservative_movement + } + top_liege = { + has_realm_law = candidate_score_merit_law + any_councillor = { + count = all + top_participant_group:dynastic_cycle ?= { + participant_group_type = conservative_movement + } + } + any_powerful_vassal = { + count = all + top_participant_group:dynastic_cycle ?= { + participant_group_type = conservative_movement + } + } + } + add = 1 + } + modifier = { + top_participant_group:dynastic_cycle ?= { + NOT = { participant_group_type = conservative_movement } + } + top_liege = { + has_realm_law = candidate_score_prestige_law + any_councillor = { + count = all + top_participant_group:dynastic_cycle ?= { + NOT = { participant_group_type = conservative_movement } + } + } + any_powerful_vassal = { + count = all + top_participant_group:dynastic_cycle ?= { + NOT = { participant_group_type = conservative_movement } + } + } + } + add = 1 + } + save_scope_value_as = { + name = change_candidate_score_law + value = yes + } + } + } + # Set the variable to reference the chosen petition in the follow up events + if = { + limit = { + exists = scope:increase_law + } + set_variable = { + name = movement_petition + value = flag:change_bureaucracy_laws_increase + } + } + else_if = { + limit = { + exists = scope:decrease_law + } + set_variable = { + name = movement_petition + value = flag:change_bureaucracy_laws_decrease + } + } + else_if = { + limit = { + exists = scope:increase_army_law + } + set_variable = { + name = movement_petition + value = flag:change_army_laws_increase + } + } + else_if = { + limit = { + exists = scope:decrease_army_law + } + set_variable = { + name = movement_petition + value = flag:change_army_laws_decrease + } + } + else_if = { + limit = { + exists = scope:province_metropolitan + } + set_variable = { + name = movement_petition + value = flag:change_province_metropolitan + } + } + else_if = { + limit = { + exists = scope:province_industrial + } + set_variable = { + name = movement_petition + value = flag:change_province_industrial + } + } + else_if = { + limit = { + exists = scope:province_military + } + set_variable = { + name = movement_petition + value = flag:change_province_military + } + } + else_if = { + limit = { + exists = scope:province_protectorate + } + set_variable = { + name = movement_petition + value = flag:change_province_protectorate + } + } + else_if = { + limit = { + exists = scope:hold_examinations + } + set_variable = { + name = movement_petition + value = flag:hold_examinations + } + } + else_if = { + limit = { + exists = scope:increase_retirement_law + } + set_variable = { + name = movement_petition + value = flag:change_retirement_law_increase + } + } + else_if = { + limit = { + exists = scope:decrease_retirement_law + } + set_variable = { + name = movement_petition + value = flag:change_retirement_law_decrease + } + } + else_if = { + limit = { + exists = scope:increase_budget_salary + } + set_variable = { + name = movement_petition + value = flag:increase_budget_salary + } + } + else_if = { + limit = { + exists = scope:increase_budget_ministry + } + set_variable = { + name = movement_petition + value = flag:increase_budget_ministry + } + } + else_if = { + limit = { + exists = scope:increase_budget_military + } + set_variable = { + name = movement_petition + value = flag:increase_budget_military + } + } + else_if = { + limit = { + exists = scope:change_candidate_score_law + } + set_variable = { + name = movement_petition + value = flag:change_candidate_score_law + } + } + else = { + # Left for debugging in case something goes wrong with saving proper flag above + set_variable = { + name = movement_petition + value = flag:error + } + } + if = { + limit = { + has_variable = movement_petition + var:movement_petition != flag:error + } + if = { + limit = { + scope:petitioner.location != scope:petition_recipient.capital_province + } + start_travel_plan = { + destination = scope:petition_recipient.capital_province + on_arrival_event = tgp_decision_events.0100 + on_travel_planner_cancel_event = tgp_decision_events.0199 + } + } + else = { + trigger_event = tgp_decision_events.0100 + } + scope:actors_movement = { + set_variable = { + name = movement_petition_in_progress + value = scope:petitioner + years = 3 + } + } + } + else = { + debug_log = "AI tried to use Movement Petition, but failed to pick the topic" + } + } + ai_potential = { + is_any_movement_leader = yes + } + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 72 + kingdom = 36 + empire = 24 + hegemony = 0 + } + ai_will_do = { + base = 100 + } +} +# Renounce Family Title +### Retire from Heading the [ROOT.Char.GetHouse.GetNameNoTooltip] House ### +renounce_noble_family_title_decision = { + picture = { + reference = "gfx/interface/illustrations/event_scenes/tgp_asia_estate.dds" + } + sort_order = 85 + + desc = { + first_valid = { + triggered_desc = { + trigger = { + any_held_title = { + is_noble_family_title = yes + exists = current_heir + } + } + desc = renounce_noble_family_title_decision_desc + } + desc = renounce_noble_family_title_decision_no_heir_desc + } + } + selection_tooltip = renounce_noble_family_title_decision_tooltip + decision_group_type = admin + + is_shown = { + NOT = { top_liege = root } #This is not a general abdication decision + has_tgp_dlc_trigger = yes + is_playable_character = yes + is_house_head = yes + any_held_title = { is_noble_family_title = yes } + NOT = { religion = religion:buddhism_religion } # Uses tgp_japan_become_a_monk_decision + } + + is_valid = { + custom_tooltip = { + text = renounce_noble_family_title_decision_tt.title + any_held_title = { is_noble_family_title = yes } + } + custom_tooltip = { + text = renounce_noble_family_title_decision_tt.heir + any_held_title = { + is_noble_family_title = yes + current_heir ?= { is_available_ai_adult = yes } + } + } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + is_at_war_with_liege = no + trigger_if = { + limit = { + has_realm_law_flag = celestial_retirement_law + } + tgp_is_above_retirement_age_trigger = { REALM_OWNER = root } + } + } + + effect = { + if = { + limit = { is_ai = no } + random_held_title = { + limit = { is_noble_family_title = yes } + current_heir = { save_scope_as = new_player } + } + } + show_as_tooltip = { + add_character_modifier = { modifier = ep3_renounced_estate } + custom_tooltip = renounce_noble_family_title_decision_tt + if = { + limit = { exists = scope:new_player } + house = { set_house_head = scope:new_player } + set_player_character = scope:new_player + } + tgp_step_down_title_recipient_tooltip_effect = yes + } + trigger_event = tgp_dynastic_cycle_decision_event.0101 + close_view = { + view = decisions + player = root + } + } + + cost = { + influence = { + value = 0 + if = { + limit = { government_has_flag = government_has_influence } + add = minor_influence_value + } + } + prestige = { + value = 0 + if = { + limit = { + NOT = { government_has_flag = government_has_influence } + } + add = minor_prestige_value + } + } + } + + ai_check_interval = 0 + + ai_potential = { + is_at_war = no + # Don't step down freely if you don't have any other house members holding a noble_family_title or inherit any held noble_family_title + OR = { + house ?= { + any_house_member = { + is_governor = yes + top_liege = root.top_liege + } + } + any_held_title = { + tier = root.highest_held_title_tier + is_noble_family_title = no + current_heir.house = root.house + } + } + tgp_is_above_retirement_age_trigger = { REALM_OWNER = root } + } + + ai_will_do = { + base = -10 + modifier = { + add = 10 + has_trait = lazy + } + modifier = { + add = 10 + has_trait = humble + } + modifier = { + add = 10 + has_trait = content + } + modifier = { + add = -100 + OR = { + has_trait = ambitious + has_trait = greedy + has_trait = arrogant + } + } + } +} + +#only for Players - ability to choose a favored Stability Era in the Dynastic Cycle, the AI uses hegemon_favored_stability_phase_value instead +### Favor Dynastic Cycle Era Decision ### +favor_dynastic_cycle_era_decision = { + decision_group_type = dynastic_cycle + title = favor_dynastic_cycle_era + desc = { + first_valid = { + triggered_desc = { + trigger = { + has_title = title:h_china + } + desc = favor_dynastic_cycle_era_hegemon_desc + } + desc = favor_dynastic_cycle_era_chaos_desc + } + } + selection_tooltip = { + + first_valid = { + triggered_desc = { + trigger = { + has_title = title:h_china + } + desc = favor_dynastic_cycle_era_decision_hegemon_tooltip + } + desc = favor_dynastic_cycle_era_decision_chaos_tooltip + } + } + picture = { + reference = "gfx/interface/illustrations/event_story/tgp_dynastic_cycle_corruption.dds" + } + sort_order = 80 + + is_shown = { + has_tgp_dlc_trigger = yes + is_ai = no + OR = { + AND = { + situation:dynastic_cycle ?= { + NOT = { situation_current_phase = situation_dynastic_cycle_phase_chaos } + } + top_participant_group:dynastic_cycle ?= { + participant_group_type = hegemon_ruler + } + } + AND = { + situation:dynastic_cycle ?= { + situation_current_phase = situation_dynastic_cycle_phase_chaos + } + top_participant_group:dynastic_cycle ?= { + participant_group_type = other_rulers + } + } + } + } + + is_valid_showing_failures_only = { + is_adult = yes + } + cooldown = { years = 20 } + widget = { + gui = "decision_view_widget_generic_multichoice_with_effects" + controller = decision_option_list_controller + decision_to_second_step_button = "SELECT_FAVOR_ERA" + show_from_start = no + + item = { + value = favor_advancement + current_description = favor_advancement_desc + localization = favor_advancement_name + icon = "gfx/interface/icons/dynastic_cycle/dynastic_cycle_phase_advancement.dds" + ai_chance = { + value = 0 + } + } + item = { + value = favor_expansion + current_description = favor_expansion_desc + localization = favor_expansion_name + icon = "gfx/interface/icons/dynastic_cycle/dynastic_cycle_phase_expansion.dds" + ai_chance = { + value = 0 + } + } + } + + cost = { + influence = { + value = monumental_influence_value + } + } + + effect = { + switch = { + trigger = yes + scope:favor_advancement = { + set_variable = { + name = favor_era + value = flag:advancement + } + custom_tooltip = favor_advancement_tt + if = { + limit = { + situation:dynastic_cycle ?= { + situation_current_phase = situation_dynastic_cycle_phase_chaos + } + } + custom_tooltip = favor_advancement_movement_power_chaos_tt + } + else = { + custom_tooltip = favor_advancement_movement_power_tt + } + } + scope:favor_expansion = { + set_variable = { + name = favor_era + value = flag:expansion + } + custom_tooltip = favor_expansion_tt + if = { + limit = { + situation:dynastic_cycle ?= { + situation_current_phase = situation_dynastic_cycle_phase_chaos + } + } + custom_tooltip = favor_expansion_movement_power_chaos_tt + } + else = { + custom_tooltip = favor_expansion_movement_power_tt + } + } + } + } + + ai_check_interval = 0 +} + +#only for Players - ability to choose a favored Movement, the AI will always follow the Debates activity outcomes instead +### Favor a Movement ### +favor_movement_decision = { + decision_group_type = dynastic_cycle + title = favor_movement_decision + desc = favor_movement_decision_desc + selection_tooltip = favor_movement_decision_tooltip + picture = { + reference = "gfx/interface/illustrations/event_story/tgp_dynastic_cycle_corruption.dds" + } + sort_order = 80 + + is_shown = { + has_tgp_dlc_trigger = yes + is_ai = no + any_character_situation = { + situation_type = dynastic_cycle + NOT = { situation_current_phase = situation_dynastic_cycle_phase_chaos } + } + has_title = title:h_china + } + + is_valid_showing_failures_only = { + is_adult = yes + } + cooldown = { years = 20 } + widget = { + gui = "decision_view_widget_generic_multichoice_with_effects" + controller = decision_option_list_controller + decision_to_second_step_button = "SELECT_FAVOR_MOVEMENT" + show_from_start = no + + item = { + value = advancement_movement + current_description = favor_advancement_movement_desc + localization = favor_advancement_movement_name + icon = "gfx/interface/icons/dynastic_cycle/dynastic_cycle_group_advance.dds" + flat = yes + is_valid = { + NOT = { + is_movement_in_power = { + MOVEMENT = advancement_movement + } + } + } + } + item = { + value = expansion_movement + current_description = favor_expansion_movement_desc + localization = favor_expansion_movement_name + icon = "gfx/interface/icons/dynastic_cycle/dynastic_cycle_group_expand.dds" + flat = yes + is_valid = { + NOT = { + is_movement_in_power = { + MOVEMENT = expansion_movement + } + } + } + } + item = { + value = conservative_movement + current_description = favor_conservative_movement_desc + localization = favor_conservative_movement_name + icon = "gfx/interface/icons/dynastic_cycle/dynastic_cycle_group_anti.dds" + flat = yes + is_valid = { + NOT = { + is_movement_in_power = { + MOVEMENT = conservative_movement + } + } + } + } + item = { + value = pro_hegemon_movement + current_description = favor_pro_hegemon_movement_desc + localization = favor_pro_hegemon_movement_name + icon = "gfx/interface/icons/dynastic_cycle/dynastic_cycle_group_pro.dds" + flat = yes + is_valid = { + NOT = { + is_movement_in_power = { + MOVEMENT = pro_hegemon_movement + } + } + } + } + } + + cost = { + influence = { + value = monumental_influence_value + } + } + + effect = { + save_scope_as = hegemon + situation:dynastic_cycle ?= { + random_participant_group = { + limit = { + has_variable = movement_favored + } + save_scope_as = former_favored_movement + } + switch = { + trigger = yes + scope:advancement_movement = { + situation_participant_group:advancement_movement = { + make_movement_favored_effect = yes + save_scope_as = new_favored_movement + } + if = { + limit = { + situation_top_has_catalyst = catalyst_movement_gained_power_advancement + } + trigger_situation_catalyst = catalyst_movement_gained_power_advancement + } + } + scope:expansion_movement = { + situation_participant_group:expansion_movement = { + make_movement_favored_effect = yes + save_scope_as = new_favored_movement + } + if = { + limit = { + situation_top_has_catalyst = catalyst_movement_gained_power_expansion + } + trigger_situation_catalyst = catalyst_movement_gained_power_expansion + } + } + scope:conservative_movement = { + situation_participant_group:conservative_movement = { + make_movement_favored_effect = yes + save_scope_as = new_favored_movement + } + if = { + limit = { + situation_top_has_catalyst = catalyst_movement_gained_power_conservative + } + trigger_situation_catalyst = catalyst_movement_gained_power_conservative + } + } + scope:pro_hegemon_movement = { + situation_participant_group:pro_hegemon_movement = { + make_movement_favored_effect = yes + save_scope_as = new_favored_movement + } + if = { + limit = { + situation_top_has_catalyst = catalyst_movement_gained_power_pro_hegemon + } + trigger_situation_catalyst = catalyst_movement_gained_power_pro_hegemon + } + } + } + every_participant_group = { + var:movement_leader ?= { + trigger_event = tgp_dynastic_cycle_decision_event.0111 + } + } + } + hidden_effect = { + every_player = { + limit = { + tgp_does_this_player_care_about_the_dynastic_cycle = yes + is_any_movement_leader = no + } + send_interface_message = { + type = event_struggle_neutral + title = favor_movement_decision.tt + left_icon = scope:hegemon + right_icon = scope:new_favored_movement.var:movement_leader + show_as_tooltip = { + scope:new_favored_movement = { + make_movement_favored_effect = yes + } + } + } + } + } + } + + ai_check_interval = 0 +} + +#Ability to trigger a catalyst towards or away from chosen phase +### Shape the Dynastic Cycle ### +favored_movement_consults_heaven_decision = { + decision_group_type = dynastic_cycle + title = favored_movement_consults_heaven_decision + desc = favored_movement_consults_heaven_decision_desc + selection_tooltip = favored_movement_consults_heaven_decision_tooltip + picture = { + reference = "gfx/interface/illustrations/event_scenes/tgp_asia_throne_room.dds" + } + sort_order = 80 + + is_shown = { + has_tgp_dlc_trigger = yes + any_character_situation = { + situation_type = dynastic_cycle + NOT = { situation_current_phase = situation_dynastic_cycle_phase_chaos } + } + top_participant_group:dynastic_cycle ?= { + NOT = { participant_group_type = other_rulers } + } + } + + is_valid_showing_failures_only = { + is_adult = yes + custom_tooltip = { + text = can_consult_heaven_tt + OR = { + AND = { + is_any_movement_leader = yes + top_participant_group:dynastic_cycle ?= { + exists = var:movement_favored + var:movement_leader ?= root + } + } + has_title = title:h_china + has_title = title:e_minister_chancellor + } + } + } + cooldown = { years = 10 } + widget = { + gui = "decision_view_widget_generic_multichoice_with_effects" + controller = decision_option_list_controller + decision_to_second_step_button = "SELECT_CONSULT_HEAVEN" + show_from_start = yes + + item = { + value = positive_advancement_catalyst + current_description = positive_advancement_catalyst_desc + localization = positive_advancement_catalyst_name + icon = "gfx/interface/icons/dynastic_cycle/dynastic_cycle_phase_advancement.dds" + is_shown = { + situation:dynastic_cycle ?= { + NOT = { situation_current_phase = situation_dynastic_cycle_phase_stability_advancement } + } + } + is_valid = { + custom_tooltip = { + text = positive_advancement_catalyst_tt + root = { + top_participant_group:dynastic_cycle ?= { + OR = { + participant_group_type = advancement_movement + participant_group_type = hegemon_ruler + } + } + } + } + } + ai_chance = { + value = 0 + if = { + limit = { + situation:dynastic_cycle ?= { + trigger_if = { + limit = { + OR = { + situation_current_phase = situation_dynastic_cycle_phase_instability_conquest + situation_current_phase = situation_dynastic_cycle_phase_instability + } + } + situation_top_sub_region = { + phase_takeover_points:situation_dynastic_cycle_phase_chaos >= 150 + } + } + trigger_else = { + situation_top_sub_region = { + phase_takeover_points:situation_dynastic_cycle_phase_instability >= 150 + } + } + } + } + add = 100 + } + } + } + item = { + value = negative_advancement_catalyst + current_description = negative_advancement_catalyst_desc + localization = negative_advancement_catalyst_name + icon = "gfx/interface/icons/dynastic_cycle/dynastic_cycle_phase_advancement.dds" + is_shown = { + situation:dynastic_cycle ?= { + OR = { + situation_current_phase = situation_dynastic_cycle_phase_instability + situation_current_phase = situation_dynastic_cycle_phase_instability_conquest + } + } + } + is_valid = { + situation:dynastic_cycle ?= { + situation_top_has_catalyst = catalyst_movement_consulted_heaven_advancement_negative + trigger_if = { + limit = { + situation_current_phase = situation_dynastic_cycle_phase_stability_advancement + } + custom_tooltip = { + text = negative_advancement_catalyst_tt + root = { + top_participant_group:dynastic_cycle ?= { + OR = { + participant_group_type = advancement_movement + participant_group_type = hegemon_ruler + } + } + } + } + } + trigger_else = { + root = { + top_participant_group:dynastic_cycle ?= { + NOT = { participant_group_type = advancement_movement } + } + } + } + } + } + ai_chance = { + value = 0 + if = { + limit = { + situation:dynastic_cycle ?= { + NOR = { + situation_current_phase = situation_dynastic_cycle_phase_stability_advancement + situation_current_phase = situation_dynastic_cycle_phase_stability_expansion + } + situation_top_sub_region = { + phase_takeover_points:situation_dynastic_cycle_phase_stability_advancement >= 150 + } + } + } + add = 100 + } + } + } + item = { + value = positive_expansion_catalyst + current_description = positive_expansion_catalyst_desc + localization = positive_expansion_catalyst_name + icon = "gfx/interface/icons/dynastic_cycle/dynastic_cycle_phase_expansion.dds" + is_shown = { + situation:dynastic_cycle ?= { + NOT = { situation_current_phase = situation_dynastic_cycle_phase_stability_expansion } + } + } + is_valid = { + situation:dynastic_cycle ?= { + trigger_if = { + limit = { + situation_current_phase = situation_dynastic_cycle_phase_stability_expansion + } + root = { + top_participant_group:dynastic_cycle ?= { + NOT = { participant_group_type = expansion_movement } + } + } + } + trigger_else = { + custom_tooltip = { + text = positive_expansion_catalyst_tt + root = { + top_participant_group:dynastic_cycle ?= { + OR = { + participant_group_type = expansion_movement + participant_group_type = hegemon_ruler + } + } + } + } + } + } + } + ai_chance = { + value = 0 + if = { + limit = { + situation:dynastic_cycle ?= { + trigger_if = { + limit = { + OR = { + situation_current_phase = situation_dynastic_cycle_phase_instability_conquest + situation_current_phase = situation_dynastic_cycle_phase_instability + } + } + situation_top_sub_region = { + phase_takeover_points:situation_dynastic_cycle_phase_chaos >= 150 + } + } + trigger_else = { + situation_top_sub_region = { + phase_takeover_points:situation_dynastic_cycle_phase_instability >= 150 + } + } + } + } + add = 100 + } + } + } + item = { + value = negative_expansion_catalyst + current_description = negative_expansion_catalyst_desc + localization = negative_expansion_catalyst_name + icon = "gfx/interface/icons/dynastic_cycle/dynastic_cycle_phase_expansion.dds" + is_shown = { + situation:dynastic_cycle ?= { + OR = { + situation_current_phase = situation_dynastic_cycle_phase_instability + situation_current_phase = situation_dynastic_cycle_phase_instability_conquest + } + } + } + is_valid = { + situation:dynastic_cycle ?= { + situation_top_has_catalyst = catalyst_movement_consulted_heaven_expansion_negative + trigger_if = { + limit = { + situation_current_phase = situation_dynastic_cycle_phase_stability_expansion + } + custom_tooltip = { + text = negative_expansion_catalyst_tt + root = { + top_participant_group:dynastic_cycle ?= { + OR = { + participant_group_type = expansion_movement + participant_group_type = hegemon_ruler + } + } + } + } + } + trigger_else = { + root = { + top_participant_group:dynastic_cycle ?= { + NOT = { participant_group_type = expansion_movement } + } + } + } + } + } + ai_chance = { + value = 0 + if = { + limit = { + situation:dynastic_cycle ?= { + NOR = { + situation_current_phase = situation_dynastic_cycle_phase_stability_advancement + situation_current_phase = situation_dynastic_cycle_phase_stability_expansion + } + situation_top_sub_region = { + phase_takeover_points:situation_dynastic_cycle_phase_stability_expansion >= 150 + } + } + } + add = 100 + } + } + } + item = { + value = positive_chaos_catalyst + current_description = positive_chaos_catalyst_desc + localization = positive_chaos_catalyst_name + icon = "gfx/interface/icons/dynastic_cycle/dynastic_cycle_phase_chaos.dds" + is_shown = { + situation:dynastic_cycle ?= { + NOR = { + situation_current_phase = situation_dynastic_cycle_phase_stability_expansion + situation_current_phase = situation_dynastic_cycle_phase_stability_advancement + } + } + } + is_valid = { + situation:dynastic_cycle ?= { + situation_top_has_catalyst = catalyst_movement_consulted_heaven_chaos_positive + } + } + ai_chance = { + value = 0 + if = { + limit = { + situation:dynastic_cycle ?= { + trigger_if = { + limit = { + OR = { + situation_current_phase = situation_dynastic_cycle_phase_instability_conquest + situation_current_phase = situation_dynastic_cycle_phase_instability + } + } + situation_top_sub_region = { + phase_takeover_points:situation_dynastic_cycle_phase_chaos <= 250 + } + } + trigger_else = { + situation_top_sub_region = { + phase_takeover_points:situation_dynastic_cycle_phase_instability <= 250 + } + } + } + } + add = 100 + } + } + } + item = { + value = negative_chaos_catalyst + current_description = negative_chaos_catalyst_desc + localization = negative_chaos_catalyst_name + icon = "gfx/interface/icons/dynastic_cycle/dynastic_cycle_phase_chaos.dds" + is_shown = { + situation:dynastic_cycle ?= { + NOR = { + situation_current_phase = situation_dynastic_cycle_phase_stability_expansion + situation_current_phase = situation_dynastic_cycle_phase_stability_advancement + } + } + } + is_valid = { + situation:dynastic_cycle ?= { + situation_top_has_catalyst = catalyst_movement_consulted_heaven_chaos_negative + } + } + ai_chance = { + value = 0 + if = { + limit = { + situation:dynastic_cycle ?= { + trigger_if = { + limit = { + OR = { + situation_current_phase = situation_dynastic_cycle_phase_instability_conquest + situation_current_phase = situation_dynastic_cycle_phase_instability + } + } + situation_top_sub_region = { + phase_takeover_points:situation_dynastic_cycle_phase_chaos <= 250 + } + } + trigger_else = { + situation_top_sub_region = { + phase_takeover_points:situation_dynastic_cycle_phase_instability <= 250 + } + } + } + } + add = 100 + } + } + } + item = { + value = positive_instability_catalyst + current_description = positive_instability_catalyst_desc + localization = positive_instability_catalyst_name + icon = "gfx/interface/icons/dynastic_cycle/dynastic_cycle_phase_instability.dds" + is_shown = { + situation:dynastic_cycle ?= { + OR = { + situation_current_phase = situation_dynastic_cycle_phase_stability_expansion + situation_current_phase = situation_dynastic_cycle_phase_stability_advancement + } + } + } + is_valid = { + situation:dynastic_cycle ?= { + situation_top_has_catalyst = catalyst_movement_consulted_heaven_instability_positive + } + } + ai_chance = { + value = 0 + if = { + limit = { + situation:dynastic_cycle ?= { + trigger_if = { + limit = { + OR = { + situation_current_phase = situation_dynastic_cycle_phase_instability_conquest + situation_current_phase = situation_dynastic_cycle_phase_instability + } + } + situation_top_sub_region = { + phase_takeover_points:situation_dynastic_cycle_phase_chaos <= 250 + } + } + trigger_else = { + situation_top_sub_region = { + phase_takeover_points:situation_dynastic_cycle_phase_instability <= 250 + } + } + } + } + add = 100 + } + } + } + item = { + value = negative_instability_catalyst + current_description = negative_instability_catalyst_desc + localization = negative_instability_catalyst_name + icon = "gfx/interface/icons/dynastic_cycle/dynastic_cycle_phase_instability.dds" + is_shown = { + situation:dynastic_cycle ?= { + OR = { + situation_current_phase = situation_dynastic_cycle_phase_stability_expansion + situation_current_phase = situation_dynastic_cycle_phase_stability_advancement + } + } + } + is_valid = { + situation:dynastic_cycle ?= { + situation_top_has_catalyst = catalyst_movement_consulted_heaven_instability_negative + } + } + ai_chance = { + value = 0 + if = { + limit = { + situation:dynastic_cycle ?= { + trigger_if = { + limit = { + OR = { + situation_current_phase = situation_dynastic_cycle_phase_instability_conquest + situation_current_phase = situation_dynastic_cycle_phase_instability + } + } + situation_top_sub_region = { + phase_takeover_points:situation_dynastic_cycle_phase_chaos <= 250 + } + } + trigger_else = { + situation_top_sub_region = { + phase_takeover_points:situation_dynastic_cycle_phase_instability <= 250 + } + } + } + } + add = 100 + } + } + } + } + + cost = { + influence = { + value = monumental_influence_value + } + } + + effect = { + top_participant_group:dynastic_cycle ?= { + if = { + limit = { + participant_group_type = hegemon_ruler + } + situation:dynastic_cycle.situation_participant_group:pro_hegemon_movement = { + save_scope_as = actors_movement + } + } + else = { + save_scope_as = actors_movement + } + } + scope:actors_movement = { + petition_change_movement_power_effect = { + VALUE = -200 + } + } + situation:dynastic_cycle ?= { + switch = { + trigger = yes + scope:positive_advancement_catalyst = { + if = { + limit = { + situation_top_has_catalyst = catalyst_movement_consulted_heaven_advancement_positive + } + trigger_situation_catalyst = catalyst_movement_consulted_heaven_advancement_positive + } + else_if = { + limit = { + situation_top_has_catalyst = catalyst_movement_consulted_heaven_instability_positive + } + trigger_situation_catalyst = catalyst_movement_consulted_heaven_instability_positive + } + else_if = { + limit = { + situation_top_has_catalyst = catalyst_movement_consulted_heaven_chaos_positive + } + trigger_situation_catalyst = catalyst_movement_consulted_heaven_chaos_positive + } + } + scope:negative_advancement_catalyst = { + if = { + limit = { + situation_top_has_catalyst = catalyst_movement_consulted_heaven_advancement_negative + } + trigger_situation_catalyst = catalyst_movement_consulted_heaven_advancement_negative + } + } + scope:positive_expansion_catalyst = { + if = { + limit = { + situation_top_has_catalyst = catalyst_movement_consulted_heaven_expansion_positive + } + trigger_situation_catalyst = catalyst_movement_consulted_heaven_expansion_positive + } + else_if = { + limit = { + situation_top_has_catalyst = catalyst_movement_consulted_heaven_instability_positive + } + trigger_situation_catalyst = catalyst_movement_consulted_heaven_instability_positive + } + else_if = { + limit = { + situation_top_has_catalyst = catalyst_movement_consulted_heaven_chaos_positive + } + trigger_situation_catalyst = catalyst_movement_consulted_heaven_chaos_positive + } + } + scope:negative_expansion_catalyst = { + if = { + limit = { + situation_top_has_catalyst = catalyst_movement_consulted_heaven_expansion_negative + } + trigger_situation_catalyst = catalyst_movement_consulted_heaven_expansion_negative + } + } + scope:positive_chaos_catalyst = { + if = { + limit = { + situation_top_has_catalyst = catalyst_movement_consulted_heaven_chaos_positive + } + trigger_situation_catalyst = catalyst_movement_consulted_heaven_chaos_positive + } + } + scope:negative_chaos_catalyst = { + if = { + limit = { + situation_top_has_catalyst = catalyst_movement_consulted_heaven_chaos_negative + } + trigger_situation_catalyst = catalyst_movement_consulted_heaven_chaos_negative + } + } + scope:positive_instability_catalyst = { + if = { + limit = { + situation_top_has_catalyst = catalyst_movement_consulted_heaven_instability_positive + } + trigger_situation_catalyst = catalyst_movement_consulted_heaven_instability_positive + } + } + scope:negative_instability_catalyst = { + if = { + limit = { + situation_top_has_catalyst = catalyst_movement_consulted_heaven_instability_negative + } + trigger_situation_catalyst = catalyst_movement_consulted_heaven_instability_negative + } + } + } + } + } + + ai_potential = { + is_any_movement_leader = yes + } + ai_check_interval_by_tier = { + barony = 0 + county = 120 + duchy = 120 + kingdom = 36 + empire = 12 + hegemony = 12 + } + ai_will_do = { + base = 100 + } +} + +#House Heads' ability to trigger a catalyst towards or away from a phase according to their movement +### Consult Heaven ### +house_head_consults_heaven_decision = { + decision_group_type = dynastic_cycle + title = house_head_consults_heaven_decision + desc = house_head_consults_heaven_decision_desc + selection_tooltip = house_head_consults_heaven_decision_tooltip + picture = { + reference = "gfx/interface/illustrations/event_scenes/tgp_asia_estate.dds" + } + sort_order = 80 + + is_shown = { + has_tgp_dlc_trigger = yes + any_character_situation = { + situation_type = dynastic_cycle + NOT = { situation_current_phase = situation_dynastic_cycle_phase_chaos } + } + top_participant_group:dynastic_cycle ?= { + NOT = { participant_group_type = other_rulers } + } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + custom_tooltip = { + text = is_in_a_movement_with_leader_tt + OR = { + is_house_head = yes + top_participant_group:dynastic_cycle ?= { + var:movement_leader ?= root + } + has_title = title:e_minister_chancellor + } + } + } + cooldown = { years = 10 } + + cost = { + influence = { + value = 2000 + add = { + value = 0 + every_close_or_extended_family_member = { + limit = { + is_governor = yes + } + add = 10 + } + multiply = -1 + } + add = { + value = 0 + every_close_or_extended_family_member = { + limit = { + merit_level >= 4 + } + add = 10 + } + multiply = -1 + } + if = { + limit = { + scope:discount_none ?= yes + } + multiply = 0.5 + } + min = 100 + } + piety = { + value = 0 + if = { + limit = { + scope:discount_none ?= yes + } + add = 1000 + } + } + } + widget = { + gui = "decision_view_widget_generic_multichoice_with_effects" + controller = decision_option_list_controller + decision_to_second_step_button = "SELECT_CONSULT_HEAVEN" + show_from_start = yes + + item = { + value = discount_none + current_description = positive_advancement_catalyst_desc + localization = discount_none_name + icon = "gfx/interface/icons/modifiers/icon_piety_confucianism_04.dds" + is_valid = { + piety_level >= 4 + } + ai_chance = { + value = 10 + } + } + item = { + value = discount_powerful_family + current_description = negative_advancement_catalyst_desc + localization = discount_powerful_family_name + icon = "gfx/interface/icons/icon_game_concept_powerful_house.dds" + is_valid = { + custom_tooltip = { + text = HOUSE_VIEW_POWERLESS_FAMILY + house = { + OR = { + is_powerful_family = yes + title:h_china.holder.house ?= this + } + } + } + } + ai_chance = { + value = 50 + } + } + item = { + value = discount_family_governors + current_description = positive_expansion_catalyst_desc + localization = discount_family_governors_name + icon = "gfx/interface/icons/message_feed/governor.dds" + is_valid = { + custom_tooltip = { + text = discount_family_governors_tt + any_close_or_extended_family_member = { + is_governor = yes + count >= 20 + } + } + } + ai_chance = { + value = 200 + } + } + item = { + value = discount_family_merit + current_description = negative_expansion_catalyst_desc + localization = discount_family_merit_name + icon = "gfx/interface/icons/icon_merit.dds" + is_valid = { + custom_tooltip = { + text = discount_family_merit_tt + any_close_or_extended_family_member = { + merit_level >= 6 + count >= 10 + } + } + } + ai_chance = { + value = 500 + } + } + } + + effect = { + top_participant_group:dynastic_cycle ?= { + if = { + limit = { + participant_group_type = hegemon_ruler + } + situation:dynastic_cycle.situation_participant_group:pro_hegemon_movement = { + save_scope_as = actors_movement + } + } + else = { + save_scope_as = actors_movement + } + } + show_as_tooltip = { + if = { + limit = { + NOR = { + scope:discount_none = yes + scope:discount_powerful_family = yes + scope:discount_family_governors = yes + scope:discount_family_merit = yes + } + } + scope:actors_movement = { tgp_catalyst_from_decision_effect = yes } + } + } + scope:actors_movement = { + switch = { + trigger = yes + scope:discount_none = { + tgp_catalyst_from_decision_effect = yes + } + scope:discount_powerful_family = { + tgp_catalyst_from_decision_effect = yes + + } + scope:discount_family_governors = { + tgp_catalyst_from_decision_effect = yes + + } + scope:discount_family_merit = { + tgp_catalyst_from_decision_effect = yes + } + } + } + } + + ai_potential = { + government_allows = merit + OR = { # To make sure the cycle isn't nuked by landless families + highest_held_title_tier >= tier_duchy + house = { + is_powerful_family = yes + } + } + situation:dynastic_cycle ?= { + trigger_if = { + limit = { + OR = { + situation_current_phase = situation_dynastic_cycle_phase_stability_advancement + situation_current_phase = situation_dynastic_cycle_phase_stability_expansion + } + } + situation_top_sub_region = { + phase_takeover_points:situation_dynastic_cycle_phase_instability >= 100 + } + } + trigger_else_if = { + limit = { + OR = { + situation_current_phase = situation_dynastic_cycle_phase_instability_conquest + situation_current_phase = situation_dynastic_cycle_phase_instability + } + } + situation_top_sub_region = { + phase_takeover_points:situation_dynastic_cycle_phase_chaos >= 100 + } + } + trigger_else = { + always = yes + } + } + } + ai_check_interval_by_tier = { + barony = 0 + county = 120 + duchy = 120 + kingdom = 36 + empire = 12 + hegemony = 12 + } + ai_will_do = { + base = 100 + modifier = { + situation:dynastic_cycle ?= { + trigger_if = { + limit = { + OR = { + situation_current_phase = situation_dynastic_cycle_phase_instability_conquest + situation_current_phase = situation_dynastic_cycle_phase_instability + } + } + situation_top_sub_region = { + phase_takeover_points:situation_dynastic_cycle_phase_chaos >= 100 + } + } + trigger_else = { + situation_top_sub_region = { + phase_takeover_points:situation_dynastic_cycle_phase_instability >= 100 + } + } + } + factor = 10 + } + } +} diff --git a/common/decisions/dlc_decisions/tgp/tgp_east_asia_decisions.txt b/common/decisions/dlc_decisions/tgp/tgp_east_asia_decisions.txt new file mode 100644 index 00000000..6b34b11f --- /dev/null +++ b/common/decisions/dlc_decisions/tgp/tgp_east_asia_decisions.txt @@ -0,0 +1,855 @@ +#Decisions for East Asia +### Restore Mandala Capital ### +restore_mandala_capital_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds" + } + desc = restore_mandala_capital_decision_desc + selection_tooltip = restore_mandala_capital_decision_tooltip + + ai_check_interval_by_tier = { + barony = 0 + county = 36 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + is_shown = { + government_has_flag = government_is_mandala + capital_province.county = { has_county_modifier = mandala_capital_sacked_modifier } + } + + is_valid_showing_failures_only = { + is_at_war = no + is_imprisoned = no + NOT = { has_trait = incapable } + } + + effect = { + remove_short_term_gold = major_gold_value + capital_province.county = { + remove_county_modifier = mandala_capital_sacked_modifier + add_county_modifier = { + modifier = mandala_capital_restored_modifier + years = 20 + } + } + } + + ai_potential = { + is_at_war = no + ai_greed < medium_positive_ai_value + ai_should_focus_on_building_in_their_capital = yes + } + + ai_will_do = { + base = 20 + modifier = { + short_term_gold < major_gold_value + factor = 0 + } + } +} + +### Adopt Mandala Government ### +convert_to_mandala_government_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/tgp_decision_mandala.dds" + } + decision_group_type = major + desc = convert_to_mandala_government_decision_desc + + ai_check_interval_by_tier = { + barony = 0 + county = 36 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + is_shown = { + has_tgp_dlc_trigger = yes + is_landed = yes + has_mandala_culture_trigger = yes + NOT = { government_has_flag = government_is_mandala } + #We have a special decision for Mandala subjects... + trigger_if = { + limit = { is_tributary = yes } + NOT = { + overlord = { government_has_flag = government_is_mandala } + } + } + highest_held_title_tier > tier_barony + } + + is_valid = { + trigger_if = { + limit = { + has_legitimacy = yes + dynasty ?= { + NOT = { has_dynasty_perk = tgp_sea_legacy_3 } #Bypasses Tribal Authority Requirement + } + } + legitimacy_level >= 4 + } + has_mandala_faith_trigger = yes + is_independent_ruler = yes + # This logic is necessary for the triggers in the options in the subsequent event, or else the player will not get the event + OR = { + any_realm_province = { + OR = { + custom_tooltip = { + text = convert_to_mandala_government_decision_is_temple_citadel_holding_tt + has_holding_type = temple_citadel_holding + } + custom_tooltip = { + text = convert_to_mandala_government_decision_has_no_holding_tt + has_holding = no + } + } + } + any_directly_owned_province = { + custom_tooltip = { + text = convert_to_mandala_government_decision_is_tribal_holding_tt + has_holding_type = tribal_holding + } + } + } + } + + is_valid_showing_failures_only = { + custom_tooltip = { + text = not_changed_government_recently_tt + NOT = { has_variable = changed_government_recently } + } + government_is_japanese_trigger = no + } + + cost = { + prestige = { + value = 0 + if = { + limit = { government_has_flag = government_is_tribal } + add = convert_to_mandala_government_tribal_value + } + else = { add = convert_to_mandala_government_nontribal_value } + #'s cheap! + if = { + limit = { has_character_modifier = divine_happenstance_modifier } + divide = 2 + } + } + } + + effect = { + #GoK stops really being GoK + gok_government_change_story_end_effect = yes + #Out with the old laws, in with the new + change_to_mandala_government_decree_effect = yes + #No Succession for this character pls + set_variable = { + name = not_subject_to_succession_trials + value = flag:adopted_mandala_government + } + if = { + limit = { var:not_subject_to_succession_trials ?= flag:adopted_mandala_government } + #To prevent 'unused except in loc' errors :catto: + } + show_as_tooltip = { + change_government = mandala_government + } + #Huh, guess you _are_ divine + if = { + limit = { has_variable = vying_for_mandala_divinity } + custom_description_no_bullet = { text = because_of_your_divine_happenstance_tt } + show_as_tooltip = { divine_happenstance_adopt_mandala_effect = yes } + } + if = { + limit = { + culture = { + has_cultural_parameter = mandala_tributaries + } + exists = confederation + } + custom_tooltip = confederates_to_tributaries_tt + } + trigger_event = tgp_east_asia_decision_events.0010 + hidden_effect = { + every_vassal = { + trigger_event = { + id = tgp_east_asia_decision_events.0015 + days = 3 + } + } + } + } + + ai_potential = { + has_mandala_culture_trigger = yes + trigger_if = { + limit = { government_has_flag = government_is_tribal } + has_realm_law = tribal_authority_3 + prestige >= convert_to_mandala_government_tribal_value + } + trigger_else = { + prestige >= convert_to_mandala_government_nontribal_value + } + trigger_if = { + limit = { + OR = { + government_has_flag = government_is_feudal + government_has_flag = government_is_clan + } + } + primary_title.tier <= tier_duchy + } + primary_title.tier > tier_barony + NOR = { + government_has_flag = government_is_republic + government_has_flag = government_is_theocracy + government_has_flag = government_is_mercenary + government_has_flag = government_is_holy_order + government_has_flag = government_is_administrative + government_has_flag = government_is_nomadic + government_has_flag = government_is_herder + government_has_flag = government_is_celestial + government_has_flag = government_is_steppe_admin + government_has_flag = government_is_meritocratic + } + NOT = { + any_owned_story = { + OR = { + story_type = story_greatest_of_khans + story_type = story_mongol_invasion + } + } + } + } + + ai_will_do = { + base = 20 + modifier = { + NOT = { government_has_flag = government_is_tribal } + add = -15 + } + } +} + +### Assimilate to Mandala Rule ### +assimilate_to_mandala_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/tgp_decision_mandala.dds" + } + decision_group_type = major + desc = { + first_valid = { + triggered_desc = { + trigger = { government_has_flag = government_is_mandala } + desc = assimilate_to_mandala_decision_faith_desc + } + triggered_desc = { + trigger = { faith = overlord.faith } + desc = assimilate_to_mandala_decision_government_desc + } + desc = assimilate_to_mandala_decision_desc + } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 36 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + is_shown = { + has_tgp_dlc_trigger = yes + overlord ?= { government_has_flag = government_is_mandala } + NAND = { + government_has_flag = government_is_mandala + faith = overlord.faith + } + highest_held_title_tier > tier_barony + } + + is_valid_showing_failures_only = { + custom_tooltip = { + text = not_changed_government_recently_tt + NOT = { has_variable = changed_government_recently } + } + } + + effect = { + #GoK stops really being GoK + gok_government_change_story_end_effect = yes + #No Succession for this character pls + set_variable = { + name = not_subject_to_succession_trials + value = flag:assimilated_to_mandala_government + } + if = { + limit = { var:not_subject_to_succession_trials ?= flag:assimilated_to_mandala_government } + #To prevent 'unused except in loc' errors :catto: + } + #Opinion, if Overlord is AI + overlord = { + if = { + limit = { is_ai = yes } + if = { + limit = { good_devaraja_quality_trigger = yes } + add_opinion = { + target = root + modifier = assimilated_to_devaraja_rule_opinion + opinion = 10 + } + } + else_if = { + limit = { middling_devaraja_quality_trigger = yes } + add_opinion = { + target = root + modifier = assimilated_to_devaraja_rule_opinion + opinion = 30 + } + } + else_if = { + limit = { poor_devaraja_quality_trigger = yes } + root = { + progress_towards_friend_effect = { + REASON = friend_supported_devaraja + CHARACTER = overlord + OPINION = 0 + } + } + add_opinion = { + target = root + modifier = assimilated_to_devaraja_rule_opinion + opinion = 40 + } + } + else_if = { + limit = { terrible_devaraja_quality_trigger = yes } + root = { + progress_towards_friend_effect = { + REASON = friend_supported_devaraja + CHARACTER = overlord + OPINION = 0 + } + } + add_opinion = { + target = root + modifier = assimilated_to_devaraja_rule_opinion + opinion = 60 + } + } + } + } + #Also notify the Devaraja of their Piety gain + mandala_assimilation_effect = yes + if = { + limit = { + NOR = { + faith = overlord.faith + faith.religious_head ?= root + } + } + custom_tooltip = tgp_east_asia_decision_events.0020.close_family_pre_tt + } + #You got in early? Good for you! + if = { + limit = { + overlord = { + OR = { + middling_devaraja_quality_trigger = yes + poor_devaraja_quality_trigger = yes + terrible_devaraja_quality_trigger = yes + } + } + } + if = { + limit = { + overlord = { middling_devaraja_quality_trigger = yes } + } + add_character_flag = assimilation_payout_t1 + custom_tooltip = { text = assimilation_payout_t1_tt } + } + else_if = { + limit = { + overlord = { poor_devaraja_quality_trigger = yes } + } + add_character_flag = assimilation_payout_t2 + custom_tooltip = { text = assimilation_payout_t2_tt } + } + else_if = { + limit = { + overlord = { terrible_devaraja_quality_trigger = yes } + } + add_character_flag = assimilation_payout_t3 + custom_tooltip = { text = assimilation_payout_t3_tt } + } + #Delayed payout event with its own triggers + set_variable = { + name = mandala_assimilation_devaraja + value = overlord + } + set_variable = { + name = mandala_assimilation_devaraja_piety_level + value = overlord.piety_level + } + trigger_event = { + id = tgp_east_asia_decision_events.0100 + years = assimilation_payout_years + } + } + #We actually set the government and faith in the event + trigger_event = tgp_east_asia_decision_events.0020 + #And vassal(s) + hidden_effect = { + every_vassal = { + trigger_event = { + id = tgp_east_asia_decision_events.0025 + days = 3 + } + } + } + set_variable = { + name = changed_government_recently + years = 5 + } + } + + ai_potential = { + this != top_overlord + overlord = { government_has_flag = government_is_mandala } + primary_title.tier > tier_barony + #Keep the tributaries Wanua + trigger_if = { + limit = { + government_has_flag = government_is_wanua + is_independent_ruler = yes + } + overlord.mandala_radiance_value >= 50 + } + #... but be more lenient on the Vassals + trigger_if = { + limit = { + government_has_flag = government_is_wanua + is_independent_ruler = no + } + overlord.mandala_radiance_value >= 10 + } + NOT = { + any_owned_story = { + OR = { + story_type = story_mongol_invasion + story_type = story_greatest_of_khans + } + } + } + } + + ai_will_do = { + base = 20 + modifier = { + NOT = { government_has_flag = government_is_tribal } + add = -50 + } + modifier = { + overlord = { terrible_devaraja_quality_trigger = yes } + add = -50 + } + modifier = { + overlord = { poor_devaraja_quality_trigger = yes } + add = -25 + } + modifier = { + overlord = { middling_devaraja_quality_trigger = yes } + add = 25 + } + modifier = { + overlord = { good_devaraja_quality_trigger = yes } + add = 25 + } + modifier = { + overlord = { great_devaraja_quality_trigger = yes } + add = 50 + } + modifier = { + overlord = { exalted_devaraja_quality_trigger = yes } + add = 100 + } + opinion_modifier = { + who = root + opinion_target = overlord + multiplier = 1 + } + modifier = { + capital_county.title_province = { + NOR = { + has_holding_type = temple_citadel_holding + has_holding_type = church_holding + has_holding_type = castle_holding + } + } + factor = 0 + } + } +} + +### Adopt Clan Ways ### +mandala_adopt_clan_government_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_realm.dds" + } + decision_group_type = major + desc = mandala_adopt_clan_government_decision_desc + + ai_check_interval_by_tier = { + barony = 0 + county = 36 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + is_shown = { + has_tgp_dlc_trigger = yes + government_has_flag = government_is_mandala + is_landed = yes + faith.religion = religion:islam_religion + highest_held_title_tier > tier_barony + } + + is_valid_showing_failures_only = { + custom_tooltip = { + text = not_changed_government_recently_tt + NOT = { has_variable = changed_government_recently } + } + } + + cost = { + piety = { + value = convert_to_mandala_government_nontribal_value + } + } + + effect = { + mandala_adopt_clan_government_effect = yes + } + + ai_potential = { + government_has_flag = government_is_mandala + faith.religion = religion:islam_religion + piety >= convert_to_mandala_government_nontribal_value + } + + ai_will_do = { + base = 20 + modifier = { + OR = { + piety_level >= high_piety_level + capital_province = { + OR = { + has_building_with_flag = third_tier_mandala_capital_building + has_building_with_flag = fourth_tier_mandala_capital_building + has_building_with_flag = final_tier_mandala_capital_building + } + } + } + factor = 0 + } + } +} + +### Perform a Ritual Sacrifice ### +visit_local_shrine_decision = { + picture = { + trigger = { + government_is_japanese_trigger = yes + } + reference = "gfx/interface/illustrations/holding_types/tgp_shinto_temple.dds" + } + picture = { + reference = "gfx/interface/illustrations/event_scenes/tgp_crossroad_inn_asia.dds" + } + desc = visit_local_shrine_decision_desc + selection_tooltip = sacrifice_to_heaven + sort_order = 110 + + cooldown = { years = 5 } + + ai_check_interval_by_tier = { + barony = 0 + county = 36 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + is_shown = { + exists = capital_province + has_tgp_dlc_trigger = yes + highest_held_title_tier >= tier_county + faith = { has_doctrine = doctrine_pilgrimage_local_rites } + trigger_if = { # Allow a Capital exam to be hosted first. + limit = { + is_ai = yes + highest_held_title_tier = tier_hegemony + } + years_from_game_start >= 10 + } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + location = capital_province + } + + effect = { + custom_tooltip = sacrifice_to_heaven + trigger_event = local_rites.1 + } + + ai_potential = { + is_at_war = no + ai_greed < medium_positive_ai_value + } + + ai_will_do = { + base = 20 + modifier = { + short_term_gold < minor_gold_value + factor = 0 + } + } +} + +#One of your subjects has a Mandala Capital and you don't? Well, seize it! +### Seize Mandala Temple Complex ### +seize_mandala_capital_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/tgp_decision_mandala.dds" + } + desc = seize_mandala_capital_decision_desc + selection_tooltip = seize_mandala_capital_decision_tooltip + decision_group_type = major + + ai_check_interval = 0 + + is_shown = { + government_has_flag = government_is_mandala + has_mandala_capital_trigger = no + any_subject = { + is_ai = yes + any_sub_realm_barony = { + kingdom = root.capital_county.kingdom + title_province = { + has_building_with_flag = mandala_capital_building + has_ruined_great_building = no + } + } + } + } + + is_valid_showing_failures_only = { + is_imprisoned = no + NOT = { has_trait = incapable } + } + + effect = { + random_subject = { + limit = { + is_ai = yes + any_sub_realm_barony = { + kingdom = root.capital_county.kingdom + title_province = { + has_building_with_flag = mandala_capital_building + has_ruined_great_building = no + } + } + } + random_sub_realm_barony = { + limit = { + kingdom = root.capital_county.kingdom + title_province = { + has_building_with_flag = mandala_capital_building + has_ruined_great_building = no + } + } + holder = { save_scope_as = previous_holder } + county = { save_scope_as = target_county } + } + } + create_title_and_vassal_change = { + type = returned + save_scope_as = change + add_claim_on_loss = yes + } + scope:target_county = { + change_title_holder = { + holder = root + change = scope:change + } + } + resolve_title_and_vassal_change = scope:change + set_realm_capital = scope:target_county + scope:previous_holder = { + progress_towards_rival_effect = { + REASON = rival_seized_mandala_complex + CHARACTER = root + OPINION = -50 + } + } + } + + ai_potential = { + always = no + } + + ai_will_do = { + base = 0 + } +} + +create_bunga_mas_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/hindu_ruler.dds" + } + cooldown = { days = standard_commission_artifact_cooldown_time } + sort_order = 151 + + ai_check_interval = 0 #Not for AI + + is_shown = { + #Tease Mandala rulers + trigger_if = { + limit = { is_tributary = no } + government_has_flag = government_is_mandala + } + #... unless you're actually the tributary of a Mandala + trigger_else = { + is_tributary = yes + suzerain = { government_has_flag = government_is_mandala } + } + highest_held_title_tier >= tier_county + exists = capital_province + } + + is_valid_showing_failures_only = { + employs_court_position = antiquarian_court_position + is_tributary = yes + } + + cost = { + gold = { + value = create_bunga_mas_cost + multiply = primary_title.tier + } + } + + + effect = { + custom_tooltip = create_bunga_mas_decision_effect + + if = { + limit = { + any_court_position_holder = { + type = antiquarian_court_position + } + } + random_court_position_holder = { + type = antiquarian_court_position + save_scope_as = antiquarian + } + } + + if = { + limit = { + any_pool_character = { + province = root.capital_province + has_no_particular_noble_roots_trigger = yes + is_available_healthy_ai_adult = yes + NOR = { + exists = inspiration + has_trait = peasant_leader + } + } + } + random_pool_character = { + province = root.capital_province + limit = { + has_no_particular_noble_roots_trigger = yes + is_available_healthy_ai_adult = yes + NOR = { + exists = inspiration + has_trait = peasant_leader + } + } + save_scope_as = local_artisan + hidden_effect = { + add_character_modifier = local_artisan_modifier + } + } + } + else = { + # Artisan Generation + hidden_effect = { + create_character = { + template = local_artisan_template + location = root.capital_province + gender_female_chance = root_faith_dominant_gender_adjusted_female_chance + save_scope_as = local_artisan + } + scope:local_artisan = { + hidden_effect = { + add_character_modifier = local_artisan_modifier + } + } + } + } + + hidden_effect = { + if = { + # Conditional exists to avoid false-positives during tooltip generation, but 'local_artisan' should always exist on execution! + limit = { exists = scope:local_artisan } + root = { add_courtier = scope:local_artisan } + scope:local_artisan = { + add_character_flag = local_artisan + } + } + } + + #Mandala Creation Aspect + if = { + limit = { + government_has_flag = government_is_mandala + house = { has_house_aspiration_parameter = aspect_of_creation } + is_house_head = yes + } + increment_variable_effect = { + VAR = num_commissioned_artifacts + VAL = 1 + } + } + + trigger_event = { + id = tgp_east_asia_decision_events.0300 + delayed = yes + } + + } + + ai_potential = { + always = no + } + + ai_will_do = { + base = 0 + } +} diff --git a/common/decisions/dlc_decisions/tgp/tgp_korea_decisions.txt b/common/decisions/dlc_decisions/tgp/tgp_korea_decisions.txt new file mode 100644 index 00000000..7e14d775 --- /dev/null +++ b/common/decisions/dlc_decisions/tgp/tgp_korea_decisions.txt @@ -0,0 +1,131 @@ +########## +#Unify Samhan/Goryeo +### Unite the Husamguk ### +tgp_korea_unify_goryeo_decision = { + picture = { + reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_asia_welcome.dds" + } + desc = tgp_korea_unify_goryeo_decision_desc + selection_tooltip = tgp_korea_unify_goryeo_decision_tooltip + decision_group_type = major + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 0 + kingdom = 36 + empire = 0 + hegemony = 0 + } + + is_shown = { + has_tgp_dlc_trigger = yes + NOR = { + exists = title:e_goryeo.holder + exists = title:k_yongson_throne.holder + } + culture = { + OR = { + has_cultural_pillar = heritage_korean + has_cultural_pillar = heritage_buyeo + any_parent_culture = { + OR = { + has_cultural_pillar = heritage_korean + has_cultural_pillar = heritage_buyeo + } + } + } + } + NOT = { + is_target_in_global_variable_list = { + name = unavailable_unique_decisions + target = flag:unify_goryeo_decision + } + } + } + + is_valid = { + government_allows = administrative + highest_held_title_tier < tier_empire + OR = { + has_title = title:k_silla + has_title = title:k_goguryeo + has_title = title:k_baekje + } + custom_tooltip = { + text = tgp_korea_unify_goryeo_decision_no_other_korean_kingdoms_tt + trigger_if = { + limit = { exists = title:k_silla.holder } + title:k_silla.holder = root + } + trigger_if = { + limit = { exists = title:k_goguryeo.holder } + title:k_goguryeo.holder = root + } + trigger_if = { + limit = { exists = title:k_baekje.holder } + title:k_baekje.holder = root + } + } + completely_controls = title:d_bukgye + completely_controls = title:d_gaeseong + completely_controls = title:d_gyeongju + completely_controls = title:d_chungju + realm_size >= 50 + } + + is_valid_showing_failures_only = { + is_landed = yes + is_adult = yes + is_available = yes + is_independent_ruler = yes + } + + cost = { + piety = { + value = massive_piety_value + } + gold = { + value = 0 + if = { + limit = { + has_treasury = no + } + add = massive_gold_value + } + } + treasury = { + value = 0 + if = { + limit = { + has_treasury = yes + } + add = massive_gold_value + } + } + } + + effect = { + if = { + limit = { + is_ai = no + } + add_achievement_global_variable_effect = { + VARIABLE = achieved_ep4_13_how_its_done_done_done_achievement + VALUE = yes + } + } + #Can only happen once + add_to_global_variable_list = { + name = unavailable_unique_decisions + target = flag:unify_goryeo_decision + } + save_scope_as = king_of_goryeo + show_as_tooltip = { korea_unify_goryeo_reward_effect = yes } + trigger_event = tgp_korea_decision.9101 + } + + ai_will_do = { + base = 100 + } +} diff --git a/common/decisions/dlc_decisions/tgp/tgp_silk_road_decisions.txt b/common/decisions/dlc_decisions/tgp/tgp_silk_road_decisions.txt new file mode 100644 index 00000000..cdd7770b --- /dev/null +++ b/common/decisions/dlc_decisions/tgp/tgp_silk_road_decisions.txt @@ -0,0 +1,504 @@ +#Decisions for East Asia +### Visit a Silk Road Market ### +visit_silk_road_market_decision = { + picture = { + reference = "gfx/interface/illustrations/decisions/tgp_silk_road.dds" + } + desc = visit_silk_road_market_decision_desc + selection_tooltip = visit_silk_road_market_decision_tooltip + + cooldown = { years = 10 } + + ai_check_interval_by_tier = { + barony = 0 + county = 0 + duchy = 240 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + is_shown = { + OR = { + is_ai = no + any_character_situation = { situation_type = silk_road_situation } + } + has_tgp_dlc_trigger = yes + is_playable_character = yes + + #There is no point in showing this decision if you cannot benefit from going at all: + OR = { + silk_road_valid_market_to_visit_trigger = { SUB_REGION = china } + silk_road_valid_market_to_visit_trigger = { SUB_REGION = tibet } + silk_road_valid_market_to_visit_trigger = { SUB_REGION = india } + silk_road_valid_market_to_visit_trigger = { SUB_REGION = central_asia } + silk_road_valid_market_to_visit_trigger = { SUB_REGION = transcaspia } + silk_road_valid_market_to_visit_trigger = { SUB_REGION = occident } + } + } + + is_valid = { + is_adult = yes + gold >= major_gold_value + } + + is_valid_showing_failures_only = { + is_available_adult = yes + is_playable_character = yes + is_incapable = no + } + + widget = { + gui = "decision_view_widget_option_list_generic" + controller = decision_option_list_controller + decision_to_second_step_button = "THE_SILK_ROAD_AWAITS" + show_from_start = yes + + # there are six potential silk road markets + item = { # Chang'an + value = c_jingzhao + is_shown = { always = yes } + is_valid = { + custom_tooltip = { + text = no_building_at_silk_road_market_desc + title:c_jingzhao = { # Chang'an + any_county_province = { has_building_with_flag = silk_road_node } + } + } + custom_tooltip = { + text = no_available_innovation_at_silk_road_market_desc + silk_road_valid_market_to_visit_trigger = { SUB_REGION = china } + } + } + localization = visit_silk_road_market_decision_changan + icon = "gfx/interface/icons/travel/icon_travel_silk_road_marketplace.dds" + ai_chance = { + value = 1 + if = { + limit = { + root.location = { + squared_distance = { + target = title:c_jingzhao.title_province + value <= squared_distance_small + } + } + } + multiply = 10 + } + if = { + limit = { + root.location = { + squared_distance = { + target = title:c_jingzhao.title_province + value <= squared_distance_large + } + } + } + multiply = 2 + } + if = { + limit = { + root.location = { + squared_distance = { + target = title:c_jingzhao.title_province + value > squared_distance_huge + } + } + } + multiply = 0.1 + } + } + } + item = { # Lhasa + value = c_lhasa + is_shown = { always = yes } + is_valid = { + custom_tooltip = { + text = no_building_at_silk_road_market_desc + title:c_lhasa = { + any_county_province = { has_building_with_flag = silk_road_node } + } + } + custom_tooltip = { + text = no_available_innovation_at_silk_road_market_desc + silk_road_valid_market_to_visit_trigger = { SUB_REGION = tibet } + } + } + localization = visit_silk_road_market_decision_lhasa + icon = "gfx/interface/icons/travel/icon_travel_silk_road_marketplace.dds" + ai_chance = { + value = 1 + if = { + limit = { + root.location = { + squared_distance = { + target = title:c_lhasa.title_province + value <= squared_distance_small + } + } + } + multiply = 10 + } + if = { + limit = { + root.location = { + squared_distance = { + target = title:c_lhasa.title_province + value <= squared_distance_large + } + } + } + multiply = 2 + } + if = { + limit = { + root.location = { + squared_distance = { + target = title:c_lhasa.title_province + value > squared_distance_huge + } + } + } + multiply = 0.1 + } + } + } + item = { # Lahur + value = c_lahur + is_shown = { always = yes } + is_valid = { + custom_tooltip = { + text = no_building_at_silk_road_market_desc + title:c_lahur = { + any_county_province = { has_building_with_flag = silk_road_node } + } + } + custom_tooltip = { + text = no_available_innovation_at_silk_road_market_desc + silk_road_valid_market_to_visit_trigger = { SUB_REGION = india } + } + } + localization = visit_silk_road_market_decision_lahur + icon = "gfx/interface/icons/travel/icon_travel_silk_road_marketplace.dds" + ai_chance = { + value = 1 + if = { + limit = { + root.location = { + squared_distance = { + target = title:c_lahur.title_province + value <= squared_distance_small + } + } + } + multiply = 10 + } + if = { + limit = { + root.location = { + squared_distance = { + target = title:c_lahur.title_province + value <= squared_distance_large + } + } + } + multiply = 2 + } + if = { + limit = { + root.location = { + squared_distance = { + target = title:c_lahur.title_province + value > squared_distance_huge + } + } + } + multiply = 0.1 + } + } + } + item = { # Dunhuang + value = c_shazhou + is_shown = { always = yes } + is_valid = { + custom_tooltip = { + text = no_building_at_silk_road_market_desc + title:c_shazhou = { # Dunhuang + any_county_province = { has_building_with_flag = silk_road_node } + } + } + custom_tooltip = { + text = no_available_innovation_at_silk_road_market_desc + silk_road_valid_market_to_visit_trigger = { SUB_REGION = central_asia } + } + } + localization = visit_silk_road_market_decision_dunhuang + icon = "gfx/interface/icons/travel/icon_travel_silk_road_marketplace.dds" + ai_chance = { + value = 1 + if = { + limit = { + root.location = { + squared_distance = { + target = title:c_shazhou.title_province # Dunhuang + value <= squared_distance_small + } + } + } + multiply = 10 + } + if = { + limit = { + root.location = { + squared_distance = { + target = title:c_shazhou.title_province # Dunhuang + value <= squared_distance_large + } + } + } + multiply = 2 + } + if = { + limit = { + root.location = { + squared_distance = { + target = title:c_shazhou.title_province # Dunhuang + value > squared_distance_huge + } + } + } + multiply = 0.1 + } + } + } + item = { # Khiva + value = c_khiva + is_shown = { always = yes } + is_valid = { + custom_tooltip = { + text = no_building_at_silk_road_market_desc + title:c_khiva = { + any_county_province = { has_building_with_flag = silk_road_node } + } + } + custom_tooltip = { + text = no_available_innovation_at_silk_road_market_desc + silk_road_valid_market_to_visit_trigger = { SUB_REGION = transcaspia } + } + } + localization = visit_silk_road_market_decision_khiva + icon = "gfx/interface/icons/travel/icon_travel_silk_road_marketplace.dds" + ai_chance = { + value = 1 + if = { + limit = { + root.location = { + squared_distance = { + target = title:c_khiva.title_province + value <= squared_distance_small + } + } + } + multiply = 10 + } + if = { + limit = { + root.location = { + squared_distance = { + target = title:c_khiva.title_province + value <= squared_distance_large + } + } + } + multiply = 2 + } + if = { + limit = { + root.location = { + squared_distance = { + target = title:c_khiva.title_province + value > squared_distance_huge + } + } + } + multiply = 0.1 + } + } + } + item = { # Dvin + value = c_dvin + is_shown = { always = yes } + is_valid = { + custom_tooltip = { + text = no_building_at_silk_road_market_desc + title:c_dvin = { + any_county_province = { has_building_with_flag = silk_road_node } + } + } + custom_tooltip = { + text = no_available_innovation_at_silk_road_market_desc + silk_road_valid_market_to_visit_trigger = { SUB_REGION = occident } + } + } + localization = visit_silk_road_market_decision_dvin + icon = "gfx/interface/icons/travel/icon_travel_silk_road_marketplace.dds" + ai_chance = { + value = 1 + if = { + limit = { + root.location = { + squared_distance = { + target = title:c_dvin.title_province + value <= squared_distance_small + } + } + } + multiply = 10 + } + if = { + limit = { + root.location = { + squared_distance = { + target = title:c_dvin.title_province + value <= squared_distance_large + } + } + } + multiply = 2 + } + if = { + limit = { + root.location = { + squared_distance = { + target = title:c_dvin.title_province + value > squared_distance_huge + } + } + } + multiply = 0.1 + } + } + } + } + + effect = { + remove_short_term_gold = major_gold_value + switch = { + trigger = yes + scope:c_dvin = { # Dvin + title:c_dvin = { tgp_silk_road_decision_scope_effect = yes } + } + scope:c_jingzhao = { # Chang'an + title:c_jingzhao = { tgp_silk_road_decision_scope_effect = yes } + } + scope:c_lahur = { # Lahur + title:c_lahur = { tgp_silk_road_decision_scope_effect = yes } + } + scope:c_shazhou = { # Dunhuang + title:c_shazhou = { tgp_silk_road_decision_scope_effect = yes } + } + scope:c_lhasa = { # Lhasa + title:c_lhasa = { tgp_silk_road_decision_scope_effect = yes } + } + scope:c_khiva = { # Khiva + title:c_khiva = { tgp_silk_road_decision_scope_effect = yes } + } + } + if = { + limit = { exists = scope:destination_province } + # EVENTS + if = { + limit = { scope:destination_province = root.location } + trigger_event = { id = tgp_silk_road_events.0010 } + } + else = { + custom_tooltip = travel_silk_road_market_desc + start_travel_plan = { + destination = scope:destination_province + on_arrival_event = tgp_silk_road_events.0010 + travel_with_domicile = no + return_trip = yes + on_travel_planner_cancel_on_action = silk_road_market_visit_travel_planner_cancel_on_action # here comes the refund! + players_use_planner = yes + #on_arrival_destinations = last + } + } + if = { + limit = { exists = scope:innovation_temp } + custom_tooltip = potential_innovation_at_silk_road_market_desc + } + custom_tooltip = travel_silk_road_market_innovation_warning_tt + if = { + limit = { + root.location = { + squared_distance = { + target = scope:destination_province + value >= squared_distance_huge + } + } + } + custom_tooltip = travel_silk_road_market_long_tt + } + } + } + + ai_potential = { + is_at_war = no + short_term_gold >= major_gold_value + ai_greed > low_positive_ai_value + ai_should_focus_on_building_in_their_capital = yes + } + + ai_will_do = { + base = 20 + + modifier = { + add = 10 + root.culture.culture_head = root + } + modifier = { + factor = 0.1 + + any_character_situation = { + situation:silk_road_situation = this + any_participant_group = { + participant_group_type = silk_road_nomad + participant_group_has_character = ROOT + } + } + } + modifier = { + factor = 0.2 + any_character_situation = { + situation:silk_road_situation = this + any_participant_group = { + participant_group_type = silk_road_periphery + participant_group_has_character = ROOT + } + } + } + modifier = { + factor = 0.5 + any_character_situation = { + situation:silk_road_situation = this + any_participant_group = { + participant_group_type = silk_road_realm + participant_group_has_character = ROOT + } + } + } + + modifier = { + factor = 0 + + NOR = { + silk_road_valid_market_to_visit_trigger = { SUB_REGION = china } + silk_road_valid_market_to_visit_trigger = { SUB_REGION = tibet } + silk_road_valid_market_to_visit_trigger = { SUB_REGION = india } + silk_road_valid_market_to_visit_trigger = { SUB_REGION = central_asia } + silk_road_valid_market_to_visit_trigger = { SUB_REGION = transcaspia } + silk_road_valid_market_to_visit_trigger = { SUB_REGION = occident } + } + } + } +} diff --git a/common/decisions/dlc_decisions/tgp/tgp_tenet_decisions.txt b/common/decisions/dlc_decisions/tgp/tgp_tenet_decisions.txt new file mode 100644 index 00000000..bc568f3b --- /dev/null +++ b/common/decisions/dlc_decisions/tgp/tgp_tenet_decisions.txt @@ -0,0 +1,137 @@ +#tgp_divine_reincarnation_decision + +### Divine Reincarnation ### +tgp_divine_reincarnation_decision = { + title = tgp_divine_reincarnation_decision + desc = tgp_divine_reincarnation_decision_desc + selection_tooltip = tgp_divine_reincarnation_decision_tooltip + picture = { + reference = "gfx/interface/illustrations/decisions/hindu_religious.dds" + } + sort_order = 120 + + is_shown = { + is_ai = no + faith = { has_doctrine = tenet_reincarnation } + } + + is_valid_showing_failures_only = { + is_at_war = no + is_adult = yes + is_available = yes + + custom_tooltip = { + text = tgp_divine_reincarnation_decision_valid_child_tt + any_child = { + is_adult = no + faith = root.faith + NOT = { has_trait = reincarnation } + OR = { + this = root.primary_heir + has_relation_favorite_child = root + } + save_temporary_scope_as = child_check + any_close_or_extended_family_member = { + even_if_dead = yes + is_alive = no + sex_same_as = scope:child_check + OR = { + is_grandparent_of = scope:child_check + AND = { + is_grandparent_of = scope:child_check + any_parent = { + is_alive = no + sex_same_as = scope:child_check + } + } + } + } + } + } + } + + cooldown = { years = 15 } + + widget = { + gui = "decision_view_widget_option_list_generic" + controller = decision_option_list_controller + decision_to_second_step_button = "SELECT_ACTION" + show_from_start = yes + + item = { # Primary Heir + value = primary_heir + is_valid = { + custom_tooltip = { + text = tgp_divine_reincarnation_decision_primary_heir_tt + any_child = { + is_primary_heir_of = root + is_adult = no + faith = root.faith + NOT = { has_trait = reincarnation } + } + } + } + localization = tgp_divine_reincarnation_decision_primary_heir_name + icon = "gfx/interface/icons/message_feed/heir.dds" + ai_chance = { + value = 100 + } + } + item = { # Favorite Child + value = favorite_child + is_valid = { + custom_tooltip = { + text = tgp_divine_reincarnation_decision_favorite_child_tt + any_relation = { + type = favorite_child + is_adult = no + faith = root.faith + NOT = { has_trait = reincarnation } + this != root.primary_heir + } + } + } + localization = tgp_divine_reincarnation_decision_favorite_child_name + icon = "gfx/interface/icons/character_interactions/designate_favorite.dds" + ai_chance = { + value = 0 + } + } + } + + cost = { + piety = massive_piety_value + } + + effect = { + trigger_event = tgp_decision_events.0200 + } + + ai_check_interval_by_tier = { + barony = 0 + county = 48 + duchy = 48 + kingdom = 36 + empire = 36 + hegemony = 36 + } + + ai_potential = { + is_at_war = no + is_adult = yes + is_available = yes + any_child = { is_adult = no } + piety >= massive_piety_value + } + + ai_will_do = { + base = 50 + ai_value_modifier = { + ai_zeal = 0.5 + } + modifier = { + any_child = { has_trait = reincarnation } + factor = 0.15 + } + } +} diff --git a/common/decisions/dlc_decisions/tgp/tgp_tribute_mission_decisions.txt b/common/decisions/dlc_decisions/tgp/tgp_tribute_mission_decisions.txt new file mode 100644 index 00000000..183f6bd1 --- /dev/null +++ b/common/decisions/dlc_decisions/tgp/tgp_tribute_mission_decisions.txt @@ -0,0 +1,806 @@ +#Decisions for and to Tributaries + +tribute_mission_decision_mandala = { + picture = { + reference = "gfx/interface/illustrations/decisions/tgp_projects_mandala_capital.dds" + } + decision_group_type = realm + + should_create_alert = { always = yes } + + desc = tribute_mission_decision_desc_mandala + + cooldown = { years = 5 } + + is_shown = { + is_tributary = yes + suzerain = { government_has_flag = government_is_mandala } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + NOT = { is_at_war_with = suzerain } #Pretty obvious + OR = { + tribute_mission_decision_generic_trigger = yes + tribute_mission_decision_concubine_trigger = { OVERLORD = suzerain } + tribute_mission_decision_eunuch_trigger = { OVERLORD = suzerain } + has_bunga_mas_tribute_trigger = yes + } + } + + widget = { + gui = "decision_view_widget_pay_tribute" + controller = decision_option_list_controller + decision_to_second_step_button = "CHOOSE_TRIBUTE_DECISION_NEXT_STEP_BUTTON" + + item = { # Gold + value = tribute_mission_gold + is_valid = { has_gold_tribute_trigger = yes } + localization = tribute_mission_decision_option_gold + icon = "gfx/interface/icons/message_feed/money.dds" + ai_chance = { + value = 20 + if = { + limit = { short_term_gold >= excessive_gold_tribute_value } + add = 20 + } + if = { + limit = { short_term_gold >= adequate_gold_tribute_value } + add = 20 + } + } + } + item = { # Herd + value = tribute_mission_herd + is_valid = { has_herd_tribute_trigger = yes } + localization = tribute_mission_decision_option_herd + icon = "gfx/interface/icons/icon_herd.dds" + ai_chance = { + value = 20 + if = { + limit = { + domicile ?= { herd >= excessive_herd_tribute_value } + } + add = 20 + } + if = { + limit = { + domicile ?= { herd >= adequate_herd_tribute_value } + } + add = 20 + } + } + } + + item = { # Artifact + value = tribute_mission_artifact + is_valid = { has_artifact_tribute_trigger = yes } + localization = tribute_mission_decision_option_artifact + icon = "gfx/interface/icons/message_feed/artifact.dds" + ai_chance = { value = 20 } + } + + item = { # Concubine + value = tribute_mission_concubine + is_valid = { + has_concubine_tribute_trigger = yes + can_have_concubines_trigger = { CHAR = suzerain } + } + localization = tribute_mission_decision_option_concubine + icon = "gfx/interface/icons/concubine_icon.dds" + ai_chance = { value = 50 } #The AI can do it? Do it! + } + + item = { # Eunuch + value = tribute_mission_eunuch + is_valid = { + has_eunuch_tribute_trigger = yes + can_employ_court_eunuchs_trigger = { CHAR = suzerain } + } + localization = tribute_mission_decision_option_eunuch + icon = "gfx/interface/icons/character_interactions/eunuch.dds" + ai_chance = { value = 50 } #The AI can do it? Do it! + } + + item = { # Bunga Mas + value = tribute_mission_bunga_mas + is_valid = { has_bunga_mas_tribute_trigger = yes } + localization = tribute_mission_decision_option_bunga_mas + icon = "gfx/interface/icons/artifact/tgp_artifact_golden_flower.dds" + ai_chance = { value = 100 } #The AI can do it? Do it! + } + } + + effect = { + custom_tooltip = tribute_mission_decision_effects_mandala_tt + tribute_mission_decision_effect = { TARGET = suzerain } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 36 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 0 + } + + ai_potential = { + tribute_mission_decision_ai_potential_trigger = { TARGET = suzerain } + } + + ai_will_do = { + base = 20 + tribute_mission_decision_ai_will_do_modifiers = yes + } +} + +tribute_mission_decision_china = { + picture = { + reference = "gfx/interface/illustrations/decisions/tgp_kowtow.dds" + } + decision_group_type = realm + + should_create_alert = { always = yes } + + desc = tribute_mission_decision_desc_china + + cooldown = { years = 5 } + + is_shown = { + title:h_china ?= { is_title_created = yes } + is_tributary_or_independent_neighbor_of_hegemon_trigger = { HEGEMON = h_china } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + NOT = { is_at_war_with = title:h_china.holder } #Pretty obvious + OR = { + tribute_mission_decision_generic_trigger = yes + tribute_mission_decision_concubine_trigger = { OVERLORD = title:h_china.holder } + tribute_mission_decision_eunuch_trigger = { OVERLORD = title:h_china.holder } + } + } + + widget = { + gui = "decision_view_widget_pay_tribute" + controller = decision_option_list_controller + decision_to_second_step_button = "CHOOSE_TRIBUTE_DECISION_NEXT_STEP_BUTTON" + + item = { # Gold + value = tribute_mission_gold + is_valid = { has_gold_tribute_trigger = yes } + localization = tribute_mission_decision_option_gold + icon = "gfx/interface/icons/message_feed/money.dds" + ai_chance = { + value = 20 + if = { + limit = { short_term_gold >= excessive_gold_tribute_value } + add = 20 + } + if = { + limit = { short_term_gold >= adequate_gold_tribute_value } + add = 20 + } + } + } + item = { # Herd + value = tribute_mission_herd + is_valid = { has_herd_tribute_trigger = yes } + localization = tribute_mission_decision_option_herd + icon = "gfx/interface/icons/icon_herd.dds" + ai_chance = { + value = 20 + if = { + limit = { + domicile ?= { herd >= excessive_herd_tribute_value } + } + add = 20 + } + if = { + limit = { + domicile ?= { herd >= adequate_herd_tribute_value } + } + add = 20 + } + } + } + + item = { # Artifact + value = tribute_mission_artifact + is_valid = { has_artifact_tribute_trigger = yes } + localization = tribute_mission_decision_option_artifact + icon = "gfx/interface/icons/message_feed/artifact.dds" + ai_chance = { value = 20 } + } + + item = { # Concubine + value = tribute_mission_concubine + is_valid = { + has_concubine_tribute_trigger = yes + title:h_china.holder = { is_adult = yes } + can_have_concubines_trigger = { CHAR = title:h_china.holder } + } + localization = tribute_mission_decision_option_concubine + icon = "gfx/interface/icons/concubine_icon.dds" + ai_chance = { value = 50 } #The AI can do it? Do it! + } + + item = { # Eunuch + value = tribute_mission_eunuch + is_valid = { + has_eunuch_tribute_trigger = yes + can_employ_court_eunuchs_trigger = { CHAR = title:h_china.holder } + } + localization = tribute_mission_decision_option_eunuch + icon = "gfx/interface/icons/character_interactions/eunuch.dds" + ai_chance = { value = 50 } #The AI can do it? Do it! + } + } + + effect = { + custom_tooltip = tribute_mission_decision_effects_china_tt + tribute_mission_decision_effect = { TARGET = title:h_china.holder } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 72 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 0 + } + + ai_potential = { + exists = title:h_china.holder + tribute_mission_decision_ai_potential_trigger = { TARGET = title:h_china.holder } + } + + ai_will_do = { + base = 20 + tribute_mission_decision_ai_will_do_modifiers = yes + + modifier = { + add = -25 + primary_title.tier = tier_kingdom + NOT = { tribute_mission_decision_ai_religion_culture_limit_trigger = { TARGET = title:h_china.holder } } + } + } +} + +tribute_mission_decision_roman_empire = { + picture = { + reference = "gfx/interface/illustrations/decisions/ep3_decision_roman_restoration.dds" + } + decision_group_type = realm + + should_create_alert = { always = yes } + + desc = tribute_mission_decision_desc_roman_empire + + cooldown = { years = 5 } + + is_shown = { + title:h_roman_empire ?= { is_title_created = yes } + is_tributary_or_independent_neighbor_of_hegemon_trigger = { HEGEMON = h_roman_empire } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + NOT = { is_at_war_with = title:h_roman_empire.holder } #Pretty obvious + OR = { + tribute_mission_decision_generic_trigger = yes + tribute_mission_decision_concubine_trigger = { OVERLORD = title:h_roman_empire.holder } + tribute_mission_decision_eunuch_trigger = { OVERLORD = title:h_roman_empire.holder } + } + } + + widget = { + gui = "decision_view_widget_pay_tribute" + controller = decision_option_list_controller + decision_to_second_step_button = "CHOOSE_TRIBUTE_DECISION_NEXT_STEP_BUTTON" + + item = { # Gold + value = tribute_mission_gold + is_valid = { has_gold_tribute_trigger = yes } + localization = tribute_mission_decision_option_gold + icon = "gfx/interface/icons/message_feed/money.dds" + ai_chance = { + value = 20 + if = { + limit = { short_term_gold >= excessive_gold_tribute_value } + add = 20 + } + if = { + limit = { short_term_gold >= adequate_gold_tribute_value } + add = 20 + } + } + } + item = { # Herd + value = tribute_mission_herd + is_valid = { has_herd_tribute_trigger = yes } + localization = tribute_mission_decision_option_herd + icon = "gfx/interface/icons/icon_herd.dds" + ai_chance = { + value = 20 + if = { + limit = { + domicile ?= { herd >= excessive_herd_tribute_value } + } + add = 20 + } + if = { + limit = { + domicile ?= { herd >= adequate_herd_tribute_value } + } + add = 20 + } + } + } + + item = { # Artifact + value = tribute_mission_artifact + is_valid = { has_artifact_tribute_trigger = yes } + localization = tribute_mission_decision_option_artifact + icon = "gfx/interface/icons/message_feed/artifact.dds" + ai_chance = { value = 20 } + } + + item = { # Concubine + value = tribute_mission_concubine + is_valid = { + has_concubine_tribute_trigger = yes + title:h_roman_empire.holder = { is_adult = yes } + can_have_concubines_trigger = { CHAR = title:h_roman_empire.holder } + } + localization = tribute_mission_decision_option_concubine + icon = "gfx/interface/icons/concubine_icon.dds" + ai_chance = { value = 50 } #The AI can do it? Do it! + } + + item = { # Eunuch + value = tribute_mission_eunuch + is_valid = { + has_eunuch_tribute_trigger = yes + can_employ_court_eunuchs_trigger = { CHAR = title:h_roman_empire.holder } + } + localization = tribute_mission_decision_option_eunuch + icon = "gfx/interface/icons/character_interactions/eunuch.dds" + ai_chance = { value = 50 } #The AI can do it? Do it! + } + } + + effect = { + custom_tooltip = tribute_mission_decision_effects_roman_empire_tt + tribute_mission_decision_effect = { TARGET = title:h_roman_empire.holder } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 72 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 0 + } + + ai_potential = { + exists = title:h_roman_empire.holder + tribute_mission_decision_ai_potential_trigger = { TARGET = title:h_roman_empire.holder } + } + + ai_will_do = { + base = 20 + tribute_mission_decision_ai_will_do_modifiers = yes + + modifier = { + add = -25 + primary_title.tier = tier_kingdom + NOT = { tribute_mission_decision_ai_religion_culture_limit_trigger = { TARGET = title:h_roman_empire.holder } } + } + } +} + +tribute_mission_decision_eastern_roman_empire = { + picture = { + reference = "gfx/interface/illustrations/decisions/ep3_decision_roman_restoration.dds" + } + decision_group_type = realm + + should_create_alert = { always = yes } + + desc = tribute_mission_decision_desc_eastern_roman_empire + + cooldown = { years = 5 } + + is_shown = { + title:h_eastern_roman_empire ?= { is_title_created = yes } + is_tributary_or_independent_neighbor_of_hegemon_trigger = { HEGEMON = h_eastern_roman_empire } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + NOT = { is_at_war_with = title:h_eastern_roman_empire.holder } #Pretty obvious + OR = { + tribute_mission_decision_generic_trigger = yes + tribute_mission_decision_concubine_trigger = { OVERLORD = title:h_eastern_roman_empire.holder } + tribute_mission_decision_eunuch_trigger = { OVERLORD = title:h_eastern_roman_empire.holder } + } + } + + widget = { + gui = "decision_view_widget_pay_tribute" + controller = decision_option_list_controller + decision_to_second_step_button = "CHOOSE_TRIBUTE_DECISION_NEXT_STEP_BUTTON" + + item = { # Gold + value = tribute_mission_gold + is_valid = { has_gold_tribute_trigger = yes } + localization = tribute_mission_decision_option_gold + icon = "gfx/interface/icons/message_feed/money.dds" + ai_chance = { + value = 20 + if = { + limit = { short_term_gold >= excessive_gold_tribute_value } + add = 20 + } + if = { + limit = { short_term_gold >= adequate_gold_tribute_value } + add = 20 + } + } + } + item = { # Herd + value = tribute_mission_herd + is_valid = { has_herd_tribute_trigger = yes } + localization = tribute_mission_decision_option_herd + icon = "gfx/interface/icons/icon_herd.dds" + ai_chance = { + value = 20 + if = { + limit = { + domicile ?= { herd >= excessive_herd_tribute_value } + } + add = 20 + } + if = { + limit = { + domicile ?= { herd >= adequate_herd_tribute_value } + } + add = 20 + } + } + } + + item = { # Artifact + value = tribute_mission_artifact + is_valid = { has_artifact_tribute_trigger = yes } + localization = tribute_mission_decision_option_artifact + icon = "gfx/interface/icons/message_feed/artifact.dds" + ai_chance = { value = 20 } + } + + item = { # Concubine + value = tribute_mission_concubine + is_valid = { + has_concubine_tribute_trigger = yes + title:h_eastern_roman_empire.holder = { is_adult = yes } + can_have_concubines_trigger = { CHAR = title:h_eastern_roman_empire.holder } + } + localization = tribute_mission_decision_option_concubine + icon = "gfx/interface/icons/concubine_icon.dds" + ai_chance = { value = 50 } #The AI can do it? Do it! + } + + item = { # Eunuch + value = tribute_mission_eunuch + is_valid = { + has_eunuch_tribute_trigger = yes + can_employ_court_eunuchs_trigger = { CHAR = title:h_eastern_roman_empire.holder } + } + localization = tribute_mission_decision_option_eunuch + icon = "gfx/interface/icons/character_interactions/eunuch.dds" + ai_chance = { value = 50 } #The AI can do it? Do it! + } + } + + effect = { + custom_tooltip = tribute_mission_decision_effects_eastern_roman_empire_tt + tribute_mission_decision_effect = { TARGET = title:h_eastern_roman_empire.holder } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 72 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 0 + } + + ai_potential = { + exists = title:h_eastern_roman_empire.holder + tribute_mission_decision_ai_potential_trigger = { TARGET = title:h_eastern_roman_empire.holder } + } + + ai_will_do = { + base = 20 + tribute_mission_decision_ai_will_do_modifiers = yes + + modifier = { + add = -25 + primary_title.tier = tier_kingdom + NOT = { tribute_mission_decision_ai_religion_culture_limit_trigger = { TARGET = title:h_eastern_roman_empire.holder } } + } + } +} + +tribute_mission_decision_dar_al_islam = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_golden_age.dds" + } + decision_group_type = realm + + should_create_alert = { always = yes } + + desc = tribute_mission_decision_desc_dar_al_islam + + cooldown = { years = 5 } + + is_shown = { + title:h_dar_al_islam ?= { is_title_created = yes } + is_tributary_or_independent_neighbor_of_hegemon_trigger = { HEGEMON = h_dar_al_islam } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + NOT = { is_at_war_with = title:h_dar_al_islam.holder } #Pretty obvious + OR = { + tribute_mission_decision_generic_trigger = yes + tribute_mission_decision_concubine_trigger = { OVERLORD = title:h_dar_al_islam.holder } + tribute_mission_decision_eunuch_trigger = { OVERLORD = title:h_dar_al_islam.holder } + } + } + + widget = { + gui = "decision_view_widget_pay_tribute" + controller = decision_option_list_controller + decision_to_second_step_button = "CHOOSE_TRIBUTE_DECISION_NEXT_STEP_BUTTON" + + item = { # Gold + value = tribute_mission_gold + is_valid = { has_gold_tribute_trigger = yes } + localization = tribute_mission_decision_option_gold + icon = "gfx/interface/icons/message_feed/money.dds" + ai_chance = { + value = 20 + if = { + limit = { short_term_gold >= excessive_gold_tribute_value } + add = 20 + } + if = { + limit = { short_term_gold >= adequate_gold_tribute_value } + add = 20 + } + } + } + item = { # Herd + value = tribute_mission_herd + is_valid = { has_herd_tribute_trigger = yes } + localization = tribute_mission_decision_option_herd + icon = "gfx/interface/icons/icon_herd.dds" + ai_chance = { + value = 20 + if = { + limit = { + domicile ?= { herd >= excessive_herd_tribute_value } + } + add = 20 + } + if = { + limit = { + domicile ?= { herd >= adequate_herd_tribute_value } + } + add = 20 + } + } + } + + item = { # Artifact + value = tribute_mission_artifact + is_valid = { has_artifact_tribute_trigger = yes } + localization = tribute_mission_decision_option_artifact + icon = "gfx/interface/icons/message_feed/artifact.dds" + ai_chance = { value = 20 } + } + + item = { # Concubine + value = tribute_mission_concubine + is_valid = { + has_concubine_tribute_trigger = yes + title:h_dar_al_islam.holder = { is_adult = yes } + can_have_concubines_trigger = { CHAR = title:h_dar_al_islam.holder } + } + localization = tribute_mission_decision_option_concubine + icon = "gfx/interface/icons/concubine_icon.dds" + ai_chance = { value = 50 } #The AI can do it? Do it! + } + + item = { # Eunuch + value = tribute_mission_eunuch + is_valid = { + has_eunuch_tribute_trigger = yes + can_employ_court_eunuchs_trigger = { CHAR = title:h_dar_al_islam.holder } + } + localization = tribute_mission_decision_option_eunuch + icon = "gfx/interface/icons/character_interactions/eunuch.dds" + ai_chance = { value = 50 } #The AI can do it? Do it! + } + } + + effect = { + custom_tooltip = tribute_mission_decision_effects_dar_al_islam_tt + tribute_mission_decision_effect = { TARGET = title:h_dar_al_islam.holder } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 72 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 0 + } + + ai_potential = { + exists = title:h_dar_al_islam.holder + tribute_mission_decision_ai_potential_trigger = { TARGET = title:h_dar_al_islam.holder } + } + + ai_will_do = { + base = 20 + tribute_mission_decision_ai_will_do_modifiers = yes + + modifier = { + add = -25 + primary_title.tier = tier_kingdom + NOT = { tribute_mission_decision_ai_religion_culture_limit_trigger = { TARGET = title:h_dar_al_islam.holder } } + } + } +} + +tribute_mission_decision_india = { + picture = { + reference = "gfx/interface/illustrations/decisions/decision_golden_age.dds" + } + decision_group_type = realm + + should_create_alert = { always = yes } + + desc = tribute_mission_decision_desc_india + + cooldown = { years = 5 } + + is_shown = { + title:h_india ?= { is_title_created = yes } + is_tributary_or_independent_neighbor_of_hegemon_trigger = { HEGEMON = h_india } + } + + is_valid_showing_failures_only = { + is_available_adult = yes + NOT = { is_at_war_with = title:h_india.holder } #Pretty obvious + OR = { + tribute_mission_decision_generic_trigger = yes + tribute_mission_decision_concubine_trigger = { OVERLORD = title:h_india.holder } + tribute_mission_decision_eunuch_trigger = { OVERLORD = title:h_india.holder } + } + } + + widget = { + gui = "decision_view_widget_pay_tribute" + controller = decision_option_list_controller + decision_to_second_step_button = "CHOOSE_TRIBUTE_DECISION_NEXT_STEP_BUTTON" + + item = { # Gold + value = tribute_mission_gold + is_valid = { has_gold_tribute_trigger = yes } + localization = tribute_mission_decision_option_gold + icon = "gfx/interface/icons/message_feed/money.dds" + ai_chance = { + value = 20 + if = { + limit = { short_term_gold >= excessive_gold_tribute_value } + add = 20 + } + if = { + limit = { short_term_gold >= adequate_gold_tribute_value } + add = 20 + } + } + } + item = { # Herd + value = tribute_mission_herd + is_valid = { has_herd_tribute_trigger = yes } + localization = tribute_mission_decision_option_herd + icon = "gfx/interface/icons/icon_herd.dds" + ai_chance = { + value = 20 + if = { + limit = { + domicile ?= { herd >= excessive_herd_tribute_value } + } + add = 20 + } + if = { + limit = { + domicile ?= { herd >= adequate_herd_tribute_value } + } + add = 20 + } + } + } + + item = { # Artifact + value = tribute_mission_artifact + is_valid = { has_artifact_tribute_trigger = yes } + localization = tribute_mission_decision_option_artifact + icon = "gfx/interface/icons/message_feed/artifact.dds" + ai_chance = { value = 20 } + } + + item = { # Concubine + value = tribute_mission_concubine + is_valid = { + has_concubine_tribute_trigger = yes + title:h_india.holder = { is_adult = yes } + can_have_concubines_trigger = { CHAR = title:h_india.holder } + } + localization = tribute_mission_decision_option_concubine + icon = "gfx/interface/icons/concubine_icon.dds" + ai_chance = { value = 50 } #The AI can do it? Do it! + } + + item = { # Eunuch + value = tribute_mission_eunuch + is_valid = { + has_eunuch_tribute_trigger = yes + can_employ_court_eunuchs_trigger = { CHAR = title:h_india.holder } + } + localization = tribute_mission_decision_option_eunuch + icon = "gfx/interface/icons/character_interactions/eunuch.dds" + ai_chance = { value = 50 } #The AI can do it? Do it! + } + } + + effect = { + custom_tooltip = tribute_mission_decision_effects_india_tt + tribute_mission_decision_effect = { TARGET = title:h_india.holder } + } + + ai_check_interval_by_tier = { + barony = 0 + county = 72 + duchy = 36 + kingdom = 36 + empire = 36 + hegemony = 0 + } + + ai_potential = { + exists = title:h_india.holder + tribute_mission_decision_ai_potential_trigger = { TARGET = title:h_india.holder } + } + + ai_will_do = { + base = 20 + tribute_mission_decision_ai_will_do_modifiers = yes + + modifier = { + add = -25 + primary_title.tier = tier_kingdom + NOT = { tribute_mission_decision_ai_religion_culture_limit_trigger = { TARGET = title:h_india.holder } } + } + } +} diff --git a/common/decisions/major_decisions_NEOW.txt b/common/decisions/major_decisions_NEOW.txt index c304fe63..21897467 100644 --- a/common/decisions/major_decisions_NEOW.txt +++ b/common/decisions/major_decisions_NEOW.txt @@ -460,7 +460,7 @@ restore_swedish_empire_decision = { restore_swedish_empire_effect = yes add_to_global_variable_list = { name = unavailable_unique_decisions - target = flag:restored_swedish_empire + target = flag:flag_restored_swedish_empire } set_global_variable = { name = flag_restored_swedish_empire diff --git a/common/decisions/test_decision.txt b/common/decisions/test_decision.txt new file mode 100644 index 00000000..115bcb32 --- /dev/null +++ b/common/decisions/test_decision.txt @@ -0,0 +1,372 @@ +### Wild Goose Chase ### +wild_goose_chase_decision = { + decision_group_type = debug + + picture = { + reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" + } + is_shown = { + debug_only = yes + } + + is_valid_showing_failures_only = { + is_available_adult_or_is_commanding = yes + } + effect = { + custom_tooltip = wild_goose_chase_decision_effect_tooltip + remove_short_term_gold = 13 + add_stress = 20 + gain_trait_or_experience_effect = { TRAIT = confucian_education AMOUNT = 5 } + if = { + limit = { has_trait = confucian_education } + add_trait_xp = { + trait = confucian_education + value = 5 + } + } + else = { + add_trait = confucian_education + } + if = { + limit = { has_trait = pilgrim } + add_trait_xp = { + trait = pilgrim + value = 5 + } + } + else = { + add_trait = pilgrim + } + } + + ai_check_interval = 0 +} + + +# Have our own house become the leading house of the confederation +### Become the Leading House ### +become_leading_house_of_the_confederation_decision = { + decision_group_type = debug + + picture = { + reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds" + } + + is_shown = { + debug_only = yes + exists = confederation + confederation.leading_house != root.house + } + + effect = { + confederation = { + tgp_set_house_bloc_leading_house_effect = { LEADER = root.house } + } + } + + ai_check_interval = 0 +} + + +# Rid our beloved of any bossy 'leading house' +### Do away with Leading House ### +clear_our_confederations_leading_house_decision = { + decision_group_type = debug + + picture = { + reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds" + } + + is_shown = { + debug_only = yes + confederation ?= { + has_leading_house = yes + } + } + + effect = { + confederation = { + clear_leading_house = yes + } + } + + ai_check_interval = 0 +} + + +# Change the cohesion for the confederation/bloc that the acting character is in. +### Adjust confederation/bloc cohesion ### +adjust_confederation_cohesion_decision = { + decision_group_type = debug + + picture = { + reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds" + } + + is_shown = { + always = no # use debug_change_bloc_cohesion + debug_only = yes + confederation ?= { + has_cohesion = yes + } + } + + effect = { + confederation = { + change_cohesion = 17 + #set_cohesion = 0 + #set_cohesion = 50 + #set_cohesion = 100 + #change_cohesion = 30 + #change_cohesion = -30 + #^ uncomment to test different variants + } + } + + ai_check_interval = 0 +} + + +# Change all relations of the acting characters house by one whole step. +### Change all House Relations ### +change_all_house_relations_decision = { + decision_group_type = debug + is_shown = { + debug_only = yes + } + + picture = { + reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds" + } + + widget = { + gui = "decision_view_widget_option_list_generic" + controller = decision_option_list_controller + decision_to_second_step_button = "change_all_house_relations_decision_confirm" + show_from_start = yes + + # Increase a by full step + item = { + value = improve_house_relation_by_full_step + is_valid = { always = yes } + localization = improve_house_relation_by_full_step + icon = "gfx/interface/icons/message_feed/activity.dds" + ai_chance = { value = 0 } + } + + # Increase a by two thirds third of a step + item = { + value = improve_house_relation_by_two_thirds_of_a_step + is_valid = { always = yes } + localization = improve_house_relation_by_two_thirds_of_a_step + icon = "gfx/interface/icons/message_feed/activity.dds" + ai_chance = { value = 0 } + } + + # Deteriorate a by two thirds third of a step + item = { + value = deteriorate_house_relation_by_two_thirds_of_a_step + is_valid = { always = yes } + localization = deteriorate_house_relation_by_two_thirds_of_a_step + icon = "gfx/interface/icons/message_feed/activity.dds" + ai_chance = { value = 0 } + } + + # Deteriorate a by full step + item = { + value = deteriorate_house_relation_by_full_step + is_valid = { always = yes } + localization = deteriorate_house_relation_by_full_step + icon = "gfx/interface/icons/message_feed/activity.dds" + ai_chance = { value = 0 } + } + } + + effect = { + house = { + every_house_relation = { + # Increase a by full step + if = { + limit = { scope:improve_house_relation_by_full_step = yes } + change_house_relation_level = { + steps = 1 + description = house_relation_changed_by_debug_decision + } + } + + # Increase a by two thirds of a step + else_if = { + limit = { scope:improve_house_relation_by_two_thirds_of_a_step = yes } + change_house_relation_level = { + steps = 0.67 + description = house_relation_changed_by_debug_decision + } + } + + # Decrease a by two thirds of a step + else_if = { + limit = { scope:deteriorate_house_relation_by_two_thirds_of_a_step = yes } + change_house_relation_level = { + steps = -0.67 + description = house_relation_changed_by_debug_decision + } + } + + # Decrease a by full step + else_if = { + limit = { scope:deteriorate_house_relation_by_full_step = yes } + change_house_relation_level = { + steps = -1 + description = house_relation_changed_by_debug_decision + } + } + } + } + } + + ai_check_interval = 0 +} + + +### Add Concubines ### +chinese_concubines_decision = { + decision_group_type = debug + + picture = { + reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" + } + is_shown = { + debug_only = yes + allowed_concubines = yes + } + + is_valid_showing_failures_only = { + has_title = title:h_china + } + + effect = { + custom_tooltip = { + text = give_me_concubines.tt + + #Since this is a debug decision we don't think too hard about performance + + + while = { + limit = { + allowed_more_concubines = yes + } + random_vassal = { + limit = { + any_courtier_or_guest = { + is_adult = yes + is_concubine = no + is_married = no + trigger_if = { + limit = { root = { is_female = no } } + is_female = yes + } + trigger_else = { + is_female = no + } + } + } + random_courtier_or_guest = { + limit = { + is_adult = yes + is_concubine = no + is_married = no + trigger_if = { + limit = { root = { is_female = no } } + is_female = yes + } + trigger_else = { + is_female = no + } + } + root = { make_concubine = prev } + } + } + } + } + } + + ai_check_interval = 0 +} + + +# Add a random geographical region to a random situation sub-region of 'The Great Steppe'. +### Add to Steppe ### +add_to_steppe_decision = { + decision_group_type = debug + + is_shown = { + debug_only = yes + } + is_valid_showing_failures_only = { + always = yes + } + + picture = { + reference = "gfx/interface/illustrations/decisions/decision_misc.dds" + } + + effect = { + situation:the_great_steppe = { + random_situation_sub_region = { + save_scope_as = the_sub_region + } + } + + random_geographical_region = { + save_scope_as =the_geo_region + } + + scope:the_sub_region = { + add_geographical_region = scope:the_geo_region + } + + debug_log_scopes = yes + } + + ai_check_interval = 0 +} + + +# Remove a random geographical region from 'The Great Steppe' to see that things are updated properly. +### Remove from Steppe ### +remove_from_steppe_decision = { + decision_group_type = debug + + is_shown = { + debug_only = yes + } + is_valid_showing_failures_only = { + always = yes + } + + picture = { + reference = "gfx/interface/illustrations/decisions/decision_misc.dds" + } + + effect = { + situation:the_great_steppe = { + random_situation_sub_region = { + save_scope_as = the_sub_region + } + } + + scope:the_sub_region = { + random_situation_sub_region_geographical_region = { + save_scope_as = the_geo_region + } + } + + scope:the_sub_region = { + remove_geographical_region = scope:the_geo_region + } + + debug_log_scopes = yes + } + + ai_check_interval = 0 +} diff --git a/common/epidemics/00_epidemics.txt b/common/epidemics/00_epidemics.txt index ddc6064f..19307e84 100644 --- a/common/epidemics/00_epidemics.txt +++ b/common/epidemics/00_epidemics.txt @@ -364,11 +364,8 @@ bubonic_plague = { trigger = { OR = { outbreak_province.county.religion = religion:catholic_religion - outbreak_province.county.faith = faith:orthodox - outbreak_province.county.faith = faith:nestorian - outbreak_province.county.faith = faith:coptic - outbreak_province.county.faith = faith:armenian_apostolic - outbreak_province.county.faith = faith:insular_celtic + outbreak_province.county.religion = religion:protestant_religion + outbreak_province.county.religion = religion:eastern_orthodox_religion } } desc = epidemic_random_saint_plague diff --git a/common/flavorization/00_title_holders.txt b/common/flavorization/00_title_holders.txt index d1abff76..b324906b 100644 --- a/common/flavorization/00_title_holders.txt +++ b/common/flavorization/00_title_holders.txt @@ -353,7 +353,7 @@ baron_theocracy_male_bon_religion = { tier = barony priority = 7 governments = { theocracy_government } - religions = { bon_religion taoism_religion } + religions = { taoism_religion } flavourization_rules = { top_liege = no } @@ -365,18 +365,18 @@ baron_theocracy_female_bon_religion = { tier = barony priority = 7 governments = { theocracy_government } - religions = { bon_religion taoism_religion } -} -barony_theocracy_bon_religion = { - type = title - tier = barony - priority = 7 - holding = church_holding - religions = { bon_religion } - flavourization_rules = { - top_liege = no - } + religions = { taoism_religion } } +#barony_theocracy_bon_religion = { +# type = title +# tier = barony +# priority = 7 +# holding = church_holding +# religions = { bon_religion } +# flavourization_rules = { +# top_liege = no +# } +#} count_theocracy_male_bon_religion = { type = character gender = male @@ -384,7 +384,7 @@ count_theocracy_male_bon_religion = { tier = county priority = 18 governments = { theocracy_government } - religions = { bon_religion taoism_religion zunism_religion } + religions = { taoism_religion zunism_religion } flavourization_rules = { top_liege = no } @@ -396,7 +396,7 @@ count_theocracy_female_bon_religion = { tier = county priority = 18 governments = { theocracy_government } - religions = { bon_religion taoism_religion zunism_religion } + religions = { taoism_religion zunism_religion } flavourization_rules = { top_liege = no } @@ -406,7 +406,7 @@ county_theocracy_bon_religion = { tier = county priority = 18 governments = { theocracy_government } - religions = { bon_religion buddhism_religion } + religions = { buddhism_religion } flavourization_rules = { top_liege = no } @@ -418,7 +418,7 @@ emperor_theocracy_male_bon_religion = { tier = empire priority = 102 governments = { theocracy_government } - religions = { bon_religion buddhism_religion hinduism_religion jainism_religion } + religions = { buddhism_religion hinduism_religion jainism_religion } flavourization_rules = { top_liege = no } @@ -433,7 +433,7 @@ emperor_theocracy_female_bon_religion = { top_liege = no } governments = { theocracy_government } - religions = { bon_religion buddhism_religion hinduism_religion jainism_religion } + religions = { buddhism_religion hinduism_religion jainism_religion } } empire_theocracy_bon_religion = { type = title @@ -443,7 +443,7 @@ empire_theocracy_bon_religion = { } priority = 102 governments = { theocracy_government } - religions = { bon_religion buddhism_religion hinduism_religion jainism_religion } + religions = { buddhism_religion hinduism_religion jainism_religion } } emperor_feudal_male_novelist_religion = { diff --git a/common/landed_titles/greece.txt b/common/landed_titles/greece.txt index 496ad600..484d83c6 100644 --- a/common/landed_titles/greece.txt +++ b/common/landed_titles/greece.txt @@ -18,7 +18,7 @@ e_greece = { ai_primary_priority = { if = { limit = { - culture = culture:greek + culture = { has_cultural_pillar = heritage_greek } } add = @correct_culture_primary_score } @@ -205,7 +205,7 @@ e_greece = { ai_primary_priority = { if = { limit = { - culture = culture:greek + culture = { has_cultural_pillar = heritage_greek } } add = @correct_culture_primary_score } @@ -316,7 +316,7 @@ e_greece = { ai_primary_priority = { if = { limit = { - culture = culture:greek + culture = { has_cultural_pillar = heritage_greek } } add = @correct_culture_primary_score } @@ -806,7 +806,7 @@ e_greece = { ai_primary_priority = { if = { limit = { - culture = culture:greek + culture = { has_cultural_pillar = heritage_greek } } add = @correct_culture_primary_score } diff --git a/common/laws/01_title_succession_laws.txt b/common/laws/01_title_succession_laws.txt index 0ece08c4..173d77a3 100644 --- a/common/laws/01_title_succession_laws.txt +++ b/common/laws/01_title_succession_laws.txt @@ -32,43 +32,43 @@ } } - # HRE Succession - princely_elective_succession_law = { - can_have = { - OR = { - government_has_flag = government_is_feudal - government_has_flag = government_is_clan - } - NOR = { #Cultures have their special flavor. - government_has_flag = government_is_prepublic - government_has_flag = government_is_urepublic - } - highest_held_title_tier = tier_empire - } - can_pass = { - can_change_title_law_trigger = yes - } - can_title_have = { - this = title:e_hre - can_title_have_law_general_trigger = yes - } - succession = { - order_of_succession = election - election_type = princely_elective - } - flag = elective_succession_law - title_allegiance_opinion = 10 - modifier = { - vassal_limit = 20 - minority_opinion = -15 - } - revoke_cost = { - prestige = change_hre_title_succession_law_prestige_cost - } - pass_cost = { - prestige = change_title_succession_law_prestige_cost - } - } +# # HRE Succession +# princely_elective_succession_law = { +# can_have = { +# OR = { +# government_has_flag = government_is_feudal +# government_has_flag = government_is_clan +# } +# NOR = { #Cultures have their special flavor. +# government_has_flag = government_is_prepublic +# government_has_flag = government_is_urepublic +# } +# highest_held_title_tier = tier_empire +# } +# can_pass = { +# can_change_title_law_trigger = yes +# } +# can_title_have = { +# this = title:e_hre +# can_title_have_law_general_trigger = yes +# } +# succession = { +# order_of_succession = election +# election_type = princely_elective +# } +# flag = elective_succession_law +# title_allegiance_opinion = 10 +# modifier = { +# vassal_limit = 20 +# minority_opinion = -15 +# } +# revoke_cost = { +# prestige = change_hre_title_succession_law_prestige_cost +# } +# pass_cost = { +# prestige = change_title_succession_law_prestige_cost +# } +# } # Witenagemot saxon_elective_succession_law = { @@ -378,39 +378,39 @@ flag = appointment_with_level_requirement } - # Celestial Grand Marshal Succession - celestial_grand_marshal_appointment_succession_law = { - can_have = { - government_has_flag = government_is_celestial - NOR = { - government_has_flag = government_is_prepublic - government_has_flag = government_is_urepublic - } - } - can_pass = { - } - can_title_have = { - this = title:e_minister_grand_marshal - } - can_realm_have = { - always = no - } - can_remove_from_title = { - custom_tooltip = { - text = celestial_ministry_appointment_cannot_remove_desc - always = no - } - } - succession = { - order_of_succession = appointment - appointment_type = celestial_military_governor - } - modifier = { - celestial_government_opinion = 5 - } - flag = appointment_type_succession - flag = appointment_with_level_requirement - } +# # Celestial Grand Marshal Succession +# celestial_grand_marshal_appointment_succession_law = { +# can_have = { +# government_has_flag = government_is_celestial +# NOR = { +# government_has_flag = government_is_prepublic +# government_has_flag = government_is_urepublic +# } +# } +# can_pass = { +# } +# can_title_have = { +# this = title:e_minister_grand_marshal +# } +# can_realm_have = { +# always = no +# } +# can_remove_from_title = { +# custom_tooltip = { +# text = celestial_ministry_appointment_cannot_remove_desc +# always = no +# } +# } +# succession = { +# order_of_succession = appointment +# appointment_type = celestial_military_governor +# } +# modifier = { +# celestial_government_opinion = 5 +# } +# flag = appointment_type_succession +# flag = appointment_with_level_requirement +# } } diff --git a/common/legends/legend_seeds/00_legend_seeds.txt b/common/legends/legend_seeds/00_legend_seeds.txt new file mode 100644 index 00000000..c19f79bb --- /dev/null +++ b/common/legends/legend_seeds/00_legend_seeds.txt @@ -0,0 +1,1062 @@ +# All start dates +#king_arthur = { +# type = legitimizing +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = king_arthur_legend +# } +# OR = { +# culture = { has_cultural_pillar = heritage_west_germanic } +# culture = { has_cultural_pillar = heritage_brythonic } +# } +# } +# is_valid = { +# prestige_level >= high_prestige_level +# } +# +# chronicle = ancestral_glory +# chronicle_properties = { +# ancestor = character:159835 # "Arthur" +# title = title:k_england +# } +#} +# +#carolingian = { +# type = legitimizing +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = carolingian_legend +# } +# OR = { +# culture = { has_cultural_pillar = heritage_central_germanic } +# culture = { has_cultural_pillar = heritage_frankish } +# dynasty = dynasty:25061 # Karling +# dynasty = dynasty:743 # Capet +# } +# } +# is_valid = { +# custom_tooltip = { +# text = must_own_france_or_hre_tt +# OR = { +# has_title = title:k_france +# has_title = title:e_france +# has_title = title:e_hre +# } +# } +# prestige_level >= high_prestige_level +# } +# +# chronicle = ancestral_glory +# chronicle_properties = { +# ancestor = character:6392 +# title = title:e_france +# } +#} +# +#sons_of_david = { +# type = legitimizing +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = sons_of_david_legend +# } +# dynasty = dynasty:507 # Bagratoni +# } +# is_valid = { +# custom_tooltip = { +# text = must_own_georgia_or_be_georgian_tt +# OR = { +# has_title = title:k_georgia +# capital_county = { +# kingdom = title:k_georgia +# } +# culture = culture:georgian +# culture = { +# any_parent_culture_or_above = { this = culture:georgian } +# } +# } +# } +# religion = { is_in_family = rf_abrahamic } +# prestige_level >= medium_prestige_level +# } +# +# chronicle = ancient_people +# chronicle_properties = { +# culture = culture:hebrew +# title = title:k_georgia +# original_region = geographical_region:world_middle_east_jerusalem +# } +#} +# +#magi_descendant = { +# type = holy +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = magi_descendant_legend +# } +# OR = { +# dynasty = dynasty:2001159 #Güchügüd, the Naimas +# dynasty = dynasty:1041002 #Khereid, Toghrul +# } +# culture = { +# OR = { +# this = culture:naiman +# this = culture:kerait +# any_parent_culture_or_above = { this = culture:naiman } +# any_parent_culture_or_above = { this = culture:kerait } +# } +# } +# +# } +# is_valid = { +# has_realm_law = nomadic_authority_4 +# faith = faith:nestorian +# piety_level >= medium_prestige_level +# } +# chronicle = saintly_descent +# chronicle_properties = { +# ancestor_flag = flag:magi # this felt very weird to type out +# religion = root.religion +# } +#} +# +#the_wheelwright = { +# type = heroic +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = the_wheelwright_legend +# } +# dynasty = dynasty:699 +# } +# is_valid = { +# is_playable_character = yes +# dynasty = dynasty:699 +# prestige_level >= high_prestige_level +# } +# +# chronicle = ancestral_glory +# chronicle_properties = { +# ancestor = character:82233 +# title = title:k_poland +# } +#} +# +#vercingetorix = { +# type = heroic +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = vercingetorix_legend +# } +# # Bretons +# culture = { has_cultural_pillar = heritage_brythonic } +# NOR = { # You must think Rome is kinda cringe +# is_roman_emperor_trigger = yes +# has_title = title:e_hre +# } +# } +# is_valid = { +# is_playable_character = yes +# capital_province = { geographical_region = world_europe_west_francia } +# prestige_level >= high_prestige_level +# } +# +# chronicle = ancestral_glory_not_in_history +# chronicle_properties = { +# ancestor_flag = flag:vercingetorix +# title = title:k_brittany +# } +#} +# +#saman_khudah = { +# type = heroic +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = saman_khudah_legend +# } +# dynasty = dynasty:1042070 +# } +# is_valid = { +# is_playable_character = yes +# dynasty = dynasty:1042070 +# custom_tooltip = { +# text = persian_or_zoroastrian_tt +# OR = { # It has to be cool to be Persian +# capital_province = { geographical_region = world_middle_east_persia } +# culture = { has_cultural_pillar = heritage_iranian } +# religion = religion:zoroastrianism_religion +# } +# } +# prestige_level >= very_high_prestige_level +# } +# +# chronicle = ancestral_glory +# chronicle_properties = { +# ancestor = character:188637 +# title = title:e_persia +# } +#} +# +#bahram_gur = { +# type = legitimizing +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = bahram_gur_legend +# } +# has_title = title:d_shirvan +# OR = { +# culture = { has_cultural_pillar = heritage_iranian } +# religion = religion:zoroastrianism_religion +# } +# } +# is_valid = { +# is_playable_character = yes +# prestige_level >= very_high_prestige_level +# } +# +# chronicle = ancestral_glory +# chronicle_properties = { +# ancestor = character:180645 +# title = title:e_persia +# } +#} +# +#cadell = { +# type = legitimizing +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = cadell_legend +# } +# has_title = title:d_powys +# culture = { has_cultural_pillar = heritage_brythonic } +# } +# is_valid = { +# is_playable_character = yes +# prestige_level >= high_prestige_level +# } +# +# chronicle = ancestral_glory +# chronicle_properties = { +# ancestor = character:159058 +# title = title:d_powys +# } +#} +# +#descendants_of_brahman = { +# type = legitimizing +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = descendants_of_brahman_legend +# } +# dynasty = dynasty:1043007 # Pallava +# religion = religion:hinduism_religion +# } +# is_valid = { +# is_playable_character = yes +# piety_level >= very_high_piety_level +# } +# +# chronicle = godly_descent +# chronicle_properties = { +# god = flag:hinduism_high_god_name +# title = title:e_deccan +# } +#} +# +#gothic_kings = { +# type = legitimizing +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = gothic_kings_legend +# } +# OR = { +# culture = { has_cultural_tradition = tradition_visigothic_codes } +# culture = { has_cultural_pillar = heritage_north_germanic } +# AND = { +# culture = { +# OR = { +# has_cultural_pillar = heritage_byzantine +# this = culture:alan +# } +# } +# capital_county ?= { duchy = title:d_crimea } +# } +# } +# } +# is_valid = { +# is_playable_character = yes +# highest_held_title_tier >= tier_kingdom +# prestige_level >= high_prestige_level +# } +# +# chronicle = ancient_people +# chronicle_properties = { +# culture = culture:gothic +# title = title:e_spain +# original_region = geographical_region:world_steppe_west +# } +#} +# +#sons_of_rurik = { +# type = legitimizing +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = sons_of_rurik_legend +# } +# dynasty = dynasty:705 +# exists = character:40605 +# character:40605 = { is_alive = no } +# } +# is_valid = { +# is_playable_character = yes +# highest_held_title_tier >= tier_kingdom +# prestige_level >= medium_prestige_level +# } +# +# chronicle = ancestral_glory +# chronicle_properties = { +# ancestor = character:40605 +# title = title:e_russia +# } +#} +# +#holy_warrior = { # Generico Crusader legend +# type = heroic +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# faith = { +# OR = { +# has_doctrine_parameter = great_holy_wars_active +# has_doctrine_parameter = great_holy_wars_active_if_reformed +# } +# } +# has_trait = crusader_king +# } +# is_valid = { +# has_trait = crusader_king +# } +# +# chronicle = holy_warrior +# chronicle_properties = { +# ancestor = root +# religion = root.religion +# } +#} +# +#holy_site = { # Holy Site +# type = holy +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# is_landed = yes +# faith = { +# any_holy_site = { +# OR = { +# county.holder = root +# county.holder.top_liege = root +# } +# } +# } +# } +# is_valid = { +# piety_level >= very_high_piety_level +# } +# +# chronicle = saintly_location +# chronicle_properties = { +# location = root.location +# religion = root.religion +# faith = root.faith +# } +#} +# +## 867 start date +#el_cid = { +# type = heroic +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = el_cid_legend +# } +# character:107590 ?= { is_alive = yes } #El Cid +# this = character:107590 +# } +# is_valid = { +# character:107590 ?= { is_alive = yes } +# this = character:107590 +# is_playable_character = yes +# highest_held_title_tier >= tier_kingdom +# } +# +# chronicle = ancestral_glory +# chronicle_properties = { +# ancestor = character:107590 +# title = title:e_spain +# } +#} +# +#alfred_of_wessex = { +# type = holy +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = alfred_of_wessex_legend +# } +# exists = character:7627 +# character:7627 = { #Good ol' Alfy +# religion = religion:christianity_religion +# } +# OR = { +# this = character:7627 +# dynasty = character:7627.dynasty +# } +# } +# is_valid = { +# is_playable_character = yes +# piety_level >= high_piety_level +# trigger_if = { +# limit = { +# this = character:7627 +# } +# custom_tooltip = { +# text = no_pagans_in_britannia_tt +# NOT = { +# any_county_in_region = { +# region = world_europe_west_britannia +# holder.top_liege.religion = { is_in_family = rf_pagan } +# } +# } +# } +# } +# } +# +# chronicle = saintly_deed +# chronicle_properties = { +# ancestor = character:7627 +# religion = religion:christianity_religion +# } +#} +# +#peasant_emperor = { +# type = legitimizing +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = peasant_emperor_legend +# } +# exists = character:1700 +# this = character:1700 # Old Baz +# } +# is_valid = { +# has_title = title:e_byzantium +# prestige_level >= medium_prestige_level +# } +# +# chronicle = ancestral_glory +# chronicle_properties = { +# ancestor = character:1700 +# title = title:e_byzantium +# } +#} +# +# +## 1066 start date +#william_gellones = { +# type = holy +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = william_gellones_legend +# } +# OR = { +# any_ancestor = { +# even_if_dead = yes +# this = character:168130 #Guillaume Gallones +# } +# has_title = title:d_toulouse +# dynasty = dynasty:100217 +# } +# religion = religion:christianity_religion +# } +# is_valid = { +# is_playable_character = yes +# highest_held_title_tier >= tier_duchy +# custom_tooltip = { +# text = theologian_or_high_piety_tt +# OR = { +# has_trait = theologian +# piety_level >= high_piety_level +# } +# } +# } +# +# chronicle = saintly_deed +# chronicle_properties = { +# ancestor = character:168130 +# religion = religion:christianity_religion +# } +#} +# +#edward_the_martyr = { +# type = holy +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = edward_the_martyr_legend +# } +# dynasty = character:99.dynasty # Ol' Eddy +# religion = religion:christianity_religion +# } +# is_valid = { +# is_playable_character = yes +# highest_held_title_tier >= tier_duchy +# custom_tooltip = { +# text = theologian_or_high_piety_tt +# OR = { +# has_trait = theologian +# piety_level >= high_piety_level +# } +# } +# } +# +# chronicle = saintly_deed +# chronicle_properties = { +# ancestor = character:99 +# religion = religion:christianity_religion +# } +#} +# +#yazdagird_iii = { +# type = legitimizing +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = yazdagird_iii_legend +# } +# dynasty = dynasty:790 +# OR = { +# capital_province = { geographical_region = world_middle_east_persia } +# culture = { has_cultural_pillar = heritage_iranian } +# religion = religion:zoroastrianism_religion +# } +# } +# is_valid = { +# is_playable_character = yes +# highest_held_title_tier >= tier_kingdom +# prestige_level >= high_prestige_level +# } +# +# chronicle = ancestral_glory +# chronicle_properties = { +# ancestor = character:180637 +# title = title:e_persia +# } +#} +# +#afrasiyab = { +# type = legitimizing +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = afrasiyab_legend +# } +# dynasty = dynasty:101864 +# culture = { has_cultural_pillar = heritage_turkic } +# } +# is_valid = { +# is_playable_character = yes +# highest_held_title_tier >= tier_kingdom +# prestige_level >= high_prestige_level +# } +# +# chronicle = ancestral_glory_not_in_history +# chronicle_properties = { +# ancestor_flag = flag:afrasiyab +# title = title:e_persia +# } +#} +# +#sceafa = { # Claims to be descended from Noah +# type = holy +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = sceafa_legend +# } +# dynasty = character:7627.dynasty +# religion = { is_in_family = rf_abrahamic } +# } +# is_valid = { +# is_playable_character = yes +# highest_held_title_tier >= tier_kingdom +# piety_level >= high_piety_level +# } +# +# chronicle = saintly_descent +# chronicle_properties = { +# ancestor_flag = flag:noah # this felt very weird to type out +# religion = root.religion +# } +#} +# +#new_troy_london = { +# type = heroic +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = new_troy_london_legend +# } +# has_title = title:c_middlesex +# } +# is_valid = { +# is_playable_character = yes +# highest_held_title_tier >= tier_kingdom +# prestige_level >= high_prestige_level +# } +# +# chronicle = ancient_people +# chronicle_properties = { +# culture = culture:trojan +# title = title:e_britannia +# original_region = geographical_region:troy_region +# } +#} +# +#corineus = { +# type = heroic +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = corineus_legend +# } +# OR = { +# culture = culture:cornish +# culture = { +# any_parent_culture_or_above = { +# this = culture:cornish +# } +# } +# } +# } +# is_valid = { +# is_playable_character = yes +# has_title = title:d_cornwall +# prestige_level >= very_high_prestige_level +# } +# +# chronicle = ancient_people +# chronicle_properties = { +# culture = culture:trojan +# title = title:c_cornwall +# original_region = geographical_region:troy_region +# } +#} +# +#scota = { # Scots claiming ancestry from Ancient Egypt +# type = legitimizing +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = scota_legend +# } +# has_title = title:k_scotland +# culture = { +# OR = { +# has_cultural_pillar = heritage_west_germanic +# has_cultural_pillar = heritage_goidelic +# } +# } +# } +# is_valid = { +# is_playable_character = yes +# prestige_level >= high_prestige_level +# } +# +# chronicle = ancient_people +# chronicle_properties = { +# culture = culture:ancient_egyptian +# title = title:k_scotland +# original_region = geographical_region:ghw_region_egypt_et_al +# } +#} +# +#pyusawhti = { # Burmese legend claiming ancestry from a dragon goddess +# type = heroic +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = pyusawhti_legend +# } +# dynasty = dynasty:2000000 +# has_title = title:k_pagan +# } +# is_valid = { +# is_playable_character = yes +# highest_held_title_tier >= tier_kingdom +# prestige_level >= high_prestige_level +# } +# +# chronicle = mythical_descent +# chronicle_properties = { +# beast = flag:dragon +# } +#} +# +#menelik_i = { # Supposed son of Solomon and the Queen of Sheba +# type = legitimizing +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = menelik_i_legend +# } +# dynasty = dynasty:7246 +# religion = { is_in_family = rf_abrahamic } +# } +# is_valid = { +# is_playable_character = yes +# highest_held_title_tier >= tier_kingdom +# piety_level >= very_high_piety_level +# } +# +# chronicle = ancient_people +# chronicle_properties = { +# culture = culture:hebrew +# title = title:e_abyssinia +# original_region = geographical_region:ghw_region_jerusalem +# } +#} +# +#kings_of_semien = { # Ancestry to the Danites of Israel, and mythical kings of Semien +# type = holy +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = kings_of_semien_legend +# } +# dynasty = dynasty:1022242 +# religion = religion:judaism_religion +# } +# is_valid = { +# is_playable_character = yes +# has_title = title:d_gondar +# piety_level >= very_high_piety_level +# } +# +# chronicle = ancient_people +# chronicle_properties = { +# culture = culture:hebrew +# title = title:e_abyssinia +# original_region = geographical_region:israel_region +# } +#} +# +#roman_heritage = { +# type = legitimizing +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = roman_heritage_legend +# } +# OR = { +# has_title = title:e_hre +# is_roman_emperor_trigger = yes +# has_title = title:k_rum +# } +# } +# is_valid = { +# is_playable_character = yes +# highest_held_title_tier >= tier_kingdom +# prestige_level >= high_prestige_level +# } +# +# chronicle = ancient_people +# chronicle_properties = { +# culture = culture:roman +# title = title:h_roman_empire +# original_region = geographical_region:custom_roman_full_borders +# } +#} +# +#hunnic_heritage = { # MY nomadic people *totally* are the Huns guys +# type = legitimizing +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = hunnic_heritage_legend +# } +# NOT = { culture = culture:hunnic } +# OR = { +# culture = { has_cultural_pillar = heritage_hunnic } #Custom cultures and such +# culture = { has_cultural_pillar = heritage_magyar } +# culture = { has_cultural_pillar = heritage_mongolic } +# culture = { has_cultural_pillar = heritage_turkic } +# } +# } +# is_valid = { +# is_playable_character = yes +# highest_held_title_tier >= tier_kingdom +# prestige_level >= high_prestige_level +# } +# +# chronicle = ancient_people +# chronicle_properties = { +# culture = culture:hunnic +# title = title:e_caspian-pontic_steppe +# original_region = geographical_region:world_steppe_west +# } +#} +# +#premysl = { # Descent from Premysl of Bohemia +# type = legitimizing +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = premysl_legend +# } +# dynasty = dynasty:506 +# } +# is_valid = { +# is_playable_character = yes +# highest_held_title_tier >= tier_duchy +# prestige_level >= high_prestige_level +# } +# +# chronicle = ancestral_glory +# chronicle_properties = { +# ancestor = character:168345 +# title = title:k_bohemia +# } +#} +# +#borjigin = { # Alan Gua was impregnated by a ray of light +# type = legitimizing +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = borjigin_legend +# } +# dynasty = dynasty:11100 +# } +# is_valid = { +# is_playable_character = yes +# highest_held_title_tier >= tier_duchy +# prestige_level >= high_prestige_level +# } +# +# chronicle = ancestral_glory +# chronicle_properties = { +# ancestor = character:303250 +# title = title:e_mongolia +# } +#} +# +#naga_descent = { # Kashmiri kings claim descent from Naga (divine snake people or "sneople" for short) +# type = holy +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = naga_descent_legend +# } +# OR = { +# culture = culture:kashmiri +# culture = { +# any_parent_culture_or_above = { +# this = culture:kashmiri +# } +# } +# } +# } +# is_valid = { +# is_playable_character = yes +# has_title = title:k_kashmir +# piety_level >= high_piety_level +# } +# +# chronicle = mythical_descent +# chronicle_properties = { +# beast = flag:naga +# } +#} +# +#hieros_gamos_skirnismal = { # Fjolnir Yngling descended from Freyr and Gerdr +# type = legitimizing +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = hieros_gamos_skirnismal_legend +# } +# 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 +# } +# } +# is_valid = { +# is_playable_character = yes +# prestige_level >= high_prestige_level +# } +# +# chronicle = godly_descent +# chronicle_properties = { +# god = flag:germanic_high_god_name +# title = title:k_norway +# } +#} +# +#shibi_chakravarti = { # Chola claiming descent from the legendary king Shibi +# type = holy +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = shibi_chakravarti_legend +# } +# dynasty = dynasty:1043008 +# } +# is_valid = { +# is_playable_character = yes +# piety_level >= very_high_piety_level +# } +# +# chronicle = saintly_descent +# chronicle_properties = { +# ancestor_flag = flag:shibi_chakravarti +# religion = root.religion +# } +#} +# +#the_red_hand = { # He who first lays hand on Ulster shall be its King +# type = legitimizing +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = the_red_hand_legend +# } +# OR = { +# culture = culture:irish +# culture = { +# any_parent_culture_or_above = { +# this = culture:irish +# } +# } +# } +# } +# is_valid = { +# is_playable_character = yes +# has_title = title:d_ulster +# prestige_level >= high_prestige_level +# } +# +# chronicle = ancestral_glory +# chronicle_properties = { +# ancestor = character:7255 +# title = title:k_ireland +# } +#} +# +#ragnarr = { # Ol Raggy S +# type = heroic +# quality = famed +# is_shown = { +# has_dlc_feature = legends +# NOT = { +# has_global_variable = ragnarr_legend +# } +# dynasty = dynasty:490 +# exists = character:163109 +# character:163109 = { is_alive = no } +# OR = { +# religion = { is_in_family = rf_pagan } +# culture = { has_cultural_parameter = has_access_to_runestones } +# } +# } +# is_valid = { +# is_landed = yes +# highest_held_title_tier >= tier_kingdom +# prestige_level >= high_prestige_level +# } +# +# chronicle = ancestral_glory +# chronicle_properties = { +# ancestor = character:163109 +# title = title:e_britannia # You could argue Scandinavia but ultimately ehhhhhhh +# } +#} +# +##Dynasty perk +#ce1_heroic_legacy_1 = { +# type = legitimizing +# quality = famed +# is_shown = { +# dynasty ?= { +# has_dynasty_perk = ce1_heroic_legacy_1 +# NOT = { +# exists = var:dynasty_legend_used +# } +# } +# } +# is_valid = { +# is_landed = yes +# OR = { +# is_ai = no +# # Prevent the AI from sniping the seed from the player +# AND = { +# is_ai = yes +# NOT = { +# dynasty = { any_dynasty_member = { is_ai = no } } +# } +# } +# } +# } +# chronicle = great_deed_dynasty +# chronicle_properties = { +# founder = house.house_founder +# dynasty = dynasty +# title = primary_title +# } +#} +# \ No newline at end of file diff --git a/common/on_action/game_start.txt b/common/on_action/game_start.txt index dbc6d251..c8fbf2f0 100644 --- a/common/on_action/game_start.txt +++ b/common/on_action/game_start.txt @@ -7091,503 +7091,80 @@ on_game_start_after_lobby = { desc = cultural_acceptance_historical_relations } } - # In 867, the Slavic cultures are still very similar to each other, so we start them off at a very high tolerance. - if = { - limit = { current_date = 867.1.1 } - # West Slavic. - culture:pommeranian = { - change_cultural_acceptance = { - target = culture:czech - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:polish - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:sorbian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:NEOW_slovak - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:carantanian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:russian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:ilmenian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:severian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:volhynian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:croatian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:bosnian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:serbian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:bulgarian - value = 50 - desc = cultural_acceptance_historical_relations - } - } - culture:czech = { - change_cultural_acceptance = { - target = culture:polish - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:sorbian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:NEOW_slovak - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:carantanian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:russian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:ilmenian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:severian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:volhynian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:croatian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:bosnian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:serbian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:bulgarian - value = 50 - desc = cultural_acceptance_historical_relations - } - } - culture:polish = { - change_cultural_acceptance = { - target = culture:sorbian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:NEOW_slovak - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:carantanian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:russian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:ilmenian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:severian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:volhynian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:croatian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:bosnian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:serbian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:bulgarian - value = 50 - desc = cultural_acceptance_historical_relations - } - } - culture:sorbian = { - change_cultural_acceptance = { - target = culture:NEOW_slovak - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:carantanian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:russian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:ilmenian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:severian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:volhynian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:croatian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:bosnian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:serbian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:bulgarian - value = 50 - desc = cultural_acceptance_historical_relations - } - } - culture:NEOW_slovak = { - change_cultural_acceptance = { - target = culture:carantanian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:russian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:croatian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:bosnian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:serbian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:bulgarian - value = 50 - desc = cultural_acceptance_historical_relations - } - } - culture:carantanian = { - change_cultural_acceptance = { - target = culture:russian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:croatian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:bosnian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:serbian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:bulgarian - value = 50 - desc = cultural_acceptance_historical_relations - } - } - # South Slavic. - culture:croatian = { - change_cultural_acceptance = { - target = culture:russian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:bosnian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:serbian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:bulgarian - value = 50 - desc = cultural_acceptance_historical_relations - } - } - culture:bosnian = { - change_cultural_acceptance = { - target = culture:russian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:serbian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:bulgarian - value = 50 - desc = cultural_acceptance_historical_relations - } - } - culture:serbian = { - change_cultural_acceptance = { - target = culture:russian - value = 50 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:bulgarian - value = 50 - desc = cultural_acceptance_historical_relations - } - } - culture:bulgarian = { - change_cultural_acceptance = { - target = culture:russian - value = 50 - desc = cultural_acceptance_historical_relations - } - } - ## Volhynian doesn't get its own box, because we've already applied acceptance to it bilaterally everywhere else. - #Splitting up Byzantine heritage means we need a little help reflecting historical relations - culture:greek = { - change_cultural_acceptance = { - target = culture:armenian - value = 20 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:georgian - value = 20 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:alan - value = 5 - desc = cultural_acceptance_historical_relations - } - } - } - if = { - limit = { - game_start_date >= 1066.1.1 - game_start_date < 1178.1.1 - } - culture:greek = { - change_cultural_acceptance = { - target = culture:armenian - value = 40 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:georgian - value = 25 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:alan - value = 10 - desc = cultural_acceptance_historical_relations - } - } - } - if = { - limit = { game_start_date >= 1178.1.1 } - culture:greek = { - change_cultural_acceptance = { - target = culture:armenian - value = 30 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:georgian - value = 15 - desc = cultural_acceptance_historical_relations - } - change_cultural_acceptance = { - target = culture:alan - value = 10 - desc = cultural_acceptance_historical_relations - } - } - } #set up cultural acceptance between China and East Asian Empires to aid in the learning of Chinese effect for on_birthday_adulthood - if = { - limit = { game_start_date = 867.1.1 } - culture:japanese = { - change_cultural_acceptance = { - target = culture:han - value = 80 - desc = cultural_acceptance_historical_relations - } - } - culture:goguryeo = { - change_cultural_acceptance = { - target = culture:han - value = 80 - desc = cultural_acceptance_historical_relations - } - } - culture:silla = { - change_cultural_acceptance = { - target = culture:han - value = 80 - desc = cultural_acceptance_historical_relations - } - } - culture:baekje = { - change_cultural_acceptance = { - target = culture:han - value = 80 - desc = cultural_acceptance_historical_relations - } - } - culture:balhae = { - change_cultural_acceptance = { - target = culture:han - value = 80 - desc = cultural_acceptance_historical_relations - } - } - } - if = { - limit = { game_start_date = 1066.9.15 } - culture:japanese = { - change_cultural_acceptance = { - target = culture:han - value = 70 - desc = cultural_acceptance_historical_relations - } - } - culture:goryeo = { - change_cultural_acceptance = { - target = culture:han - value = 70 - desc = cultural_acceptance_historical_relations - } - } - } - if = { - limit = { game_start_date = 1178.10.1 } - culture:japanese = { - change_cultural_acceptance = { - target = culture:han - value = 60 - desc = cultural_acceptance_historical_relations - } - } - culture:goryeo = { - change_cultural_acceptance = { - target = culture:han - value = 60 - desc = cultural_acceptance_historical_relations - } - } - } +# if = { +# limit = { game_start_date = 867.1.1 } +# culture:japanese = { +# change_cultural_acceptance = { +# target = culture:han +# value = 80 +# desc = cultural_acceptance_historical_relations +# } +# } +# culture:goguryeo = { +# change_cultural_acceptance = { +# target = culture:han +# value = 80 +# desc = cultural_acceptance_historical_relations +# } +# } +# culture:silla = { +# change_cultural_acceptance = { +# target = culture:han +# value = 80 +# desc = cultural_acceptance_historical_relations +# } +# } +# culture:baekje = { +# change_cultural_acceptance = { +# target = culture:han +# value = 80 +# desc = cultural_acceptance_historical_relations +# } +# } +# culture:balhae = { +# change_cultural_acceptance = { +# target = culture:han +# value = 80 +# desc = cultural_acceptance_historical_relations +# } +# } +# } +# if = { +# limit = { game_start_date = 1066.9.15 } +# culture:japanese = { +# change_cultural_acceptance = { +# target = culture:han +# value = 70 +# desc = cultural_acceptance_historical_relations +# } +# } +# culture:goryeo = { +# change_cultural_acceptance = { +# target = culture:han +# value = 70 +# desc = cultural_acceptance_historical_relations +# } +# } +# } +# if = { +# limit = { game_start_date = 1178.10.1 } +# culture:japanese = { +# change_cultural_acceptance = { +# target = culture:han +# value = 60 +# desc = cultural_acceptance_historical_relations +# } +# } +# culture:goryeo = { +# change_cultural_acceptance = { +# target = culture:han +# value = 60 +# desc = cultural_acceptance_historical_relations +# } +# } +# } # Specific innovation unlock if = { @@ -7674,371 +7251,371 @@ on_game_start_after_lobby = { # Courtiers. trigger_event = ep3_laamps.1001 } - # Starting camp purposes. - ## Hereweard the Wake - character:90028 ?= { - if = { - limit = { is_alive = yes } - add_realm_law_skip_effects = camp_purpose_brigands - if = { - limit = { - character:90160 = { - NOT = { is_courtier_of = character:90028 } - } - } - add_courtier = character:90160 - } - } - # Setup event for his story - trigger_event = { - id = ep3_laamps.5999 - days = { 1 2 } - } - } - ## El Cid - character:107590 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_mercenaries - if = { - limit = { - character:71391 = { - NOT = { is_courtier_of = character:107590 } - } - } - add_courtier = character:71391 - } - if = { - limit = { - character:castilian0248 = { - NOT = { is_courtier_of = character:107590 } - } - } - add_courtier = character:castilian0248 - } - if = { - limit = { - character:castilian0249 = { - NOT = { is_courtier_of = character:107590 } - } - } - add_courtier = character:castilian0249 - } - } - } - ## Robert Crispin - character:norman_crispin_06 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_mercenaries - } - } - ## Hassan Sabbah - character:41702 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_scholars - } - } - ## Suleyman Qutalmishog - character:3046 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_mercenaries - trigger_event = bookmark.1073 # Suleyman's beef with Alp Arslan - } - } - ## Wallada bint al-Mustakfi - character:andalusian_0003 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_scholars - add_realm_law_skip_effects = equal_law - trigger_event = ep3_story_cycle_violet_poet.0001 - } - } - ## Roger Raoul - character:232504 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_mercenaries - } - } - ## Taylu Danişmend - character:danishmendid_1 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_mercenaries - } - } - ## Prince Takaoka (Shinnyo) - character:japanese_yamato_181 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_scholars - # and because history in character file does not work... - character:japanese_lowborn_1 = { set_employer = character:japanese_yamato_181 } # Anten - character:japanese_lowborn_2 = { set_employer = character:japanese_yamato_181 } # Enkaku - character:japanese_lowborn_3 = { set_employer = character:japanese_yamato_181 } # Akimaru - } - } - ## Ding Hui - character:ding_hui_1 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_mercenaries - } - } - ## Zhu Quanzhong - character:zhu_quanzhong_1 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_mercenaries - } - } - ## Miyoshi Kiyotsura - character:japanese_miyoshi_4 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_scholars - } - } - ## Ki Hwon - character:ki_hwon_1 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_brigands - } - } - ## Yŏn'gi Tosŏn - character:toson_1 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_scholars - } - } - ## Lý Do Độc - character:ly_do_doc_1 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_mercenaries - } - } - ## Song Jiang - character:song_jiang_1 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_mercenaries - } - } - ## Yang Zongbao - character:yang_zongbao_1 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_mercenaries - } - } - character:furong_daokai_1 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_scholars - } - } - character:jojin_1 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_scholars - } - } - character:isawa_no_saburo_1 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_mercenaries - } - } - character:tsukushi_no_koretaka_1 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_brigands - } - } - character:kim_mu_che_1 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_scholars - } - } - character:baekho_1 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_brigands - } - } - character:khong_lo_1 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_scholars - } - } - character:nga_yamankan_1 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_mercenaries - } - } - character:mpu_bharada_1 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_scholars - } - } - character:wang_chuyi_1 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_scholars - } - } - character:jiang_kui_1 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_scholars - } - } - character:lembong_1 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_brigands - } - } - character:zhu_zhongba_1 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_explorers - } - } - character:quach_boc_1 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_mercenaries - } - } - character:il_eom_1 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_scholars - } - } - character:gochi_in_no_tajima_1 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_mercenaries - } - } - character:shin_capata_1 ?= { - if = { - limit = { - is_alive = yes - has_government = landless_adventurer_government - } - add_realm_law_skip_effects = camp_purpose_scholars - } - } +# # Starting camp purposes. +# ## Hereweard the Wake +# character:90028 ?= { +# if = { +# limit = { is_alive = yes } +# add_realm_law_skip_effects = camp_purpose_brigands +# if = { +# limit = { +# character:90160 = { +# NOT = { is_courtier_of = character:90028 } +# } +# } +# add_courtier = character:90160 +# } +# } +# # Setup event for his story +# trigger_event = { +# id = ep3_laamps.5999 +# days = { 1 2 } +# } +# } +# ## El Cid +# character:107590 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_mercenaries +# if = { +# limit = { +# character:71391 = { +# NOT = { is_courtier_of = character:107590 } +# } +# } +# add_courtier = character:71391 +# } +# if = { +# limit = { +# character:castilian0248 = { +# NOT = { is_courtier_of = character:107590 } +# } +# } +# add_courtier = character:castilian0248 +# } +# if = { +# limit = { +# character:castilian0249 = { +# NOT = { is_courtier_of = character:107590 } +# } +# } +# add_courtier = character:castilian0249 +# } +# } +# } +# ## Robert Crispin +# character:norman_crispin_06 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_mercenaries +# } +# } +# ## Hassan Sabbah +# character:41702 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_scholars +# } +# } +# ## Suleyman Qutalmishog +# character:3046 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_mercenaries +# trigger_event = bookmark.1073 # Suleyman's beef with Alp Arslan +# } +# } +# ## Wallada bint al-Mustakfi +# character:andalusian_0003 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_scholars +# add_realm_law_skip_effects = equal_law +# trigger_event = ep3_story_cycle_violet_poet.0001 +# } +# } +# ## Roger Raoul +# character:232504 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_mercenaries +# } +# } +# ## Taylu Danişmend +# character:danishmendid_1 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_mercenaries +# } +# } +# ## Prince Takaoka (Shinnyo) +# character:japanese_yamato_181 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_scholars +# # and because history in character file does not work... +# character:japanese_lowborn_1 = { set_employer = character:japanese_yamato_181 } # Anten +# character:japanese_lowborn_2 = { set_employer = character:japanese_yamato_181 } # Enkaku +# character:japanese_lowborn_3 = { set_employer = character:japanese_yamato_181 } # Akimaru +# } +# } +# ## Ding Hui +# character:ding_hui_1 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_mercenaries +# } +# } +# ## Zhu Quanzhong +# character:zhu_quanzhong_1 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_mercenaries +# } +# } +# ## Miyoshi Kiyotsura +# character:japanese_miyoshi_4 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_scholars +# } +# } +# ## Ki Hwon +# character:ki_hwon_1 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_brigands +# } +# } +# ## Yŏn'gi Tosŏn +# character:toson_1 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_scholars +# } +# } +# ## Lý Do Độc +# character:ly_do_doc_1 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_mercenaries +# } +# } +# ## Song Jiang +# character:song_jiang_1 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_mercenaries +# } +# } +# ## Yang Zongbao +# character:yang_zongbao_1 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_mercenaries +# } +# } +# character:furong_daokai_1 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_scholars +# } +# } +# character:jojin_1 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_scholars +# } +# } +# character:isawa_no_saburo_1 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_mercenaries +# } +# } +# character:tsukushi_no_koretaka_1 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_brigands +# } +# } +# character:kim_mu_che_1 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_scholars +# } +# } +# character:baekho_1 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_brigands +# } +# } +# character:khong_lo_1 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_scholars +# } +# } +# character:nga_yamankan_1 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_mercenaries +# } +# } +# character:mpu_bharada_1 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_scholars +# } +# } +# character:wang_chuyi_1 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_scholars +# } +# } +# character:jiang_kui_1 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_scholars +# } +# } +# character:lembong_1 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_brigands +# } +# } +# character:zhu_zhongba_1 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_explorers +# } +# } +# character:quach_boc_1 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_mercenaries +# } +# } +# character:il_eom_1 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_scholars +# } +# } +# character:gochi_in_no_tajima_1 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_mercenaries +# } +# } +# character:shin_capata_1 ?= { +# if = { +# limit = { +# is_alive = yes +# has_government = landless_adventurer_government +# } +# add_realm_law_skip_effects = camp_purpose_scholars +# } +# } every_independent_ruler = { if = { limit = { is_landless_adventurer = yes } diff --git a/common/script_values/04_ep2_wedding_values.txt b/common/script_values/04_ep2_wedding_values.txt index 85400850..1a2a048f 100644 --- a/common/script_values/04_ep2_wedding_values.txt +++ b/common/script_values/04_ep2_wedding_values.txt @@ -782,27 +782,6 @@ } #HISTORICALLY ADMIN PEOPLES WANT TO BE ADMIN - if = { - limit = { - government_has_flag = government_is_administrative - scope:impress_check = { - culture = { - OR = { - this = culture:greek - any_parent_culture_or_above = { - this = culture:greek - } - this = culture:han - any_parent_culture_or_above = { - this = culture:han - } - } - } - } - } - - add = 30 - } # AI-only weights, keep the pope from vassalizing too fast if = { diff --git a/common/scripted_effects/00_major_decisions_scripted_effects.txt b/common/scripted_effects/00_major_decisions_scripted_effects.txt index 0e3eaf2b..959e38ed 100644 --- a/common/scripted_effects/00_major_decisions_scripted_effects.txt +++ b/common/scripted_effects/00_major_decisions_scripted_effects.txt @@ -1341,7 +1341,7 @@ form_outremer_scripted_effect = { hidden_effect = { set_primary_title_to = title:e_outremer } if = { #The Sunni Caliphate is dismantled limit = { - faith:ashari = { exists = religious_head } + faith:aqlani = { exists = religious_head } } root = { destroy_title = title:d_sunni } } @@ -1475,7 +1475,7 @@ restore_sunni_caliphate_scripted_effect = { } } resolve_title_and_vassal_change = scope:change - faith:ashari = { + faith:aqlani = { change_fervor = { value = 15 desc = fervor_gain_restored_sunni_caliphate diff --git a/common/scripted_triggers/00_coa_triggers.txt b/common/scripted_triggers/00_coa_triggers.txt index 65a27976..771c0511 100644 --- a/common/scripted_triggers/00_coa_triggers.txt +++ b/common/scripted_triggers/00_coa_triggers.txt @@ -73,9 +73,10 @@ coa_castilian_trigger = { } coa_coptic_trigger = { - OR = { - scope:faith = faith:coptic - } + always = no +# OR = { +# scope:faith = faith:coptic +# } } coa_cross_trigger = { @@ -112,14 +113,21 @@ coa_switch_to_norse_trigger = { NEOW_religion_is_broadly_christian_trigger = no } OR = { - faith.religion = religion:germanic_religion + faith.religion = religion:folkgerman_religion culture = { has_coa_gfx = norse_coa_gfx } } } } coa_feudal_trigger = { - scope:faith.religion = religion:christianity_religion + + scope:faith.religion = { + OR = { + this = religion:catholic_religion + this = religion:eastern_orthodox_religion + this = religion:protestant_religion + } + } government_has_flag = government_is_feudal } @@ -242,7 +250,7 @@ coa_mena_trigger = { coa_suomenusko_trigger = { OR = { - scope:faith.religion = religion:finno_ugric_religion + scope:faith.religion = religion:finnic_religion scope:culture = { OR = { has_coa_gfx = balto_finnic_group_coa_gfx diff --git a/common/scripted_triggers/07_ep3_triggers.txt b/common/scripted_triggers/07_ep3_triggers.txt index 9d928602..10d8df3c 100644 --- a/common/scripted_triggers/07_ep3_triggers.txt +++ b/common/scripted_triggers/07_ep3_triggers.txt @@ -50,53 +50,53 @@ is_roman_emperor_primary_title_excluding_byzantium_trigger = { } } -valid_for_byz_emperor_content_trigger = { - has_ep3_dlc_trigger = yes - culture = { - OR = { - has_cultural_pillar = heritage_byzantine - has_cultural_pillar = heritage_caucasian - } - } - OR = { - is_roman_emperor_primary_title_trigger = yes - AND = { - culture = { - OR = { - this = culture:greek - any_parent_culture_or_above = { this = culture:greek } - } - } - highest_held_title_tier >= tier_empire - } - } -} - -valid_for_byz_governor_content_trigger = { - has_ep3_dlc_trigger = yes - is_governor = yes - top_liege.culture = { - OR = { - has_cultural_pillar = heritage_byzantine - has_cultural_pillar = heritage_caucasian - } - } - top_liege = { - OR = { - is_roman_emperor_primary_title_trigger = yes - AND = { - culture = { - OR = { - this = culture:greek - any_parent_culture_or_above = { this = culture:greek } - } - } - highest_held_title_tier >= tier_empire - } - } - } -} +#valid_for_byz_emperor_content_trigger = { +# has_ep3_dlc_trigger = yes +# culture = { +# OR = { +# has_cultural_pillar = heritage_byzantine +# has_cultural_pillar = heritage_caucasian +# } +# } +# OR = { +# is_roman_emperor_primary_title_trigger = yes +# AND = { +# culture = { +# OR = { +# this = culture:greek +# any_parent_culture_or_above = { this = culture:greek } +# } +# } +# highest_held_title_tier >= tier_empire +# } +# } +#} +#valid_for_byz_governor_content_trigger = { +# has_ep3_dlc_trigger = yes +# is_governor = yes +# top_liege.culture = { +# OR = { +# has_cultural_pillar = heritage_byzantine +# has_cultural_pillar = heritage_caucasian +# } +# } +# top_liege = { +# OR = { +# is_roman_emperor_primary_title_trigger = yes +# AND = { +# culture = { +# OR = { +# this = culture:greek +# any_parent_culture_or_above = { this = culture:greek } +# } +# } +# highest_held_title_tier >= tier_empire +# } +# } +# } +#} +# valid_for_byz_succession_trigger = { is_eunuch_trigger = no NOR = { @@ -131,22 +131,22 @@ available_charioteers_spots_trigger = { } } -ep3_varangian_trigger = { - OR = { - culture = { - OR = { - has_cultural_tradition = tradition_fp1_coastal_warriors - has_cultural_tradition = tradition_hird - has_cultural_tradition = tradition_fp1_performative_honour - has_cultural_pillar = heritage_north_germanic - has_cultural_pillar = heritage_west_germanic - } - } - has_trait = varangian - } - can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } - is_physically_able_adult = yes -} +#ep3_varangian_trigger = { +# OR = { +# culture = { +# OR = { +# has_cultural_tradition = tradition_fp1_coastal_warriors +# has_cultural_tradition = tradition_hird +# has_cultural_tradition = tradition_fp1_performative_honour +# has_cultural_pillar = heritage_north_germanic +# has_cultural_pillar = heritage_west_germanic +# } +# } +# has_trait = varangian +# } +# can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } +# is_physically_able_adult = yes +#} is_competing_for_same_title_as = { government_allows = administrative diff --git a/common/scripted_triggers/07_frankokratia_triggers.txt b/common/scripted_triggers/07_frankokratia_triggers.txt index 56ae0f7a..e1fde171 100644 --- a/common/scripted_triggers/07_frankokratia_triggers.txt +++ b/common/scripted_triggers/07_frankokratia_triggers.txt @@ -697,13 +697,5 @@ ep3_frankokratia_notification_recipient_trigger = { } ep3_orthodox_faith_trigger = { - OR = { - faith = faith:orthodox - faith = faith:coptic - faith = faith:armenian_apostolic - faith = faith:iconoclast - faith = faith:bogomilist - faith = faith:paulician - faith = faith:nestorian - } + religion = religion:eastern_orthodox_religion } diff --git a/common/scripted_triggers/09_mpo_greatest_of_khans_triggers.txt b/common/scripted_triggers/09_mpo_greatest_of_khans_triggers.txt index 8b27fb31..44b9177f 100644 --- a/common/scripted_triggers/09_mpo_greatest_of_khans_triggers.txt +++ b/common/scripted_triggers/09_mpo_greatest_of_khans_triggers.txt @@ -414,18 +414,6 @@ gok_willing_new_admin_vassal_trigger = { OR = { mpo_greatest_of_khans_0030_dominated_nomad_vassal = yes mpo_greatest_of_khans_0030_willing_sedentary_vassal = yes - culture = culture:greek - culture = { - any_parent_culture_or_above = { - this = culture:greek - } - } - culture = culture:han - culture = { - any_parent_culture_or_above = { - this = culture:han - } - } } NOR = { government_has_flag = government_is_special_administrative diff --git a/common/traits/00_traits.txt b/common/traits/00_traits.txt index 1fa2680a..3a6a3ecd 100644 --- a/common/traits/00_traits.txt +++ b/common/traits/00_traits.txt @@ -8993,10 +8993,10 @@ faith_warrior = { trigger = { faith = { religion_tag = islam_religion } } desc = trait_mujahid } - triggered_desc = { - trigger = { faith = { religion_tag = bon_religion } } - desc = trait_crusader_bon - } + # triggered_desc = { +# trigger = { faith = { religion_tag = bon_religion } } +# desc = trait_crusader_bon + # } triggered_desc = { trigger = { faith = { religion_tag = buddhism_religion } } desc = trait_crusader_buddhism diff --git a/descriptor.mod b/descriptor.mod index 2c56c0ba..255cbafc 100644 --- a/descriptor.mod +++ b/descriptor.mod @@ -4,6 +4,7 @@ tags={ } name="N3OW Dev" replace_path="common/landed_titles" +replace_path="common/dynasties" replace_path="common/culture/cultures" replace_path="common/religion/religion_types" replace_path="history/characters" diff --git a/events/decisions_events/east_europe_events.txt b/events/decisions_events/east_europe_events.txt index b3d1f778..51394397 100644 --- a/events/decisions_events/east_europe_events.txt +++ b/events/decisions_events/east_europe_events.txt @@ -1,3034 +1,3035 @@ -namespace = east_europe - -#decision_unite_the_western_slavs, by Mathilda Bjarnehed -# 0001 - I united the western slavs -# 0002 - Someone else united the western slavs - -#decision_unite_the_southern_slavs, by Mathilda Bjarnehed -# 0005 - I united the southern slavs -# 0006- Someone united the southern slavs - -#decision_unite_the_slavs, by Mathilda Bjarnehed -# 0010 - I united the southern slavs -# 0011 - Someone united the southern slavs - -#decision_defenders_of_highgod, by Mathilda Bjarnehed -# 0015 - I am the Defender of Defensive Pagan Highgod (pick holy site) -# 0016 - I am the Defender of Defensive Pagan Highgod (actual event) -# 0017 - someone is the Defender of Defensive Pagan Highgod - -#decision_promote_hungarian_settlement, by Flavio Verna -# 0030 -# 0031 - -# decision_revive_magyar_paganism, by Flavio Verna -# 0032 -# 0033 -# 0034 - - -#I united the western slavs -east_europe.0001 = { #by Mathilda Bjarnehed - type = character_event - window = big_event_window - title = east_europe.0001.t - desc = east_europe.0001.desc - theme = crown - override_effect_2d = { reference = legend_glow } - override_background = ep2_travel_farms - left_portrait = { - character = scope:western_slav_uniter - animation = sword_coup_degrace - camera = camera_event_center_very_large - } - - immediate = { - play_music_cue = "mx_cue_epic_sacral_moment" - unite_the_western_slavs_decision_effects = yes - legend_seed_great_deed_title_effect = { - TITLE = root.primary_title - } - } - - option = { - name = east_europe.0001.a - - give_nickname = nick_the_wend - } -} - -#Someone united the western slavs -east_europe.0002 = { #by Mathilda Bjarnehed - type = character_event - title = east_europe.0001.t - desc = east_europe.0002.desc - theme = realm - left_portrait = { - character = scope:western_slav_uniter - animation = personality_honorable - } - - option = { - name = name_i_see - } -} - -#I united the southern slavs -east_europe.0005 = { #by Mathilda Bjarnehed - type = character_event - title = east_europe.0005.t - desc = east_europe.0005.desc - theme = realm - left_portrait = { - character = scope:southern_slav_uniter - animation = personality_honorable - } - - immediate = { - play_music_cue = "mx_cue_epic_sacral_moment" - unite_the_southern_slavs_decision_effects = yes - legend_seed_great_deed_title_effect = { - TITLE = root.primary_title - } - } - - option = { - name = east_europe.0001.a - - give_nickname = nick_the_crowned - } -} - -#Someone united the southern slavs -east_europe.0006 = { #by Mathilda Bjarnehed - type = character_event - title = east_europe.0005.t - desc = east_europe.0006.desc - theme = realm - left_portrait = { - character = scope:southern_slav_uniter - animation = personality_honorable - } - - option = { - name = name_i_see - } -} - -#I united all the slavs -east_europe.0010 = { #by Mathilda Bjarnehed - type = character_event - title = east_europe.0010.t - desc = east_europe.0010.desc - theme = crown - window = big_event_window - override_effect_2d = { reference = legend_glow } - override_background = courtyard - left_portrait = { - character = scope:slav_uniter - animation = jockey_wave - camera = camera_event_horse_right - } - - immediate = { - unite_the_slavs_decision_effects = yes - play_music_cue = "mx_cue_epic_sacral_moment" - } - - option = { - name = east_europe.0010.a - - if = { - limit = { is_female = yes } - give_nickname = nick_the_polyanitsa - } - else = { - give_nickname = nick_the_bogatyr - } - } -} - - -#someone united all the slavs -east_europe.0011 = { #by Mathilda Bjarnehed - type = character_event - title = east_europe.0010.t - desc = east_europe.0011.desc - theme = realm - left_portrait = { - character = scope:slav_uniter - animation = personality_honorable - } - - option = { - name = name_i_see - } -} - -#I am the Defender of Defensive Pagan Highgod (pick holy site) -east_europe.0015 = { #by Mathilda Bjarnehed - type = character_event - title = east_europe.0015.t - desc = east_europe.0015.desc - theme = faith - left_portrait = { - character = root - animation = personality_zealous - } - - immediate = { - #Music cue in follow-up event. - faith = { - every_holy_site = { - limit = { - county.holder = root - title_province = { has_special_building = no } - # barony = { } - } - add_to_list = holy_sites - } - } - - save_target_list_as_separate_scopes_effect = { TARGET_LIST = holy_sites } - } - - option = { - name = east_europe.0015.a - custom_tooltip = east_europe.0015.tooltip - scope:target_list_member_a = { - save_scope_as = holy_site - } - } - - option = { - name = east_europe.0015.b - custom_tooltip = east_europe.0015.tooltip - scope:target_list_member_b = { - save_scope_as = holy_site - } - } - - option = { - trigger = { exists = scope:target_list_member_c } - name = east_europe.0015.c - custom_tooltip = east_europe.0015.tooltip - scope:target_list_member_c = { - save_scope_as = holy_site - } - } - - option = { - trigger = { exists = scope:target_list_member_d } - name = east_europe.0015.d - custom_tooltip = east_europe.0015.tooltip - scope:target_list_member_d = { - save_scope_as = holy_site - } - } - - after = { - trigger_event = east_europe.0016 - } -} - -#I am the Defender of Defensive Pagan Highgod (actual event) -east_europe.0016 = { #by Mathilda Bjarnehed - type = character_event - title = east_europe.0015.t - desc = east_europe.0016.desc - theme = faith - left_portrait = { - character = scope:defender_of_highgod - animation = personality_zealous - } - - immediate = { - play_music_cue = "mx_cue_sacredrite" - defenders_of_highgod_decision_effects = yes - } - - option = { - name = east_europe.0016.a - - give_nickname = nick_the_defender_of_highgod - } - - after = { - every_player = { - limit = { - this != scope:defender_of_highgod - is_within_diplo_range = { CHARACTER = root } - } - trigger_event = east_europe.0017 - } - } -} - - -#someone is the Defender of Defensive Pagan Highgod -east_europe.0017 = { #by Mathilda Bjarnehed - type = character_event - title = east_europe.0015.t - desc = east_europe.0017.desc - theme = faith - left_portrait = { - character = scope:defender_of_highgod - animation = personality_zealous - } - - immediate = { - #If the character shares the hero's faith, _then_ cue the music. - if = { - limit = { faith = scope:defender_of_highgod.faith } - play_music_cue = "mx_cue_sacredrite" - } - } - - option = { - name = { - trigger = { faith = scope:defender_of_highgod.faith } - text = east_europe.0016.a - } - name = { - trigger = { faith != scope:defender_of_highgod.faith } - text = name_i_see - } - } -} - - -#Hungarian Resettlement decision - -east_europe.0030 = { # by Flavio Verna - type = character_event - title = east_europe.0030.t - desc = east_europe.0030.desc - theme = faith - left_portrait = { - character = scope:scoped_ruler - animation = personality_rational - } - - immediate = { - play_music_cue = "mx_cue_faith_conversion" - save_scope_as = scoped_ruler - promote_hungarian_settlement_decision_scripted_effect = yes - } - - option = { - name = east_europe.0030.a - every_player = { - limit = { - this != root - capital_province = { - geographical_region = world_europe_east - } - } - trigger_event = east_europe.0031 - } - } -} - -east_europe.0031 = { # by Flavio Verna - type = character_event - title = east_europe.0031.t - desc = { - first_valid = { - # Hungarian Vassal reaction. - triggered_desc = { - trigger = { - culture = { has_cultural_pillar = heritage_magyar } - target_is_liege_or_above = scope:scoped_ruler - } - desc = east_europe.0031.desc.vassals - } - desc = east_europe.0031.desc.others - } - } - theme = faith - left_portrait = { - character = scope:scoped_ruler - animation = personality_rational - } - - option = { - name = { - trigger = { - culture = { has_cultural_pillar = heritage_magyar } - target_is_liege_or_above = scope:scoped_ruler - } - text = east_europe.0031.a - } - name = { - trigger = { - NAND = { - culture = { has_cultural_pillar = heritage_magyar } - target_is_liege_or_above = scope:scoped_ruler - } - } - text = east_europe.0031.b - } - } -} - -################################################## -# Reviving Magyarism -# by Flavio Verna & Ewan Cowhig Croft -# 0032-0034 -################################################## - -scripted_effect revive_magyar_paganism_notify_players_effect = { - every_player = { - limit = { - this != root - capital_province = { - geographical_region = world_europe_east - } - } - trigger_event = east_europe.0034 - } -} - -east_europe.0032 = { - type = character_event - title = east_europe.0032.t - desc = east_europe.0032.desc - theme = faith - left_portrait = { - character = scope:scoped_ruler - animation = personality_zealous - } - override_background = { reference = throne_room } - - immediate = { - play_music_cue = "mx_cue_faith_conversion" - save_scope_as = scoped_ruler - faith = { save_scope_as = old_faith } - revive_magyar_paganism_decision_scripted_effect = yes - legend_seed_great_deed_faith_effect = { - ANTAGONIST = scope:old_faith.religious_head - OLD_FAITH = scope:old_faith - } - } - - #The Old Ways need no adjustment. - option = { - name = east_europe.0032.a - #Get a nice reward for your adherence to the true faith. - add_piety_level = 1 - #Sort notification copy for players. - save_scope_value_as = { - name = hungarian_return - value = flag:vanilla - } - revive_magyar_paganism_notify_players_effect = yes - } - #Syncretism: perhaps we don't leave behind *all* the new teachings... - option = { - name = east_europe.0032.b - #Requires you to have been in a religion that actually has a syncretic tenet available. - trigger = { - scope:old_faith.religion = { - OR = { - this = religion:eastern_orthodox_religion - this = religion:catholic_religion - this = religion:protestant_religion - this = religion:islam_religion - this = religion:judaism_religion - is_in_family = rf_eastern - } - } - } - #Reasonable carrot for your efforts. - add_piety_experience = major_piety_value - #Christian/Islamic/Jewish/Eastern syncretism replaces astrology. - if = { - limit = { OR = { scope:old_faith.religion = religion:eastern_orthodox_religion scope:old_faith.religion = religion:catholic_religion scope:old_faith.religion = religion:protestant_religion } } - faith:magyar_pagan = { - remove_doctrine = tenet_astrology - add_doctrine = tenet_christian_syncretism - } - } - else_if = { - limit = { scope:old_faith.religion = religion:islam_religion } - faith:magyar_pagan = { - remove_doctrine = tenet_astrology - add_doctrine = tenet_islamic_syncretism - } - } - else_if = { - limit = { scope:old_faith.religion = religion:judaism_religion } - faith:magyar_pagan = { - remove_doctrine = tenet_astrology - add_doctrine = tenet_jewish_syncretism - } - } - else = { - faith:magyar_pagan = { - remove_doctrine = tenet_astrology - add_doctrine = tenet_eastern_syncretism - } - } - #Sort notification copy for players. - save_scope_value_as = { - name = hungarian_return - value = flag:syncretic - } - revive_magyar_paganism_notify_players_effect = yes - } - #Human Sacrifice: we must assert our differences with blood and skulls! - option = { - name = east_europe.0032.c - #Reasonable carrot for your efforts. - add_piety_experience = major_piety_value - #Human sacrifice replaces ancestor worship- - faith:magyar_pagan = { - remove_doctrine = tenet_ancestor_worship - add_doctrine = tenet_human_sacrifice - } - #Sort notification copy for players. - save_scope_value_as = { - name = hungarian_return - value = flag:bloodthirsty - } - revive_magyar_paganism_notify_players_effect = yes - } - #Adaptive: we should always remain protean. - option = { - name = east_europe.0032.d - #Reasonable carrot for your efforts. - add_piety_experience = major_piety_value - #Adaptive replaces auspicious birthright. - faith:magyar_pagan = { - remove_doctrine = tenet_mystical_birthright - add_doctrine = tenet_adaptive - } - #Sort notification copy for players. - save_scope_value_as = { - name = hungarian_return - value = flag:adaptive - } - revive_magyar_paganism_notify_players_effect = yes - } -} - -east_europe.0034 = { - type = character_event - title = east_europe.0034.t - desc = { - first_valid = { - triggered_desc = { - trigger = { top_liege = root } - desc = east_europe.0034.desc.vassals - } - desc = east_europe.0034.desc.outsiders - } - desc = east_europe.0034.desc.intro - triggered_desc = { - trigger = { scope:hungarian_return = flag:vanilla } - desc = east_europe.0034.desc.conversion_vanilla - } - triggered_desc = { - trigger = { scope:hungarian_return = flag:syncretic } - desc = east_europe.0034.desc.conversion_syncretic - } - triggered_desc = { - trigger = { scope:hungarian_return = flag:bloodthirsty } - desc = east_europe.0034.desc.conversion_bloodthirsty - } - triggered_desc = { - trigger = { scope:hungarian_return = flag:adaptive } - desc = east_europe.0034.desc_conversion_adaptive - } - } - theme = faith - left_portrait = scope:scoped_ruler - override_background = { reference = wilderness_forest_pine } - - #Magyar_pagans are happy about this unexpected turn of events! - option = { - name = east_europe.0034.a - trigger = { religion = religion:hungaric_religion } - add_stress = minor_stress_loss - } - - #Vassals who do not follow the faith may decide to convert after all. - option = { - name = east_europe.0034.b - trigger = { - top_liege = root - NOT = { religion = religion:hungaric_religion } - } - set_character_faith_with_conversion = faith:magyar_pagan - if = { - limit = { - faith:magyar_pagan = { has_doctrine = doctrine_monotheist } - } - custom_description_no_bullet = { text = mandala_monotheist_warning_tt } - } - } - - #Those who aren't pagans are probably horrified. - option = { - name = east_europe.0034.c - trigger = { - NOT = { - religion = { is_in_family = rf_pagan } - } - } - } - - #And, as a fallback, some people just won't care. - option = { name = east_europe.0034.d } -} - -################################################## -# Founding the Kingdom of Bosnia -# by Ewan Cowhig Croft -# 0101-0102 -################################################## - -# You founded the kingdom! -east_europe.0101 = { - type = character_event - title = east_europe.0101.t - desc = east_europe.0101.desc - theme = crown - left_portrait = { - character = scope:founder - animation = personality_honorable - } - override_background = { reference = wilderness_mountains } - - immediate = { - play_music_cue = "mx_cue_positive_effect" - found_kingdom_of_bosnia_decision_scripted_effect = yes - legend_seed_new_title_effect = yes - } - - #I was motivated by nobility! - option = { - name = east_europe.0101.a - - #Your legacy will be remembered. - add_prestige_experience = major_prestige_gain - - stress_impact = { arrogant = minor_stress_impact_loss } - ai_chance = { - base = 100 - ai_value_modifier = { - ai_honor = 0.5 - ai_boldness = 0.5 - } - } - } - - #I was motivated by faith! - option = { - name = east_europe.0101.b - - #Your piety will be remembered. - add_piety_experience = major_piety_gain - - stress_impact = { zealous = minor_stress_impact_loss } - ai_chance = { - base = 100 - ai_value_modifier = { - ai_zeal = 0.5 - ai_boldness = 0.25 - } - } - } - - #I was motivated by a cynical lust for power! - option = { - name = east_europe.0101.c - - #Your wry smile walking away from your coronation will be remembered. - add_stress = major_stress_loss - - stress_impact = { cynical = minor_stress_impact_loss } - ai_chance = { - base = 100 - ai_value_modifier = { - ai_greed = 0.5 - ai_rationality = 0.25 - ai_honor = -0.25 - } - } - } -} - -# Someone else founded the kingdom! -east_europe.0102 = { - type = character_event - title = east_europe.0102.t - desc = east_europe.0102.desc - theme = crown - left_portrait = { - character = scope:founder - animation = personality_honorable - } - override_background = { reference = wilderness_mountains } - - immediate = { - play_music_cue = "mx_cue_positive_effect" - found_kingdom_of_bosnia_decision_scripted_effect = yes - } - - #Kings and Emperors consider them an upstart. - option = { - name = east_europe.0102.a - trigger = { highest_held_title_tier >= tier_kingdom } - - #AI option is inconsequential. - ai_chance = { base = 100 } - } - - #Same-culture rulers are probably quite happy. - ##Deliberately same-culture rather than Bosnian, since it's mechanically possible to found the kingdom as a Croatian or Serbian just looking to get a ruler-title. - option = { - name = east_europe.0102.b - trigger = { culture = scope:founder.culture } - - #AI option is inconsequential. - ai_chance = { base = 100 } - } - - #Everyone else is a bit wary. - option = { - name = east_europe.0102.c - trigger = { - NOR = { - highest_held_title_tier >= tier_kingdom - culture = scope:founder.culture - } - } - - #AI option is inconsequential. - ai_chance = { base = 100 } - } -} - -################################################## -# I Think I Smell HERESY -# by Ewan Cowhig Croft -# 0111-0130 -################################################## - -##Local Scripted Triggers - -scripted_trigger krstjani_manipulate_hof_valid_critical_success_target_trigger = { - exists = scope:critical_success - #The accuser must still be around/eligible to actually *be* excommunicated. - scope:accuser = { - is_alive = yes - NOT = { has_trait = excommunicated } - } -} - -scripted_trigger generic_invalidation_criteria_trigger = { - OR = { - scope:hof = { - OR = { - #Scope:hof has died. - is_alive = no - #Scope:hof has been deposed. - this != scope:hof.faith.religious_head - } - } - scope:heretic = { - OR = { - #Scope:heretic has died. - is_alive = no - #Scope:heretic is no longer an independent ruler (including being deposed). - top_liege != this - #Scope:heretic has become a different flavour of ecumenical Christian. - faith = { - NOT = { this = faith:bosnian_church } - has_doctrine = special_doctrine_ecumenical_christian - } - #Scope:heretic has become a different heretic. - faith = { - NAND = { - this = faith:bosnian_church - has_doctrine = special_doctrine_ecumenical_christian - } - } - #Scope:heretic has converted to a different Abrahamic religion. - faith.religion = { - NOR = { - this = religion:eastern_orthodox_religion - this = religion:catholic_religion - this = religion:protestant_religion - } - is_in_family = rf_abrahamic - } - #Scope:heretic has converted to a totally different religious family. - faith.religion = { - NOT = { is_in_family = rf_abrahamic } - } - } - } - } -} - -##Local Scripted Effects - -scripted_effect on_trigger_fail_no_heretic_notification_effect = { - #First, we trigger notification events. These have limited mechanical effects, so we're not too worried if they get lost in the system. - #All actual core mechanical functionality is carried out in east_europe.0122, which is a hidden maintenance event, and goes off regardless of whether or not there are players there to witness it. - - scope:accuser = { - #Inform scope:accuser. - if = { - limit = { - is_alive = yes - is_landed = yes - } - #Trigger the notification event. - trigger_event = east_europe.0123 - } - #... Or their probable heir. - else_if = { - limit = { - AND = { #Just here to prevent errors in the event that their primary title has been destroyed. - exists = primary_title.holder - primary_title.holder = { dynasty = scope:accuser.dynasty } - } - } - primary_title.holder = { trigger_event = east_europe.0123 } - } - } - #No notice for scope:heretic, as they've not been informed at all at this stage in the chain. - #Clear the variable from the list after a reasonable cooldown. - trigger_event = { - id = east_europe.0122 - years = accuse_the_krstjani_of_heresy_cancellation_cooldown_value - } -} - -scripted_effect on_trigger_fail_full_notifications_effect = { - #First, we trigger notification events. These have limited mechanical effects, so we're not too worried if they get lost in the system. - #All actual core mechanical functionality is carried out in east_europe.0122, which is a hidden maintenance event, and goes off regardless of whether or not there are players there to witness it. - - scope:accuser = { - #Inform scope:accuser. - if = { - limit = { - is_alive = yes - is_landed = yes - } - trigger_event = east_europe.0123 - } - #... Or their probable heir. - else_if = { - limit = { - AND = { #Just here to prevent errors in the event that their primary title has been destroyed. - exists = primary_title.holder - primary_title.holder = { dynasty = scope:accuser.dynasty } - } - } - primary_title.holder = { trigger_event = east_europe.0123 } - } - } - scope:heretic = { - #Inform scope:heretic. - if = { - limit = { - is_alive = yes - is_landed = yes - } - trigger_event = east_europe.0124 - } - #... Or their probable heir. - else_if = { - limit = { - AND = { #Just here to prevent errors in the event that their primary title has been destroyed. - exists = primary_title.holder - primary_title.holder = { dynasty = scope:heretic.dynasty } - } - } - primary_title.holder = { trigger_event = east_europe.0124} - } - } - #Clear the variable from the list after a reasonable cooldown. - trigger_event = { - id = east_europe.0122 - years = accuse_the_krstjani_of_heresy_cancellation_cooldown_value - } -} - -##Event Block - -# Accuser POV: gatekeeper event. -east_europe.0111 = { - type = character_event - title = east_europe.0111.t - desc = east_europe.0111.desc - theme = faith - left_portrait = { - character = scope:heretic - animation = personality_cynical - } - right_portrait = { - character = scope:hof - animation = personality_zealous - } - override_background = { reference = council_chamber } - - #Novit enim Dominus qui sunt eius! - option = { - name = east_europe.0111.a - - #This is here to cover a _very_ niche invalidation, where the Papacy is abolished and the Pope converts to Islam, so that the invalidation event doesn't refer to the Caliphate by mistake. - faith = { save_scope_as = absolute_faith } - - #"You write a letter to the [HoF]..." - custom_tooltip = east_europe.0111.a.tt - trigger_event = east_europe.0125 - - ai_chance = { - #The AI will always pick this. - base = 100 - } - } - - #On seconds thoughts, better not... - option = { - name = east_europe.0111.b - - #Clear the variable from the list after a reasonable cooldown. - custom_tooltip = east_europe.0111.tt.cancellation_cooldown - trigger_event = { - id = east_europe.0122 - years = accuse_the_krstjani_of_heresy_cancellation_cooldown_value - } - - ai_chance = { - #The AI never backs down from this event. - base = 0 - } - } -} - -# Accuser POV: HoF rejects out of hand. -east_europe.0112 = { - type = letter_event - opening = east_europe.0112.t - desc = { - desc = east_europe.0112.desc.intro - first_valid = { - #These are ordered in a rough reverse-rarity for maximum variety. - ##HoF is same-culture as the heretic. - triggered_desc = { - trigger = { scope:hof.culture = scope:heretic.culture } - desc = east_europe.0112.desc.culture - } - ##HoF is your rival. - triggered_desc = { - trigger = { - any_relation = { - type = rival - this = scope:hof - } - } - desc = east_europe.0112.desc.rival - } - ##HoF thinks you're sinful as hell. - triggered_desc = { - trigger = { num_sinful_traits >= 3 } - desc = east_europe.0112.desc.sinful - } - ##HoF just really dislikes you. - triggered_desc = { - trigger = { - reverse_opinion = { - target = scope:hof - value <= high_negative_opinion - } - } - desc = east_europe.0112.desc.negative_opinion - } - desc = east_europe.0112.desc.fallback - } - desc = east_europe.0112.desc.outro - } - sender = { - character = scope:hof - animation = dismissal - } - override_background = { reference = council_chamber } - - trigger = { generic_invalidation_criteria_trigger = no } - - on_trigger_fail = { - on_trigger_fail_no_heretic_notification_effect = yes - } - - #What is HoF thinking?! - option = { - name = east_europe.0112.a - - #Your HoF dislikes your cavalier attitude. - reverse_add_opinion = { - modifier = cavalier_accusations_opinion - target = scope:hof - } - - #Announce failure. - custom_tooltip = east_europe.0111.tt.announce_failure - #Clear the variable from the list after a reasonable cooldown. - custom_tooltip = east_europe.0111.tt.regular_cooldown - trigger_event = { - id = east_europe.0122 - years = accuse_the_krstjani_of_heresy_failure_cooldown_value - } - - ai_chance = { - #The AI will always choose this. - base = 100 - } - } -} - -# Accuser POV: HoF agrees, and will consult with Krstjani. -east_europe.0113 = { - type = letter_event - opening = east_europe.0113.t - desc = east_europe.0113.desc - sender = { - character = scope:hof - animation = personality_rational - } - override_background = { reference = council_chamber } - - trigger = { generic_invalidation_criteria_trigger = no } - - on_trigger_fail = { - on_trigger_fail_no_heretic_notification_effect = yes - } - - #The ecclesiastic wheels are in motion! - option = { - name = east_europe.0113.a - - #HoF appreciates being alerted. - reverse_add_opinion = { - modifier = brought_heretics_to_my_notice_opinion - target = scope:hof - } - - #HoF contacts scope: heretic... - custom_tooltip = east_europe.0113.a.tt - scope:heretic = { - trigger_event = { - id = east_europe.0114 - days = { 7 14 } - } - } - - ai_chance = { - #AI will always choose this option. - base = 100 - } - } -} - -# Heretic POV: Krstjani given choice. -east_europe.0114 = { - type = character_event - title = east_europe.0114.t - desc = east_europe.0114.desc - theme = faith - left_portrait = { - character = scope:accuser - animation = schadenfreude - } - right_portrait = { - character = scope:hof - animation = personality_zealous - } - override_background = { reference = council_chamber } - - trigger = { generic_invalidation_criteria_trigger = no } - - on_trigger_fail = { - on_trigger_fail_no_heretic_notification_effect = yes - } - - #Learning: attempt to engage theologically. - option = { - name = east_europe.0114.a - - #Save the response type for later loc. - save_scope_value_as = { - name = krstjani_response - value = flag:theological_debate - } - - #You try to tackle scope:HoF on their own ground. - duel = { - skill = learning - target = scope:hof - #You convince scope:HoF of your status as genuine Christians! - 40 = { - compare_modifier = { - value = scope:duel_value - multiplier = 3.5 - min = -49 - } - desc = east_europe.0114.a.tt_success - custom_tooltip = east_europe.0114.a.tt_success.tt - trigger_event = { - id = east_europe.0118 - days = { 7 14 } - } - } - #Scope:HoF remains critical of your religious practices. - 60 = { - compare_modifier = { - value = scope:duel_value - multiplier = -3.5 - min = -49 - } - desc = east_europe.0114.a.tt_failure - custom_tooltip = east_europe.0114.a.tt_failure.tt - trigger_event = { - id = east_europe.0120 - days = { 7 14 } - } - } - } - - stress_impact = { - zealous = medium_stress_impact_loss - lazy = minor_stress_impact_gain - craven = minor_stress_impact_gain - } - ai_chance = { - base = 100 - ai_value_modifier = { - ai_zeal = 0.75 - ai_boldness = 0.5 - } - modifier = { #Weight up for stress. - add = 20 - has_trait = zealous - } - modifier = { #Weight down for stress. - add = -10 - has_trait = lazy - } - modifier = { #Weight down for stress. - add = -10 - has_trait = craven - } - } - } - - #Intrigue: use your hook. - option = { - name = east_europe.0114.b - trigger = { has_usable_hook = scope:hof } - - #Save the response type for later loc. - save_scope_value_as = { - name = krstjani_response - value = flag:political_leverage - } - - #If the hook is strong, and scope:accuser both uses a communion faith & has no counter-hook, then this is a critical success. - if = { - limit = { - has_strong_usable_hook = scope:hof - scope:hof.faith = { has_doctrine_parameter = excommunication_active } - NOT = { - scope:accuser = { has_strong_hook = scope:hof} - } - } - save_scope_value_as = { - name = critical_success - value = yes - } - } - #Spend hooks appropriately. - use_hook = scope:hof - #Send the response event. - custom_tooltip = east_europe.0114.b.tt - trigger_event = { - id = east_europe.0118 - days = { 7 14 } - } - - stress_impact = { - deceitful = medium_stress_impact_loss - arbitrary = medium_stress_impact_loss - honest = medium_stress_impact_gain - just = medium_stress_impact_gain - } - ai_chance = { - base = 10000 #Since this is an autosuccess, the AI should pretttty much always take it if they have the choice (barring stress traits). - ai_value_modifier = { - ai_boldness = 0.75 - ai_honor = -0.5 - } - #Stress values here are set up so that, if scope:heretic has appropriate traits, they might actually _not_ choose this, even with the auto-win. - modifier = { #Weight up for stress. - add = 9920 - has_trait = deceitful - } - modifier = { #Weight up for stress. - add = 9920 - has_trait = arbitrary - } - modifier = { #Weight down for stress. - add = -9920 - has_trait = honest - } - modifier = { #Weight down for stress. - add = -9920 - has_trait = just - } - } - } - - #Intrigue: attempt to manipulate scope:HoF. - option = { - name = east_europe.0114.c - trigger = { - NOT = { has_usable_hook = scope:hof } - } - - #Save the response type for later loc. - save_scope_value_as = { - name = krstjani_response - value = flag:political_manoeuvrings - } - - #You try to argue the point politically. - duel = { - skill = intrigue - target = scope:hof - #You convince scope:HoF that scope:Accuser is just being political. - 40 = { - compare_modifier = { - value = scope:duel_value - multiplier = 3.5 - min = -49 - } - desc = east_europe.0114.c.tt_success - custom_tooltip = east_europe.0114.a.tt_success.tt - trigger_event = { - id = east_europe.0118 - days = { 7 14 } - } - } - #Scope:HoF remains critical of your religious practices. - 60 = { - compare_modifier = { - value = scope:duel_value - multiplier = -3.5 - min = -49 - } - desc = east_europe.0114.c.tt_failure - custom_tooltip = east_europe.0114.a.tt_failure.tt - trigger_event = { - id = east_europe.0120 - days = { 7 14 } - } - } - } - - stress_impact = { - deceitful = medium_stress_impact_loss - arbitrary = medium_stress_impact_loss - honest = medium_stress_impact_gain - just = medium_stress_impact_gain - } - ai_chance = { - base = 100 - ai_value_modifier = { - ai_boldness = 0.75 - ai_honor = -0.5 - } - modifier = { #Weight up for stress. - add = 20 - has_trait = deceitful - } - modifier = { #Weight up for stress. - add = 20 - has_trait = arbitrary - } - modifier = { #Weight down for stress. - add = -20 - has_trait = honest - } - modifier = { #Weight down for stress. - add = -20 - has_trait = just - } - } - } - - #Faith: convert as requested. - option = { - name = east_europe.0114.d - - #Announce your conversion. - custom_tooltip = east_europe.0114.d.tt - trigger_event = east_europe.0116 - - stress_impact = { - humble = minor_stress_impact_loss - cynical = major_stress_impact_loss - arrogant = minor_stress_impact_gain - zealous = major_stress_impact_gain - } - ai_chance = { - base = 100 - ai_value_modifier = { - #Intentionally set these to be a bit more realpolitik than usual: it's not necessarily a sincere conversion, after all. - ai_rationality = 0.75 - ai_zeal = -0.25 - } - modifier = { #Weight up for stress. - add = 10 - has_trait = humble - } - modifier = { #Weight up for stress. - add = 30 - has_trait = cynical - } - modifier = { #Weight down for stress. - add = -10 - has_trait = arrogant - } - modifier = { #Weight down for stress. - add = -30 - has_trait = zealous - } - } - } - - #Faith: refuse to submit to scope:HoF! - option = { - name = east_europe.0114.e - - #Save the response type for later loc. - save_scope_value_as = { - name = krstjani_response - value = flag:unrepentant_heretics - } - - #Fallout begins. - custom_tooltip = east_europe.0114.e.tt - trigger_event = { - id = east_europe.0120 - days = { 7 14 } - } - - stress_impact = { - arrogant = minor_stress_impact_loss - zealous = major_stress_impact_loss - humble = minor_stress_impact_gain - cynical = major_stress_impact_gain - } - ai_chance = { - base = 100 - ai_value_modifier = { - #Intentionally set these to be a bit more realpolitik than usual: it's not necessarily a sincere conversion, after all. - ai_zeal = 0.25 - ai_rationality = -0.75 - } - modifier = { #Weight up for stress. - add = 10 - has_trait = arrogant - } - modifier = { #Weight up for stress. - add = 30 - has_trait = zealous - } - modifier = { #Weight down for stress. - add = -10 - has_trait = humble - } - modifier = { #Weight down for stress. - add = -30 - has_trait = cynical - } - } - } -} - -# Accuser POV: Krstjani convert. -east_europe.0115 = { - type = character_event - title = east_europe.0115.t - desc = { - desc = east_europe.0115.desc.intro - first_valid = { - triggered_desc = { - trigger = { scope:heretic_conversion = flag:political } - desc = east_europe.0115.desc.political - } - triggered_desc = { - trigger = { scope:heretic_conversion = flag:wholehearted } - desc = east_europe.0115.desc.wholehearted - } - } - desc = east_europe.0115.desc.outro - } - theme = faith - left_portrait = { - character = scope:heretic - animation = shame - } - right_portrait = { - character = scope:hof - animation = personality_bold - } - override_background = { reference = council_chamber } - - immediate = { - if = { - limit = { scope:heretic_conversion = flag:political } - show_as_tooltip = { - scope:heretic = { set_character_faith = scope:hof.faith } - } - } - else_if = { - limit = { scope:heretic_conversion = flag:wholehearted } - show_as_tooltip = { - scope:heretic = { set_character_faith_with_conversion = scope:hof.faith } - } - } - } - - #Pah! A false conversion! - option = { - name = east_europe.0115.a - - #Recoup some of your lost piety, at least. - add_piety = medium_piety_gain - #Announce failure. - custom_tooltip = east_europe.0111.tt.announce_failure - #Clear the variable from the list after a reasonable cooldown. - custom_tooltip = east_europe.0111.tt.regular_cooldown - - ai_chance = { - #The AI will always take this option. - base = 100 - } - } - - #Once a heretic, always a heretic! - option = { - name = east_europe.0115.b - trigger = { - #Option for players to vent. - is_ai = no - can_set_relation_rival_trigger = { CHARACTER = scope:heretic } - } - - #Still recoup that lost piety. - add_piety = medium_piety_gain - #Set the "convert" as your rival. - set_relation_rival = { - target = scope:heretic - reason = rival_faked_conversion - } - hidden_effect = { - scope:heretic = { - send_interface_toast = { - title = east_europe.0115.b.toast - left_icon = scope:accuser - show_as_tooltip = { - set_relation_rival = { - target = scope:accuser - reason = rival_faked_conversion - } - } - } - } - } - #Announce failure. - custom_tooltip = east_europe.0111.tt.announce_failure - #Clear the variable from the list after a reasonable cooldown. - custom_tooltip = east_europe.0111.tt.regular_cooldown - - ai_chance = { - #The AI does not have access to this option. - base = 0 - } - } -} - -# Heretic POV: Krstjani convert. -east_europe.0116 = { - type = character_event - title = east_europe.0116.t - desc = east_europe.0116.desc - theme = faith - left_portrait = { - character = scope:accuser - animation = shock - } - right_portrait = { - character = scope:hof - animation = personality_bold - } - override_background = { reference = council_chamber } - - immediate = { - #Reduced cooldown for ordinary successes. - custom_tooltip = east_europe.0111.tt.regular_cooldown - trigger_event = { - id = east_europe.0122 - years = accuse_the_krstjani_of_heresy_failure_cooldown_value - } - #Flag them as a converted Krstjani leader, so that they can't just reconvert for free via false conversions. - add_character_flag = { - flag = atoned_krstjani_leader_flag - years = 20 - } - } - - #A personal admission of faith will do. - option = { - name = east_europe.0116.a - - #I'll just quietly convert by myself. - set_character_faith = scope:hof.faith - if = { - limit = { - scope:hof.faith = { has_doctrine = doctrine_monotheist } - } - custom_description_no_bullet = { text = mandala_monotheist_warning_tt } - } - #Costs you some piety, but easier to flip back from. - add_piety = minor_piety_loss - #Set up scope:accuser loc. - save_scope_value_as = { - name = heretic_conversion - value = flag:political - } - #Aaaand notify scope:accuser. - scope:accuser = { trigger_event = east_europe.0115 } - - stress_impact = { - stubborn = minor_stress_impact_loss - zealous = minor_stress_impact_loss - fickle = minor_stress_impact_gain - arbitrary = minor_stress_impact_gain - } - ai_chance = { - base = 100 - ai_value_modifier = { - ai_zeal = 0.5 - ai_vengefulness = -0.25 - } - modifier = { #Weight up for stress. - add = 10 - has_trait = stubborn - } - modifier = { #Weight up for stress. - add = 10 - has_trait = zealous - } - modifier = { #Weight down for stress. - add = -10 - has_trait = fickle - } - modifier = { #Weight down for stress. - add = -10 - has_trait = arbitrary - } - } - } - - #I whole-heartedly embrace this opportunity! - option = { - name = east_europe.0116.b - - #The realm must join me! - set_character_faith_with_conversion = scope:hof.faith - if = { - limit = { - scope:hof.faith = { has_doctrine = doctrine_monotheist } - } - custom_description_no_bullet = { text = mandala_monotheist_warning_tt } - } - #A pious act, from the POV of your new faith. - add_piety = medium_piety_gain - #Set up scope:accuser loc. - save_scope_value_as = { - name = heretic_conversion - value = flag:wholehearted - } - #Aaaand notify scope:accuser. - scope:accuser = { trigger_event = east_europe.0115 } - - stress_impact = { - fickle = minor_stress_impact_loss - arbitrary = minor_stress_impact_loss - stubborn = medium_stress_impact_gain - zealous = medium_stress_impact_gain - } - ai_chance = { - base = 100 - ai_value_modifier = { - ai_honor = 0.25 - ai_vengefulness = 0.25 - } - modifier = { #Weight up for stress. - add = 10 - has_trait = fickle - } - modifier = { #Weight up for stress. - add = 10 - has_trait = arbitrary - } - modifier = { #Weight down for stress. - add = -20 - has_trait = stubborn - } - modifier = { #Weight down for stress. - add = -20 - has_trait = zealous - } - } - } -} - -# Accuser POV: Krstjani manipulate HoF. -east_europe.0117 = { - type = character_event - title = east_europe.0117.t - desc = { - desc = east_europe.0117.desc.intro - first_valid = { - triggered_desc = { - trigger = { exists = scope:excommunicated_just_now } - desc = east_europe.0117.desc.critical_success - } - triggered_desc = { - trigger = { scope:krstjani_response = flag:theological_debate } - desc = east_europe.0117.desc.theological_debate - } - triggered_desc = { - trigger = { scope:krstjani_response = flag:political_leverage } - desc = east_europe.0117.desc.political_leverage - } - triggered_desc = { - trigger = { scope:krstjani_response = flag:political_manoeuvrings } - desc = east_europe.0117.desc.political_manoeuvrings - } - } - desc = east_europe.0117.desc.outro - } - theme = faith - left_portrait = { - character = scope:heretic - animation = schadenfreude - } - right_portrait = { - character = scope:hof - animation = personality_forgiving - } - override_background = { reference = council_chamber } - - trigger = { generic_invalidation_criteria_trigger = no } - - on_trigger_fail = { - on_trigger_fail_full_notifications_effect = yes - } - - immediate = { - #Apply excommunication if necessary. - if = { - limit = { krstjani_manipulate_hof_valid_critical_success_target_trigger = yes } - add_excommunication_actual_effect = yes - save_scope_value_as = { - name = excommunicated_just_now - value = yes - } - } - #If possible, quietly make scope:hof a potential rival. Just for funsies. - hidden_effect = { - if = { - limit = { - can_set_relation_potential_rival_trigger = { CHARACTER = scope:hof } - } - set_relation_potential_rival = scope:hof - } - } - } - - #This is a travesty! - option = { - name = east_europe.0117.a - trigger = { - NOT = { exists = scope:excommunicated_just_now } - } - - #Announce failure. - custom_tooltip = east_europe.0111.tt.announce_failure - #Clear the variable from the list after a reasonable cooldown. - custom_tooltip = east_europe.0111.tt.regular_cooldown - trigger_event = { - id = east_europe.0122 - years = accuse_the_krstjani_of_heresy_failure_cooldown_value - } - - ai_chance = { - #The AI will always take this option if available. - base = 100 - } - } - - #Scope:HoF excommunicated *me*?! - option = { - name = east_europe.0117.b - trigger = { exists = scope:excommunicated_just_now } - - #Announce failure. - custom_tooltip = east_europe.0111.tt.announce_failure - #Clear the variable from the list after a LONG cooldown. - custom_tooltip = east_europe.0111.tt.critical_cooldown - trigger_event = { - id = east_europe.0122 - years = accuse_the_krstjani_of_heresy_critical_failure_cooldown_value - } - - ai_chance = { - #The AI will always take this option if available. - base = 100 - } - } - - #This is the start of a beautiful rivalry. - option = { - name = east_europe.0117.c - trigger = { - #Option for players to vent. - is_ai = no - can_set_relation_rival_trigger = { CHARACTER = scope:heretic } - } - - #Set the heretic as your rival. - set_relation_rival = { - target = scope:heretic - reason = rival_heresy - } - hidden_effect = { - scope:heretic = { - send_interface_toast = { - title = east_europe.0117.c.toast - left_icon = scope:accuser - show_as_tooltip = { set_relation_rival = scope:accuser } - } - } - } - #Announce failure. - custom_tooltip = east_europe.0111.tt.announce_failure - if = { - limit = { exists = scope:excommunicated_just_now } - #Clear the variable from the list after a LONG cooldown. - custom_tooltip = east_europe.0111.tt.critical_cooldown - } - else = { - #Clear the variable from the list after a reasonable cooldown. - custom_tooltip = east_europe.0111.tt.regular_cooldown - } - - stress_impact = { forgiving = minor_stress_impact_gain } - ai_chance = { - #The AI does not have access to this option. - base = 0 - } - } - - #I'll found my own church! With divorce and carnal exultations! - option = { - name = east_europe.0117.d - trigger = { exists = scope:excommunicated_just_now } - - #Players are allowed to choose a consolation prize, for the inconvenience. - add_character_modifier = { - modifier = feud_with_the_church_modifier - years = 20 - } - - #Set up some rivalries from your bluster. - if = { - limit = { - can_set_relation_rival_trigger = { CHARACTER = scope:heretic } - } - set_relation_rival = { - target = scope:heretic - reason = rival_heresy - } - } - if = { - limit = { - can_set_relation_rival_trigger = { CHARACTER = scope:hof } - } - set_relation_rival = { - target = scope:hof - reason = rival_heresy - } - } - - #Announce failure. - custom_tooltip = east_europe.0111.tt.announce_failure - #Clear the variable from the list after a LONG cooldown. - custom_tooltip = east_europe.0111.tt.critical_cooldown - trigger_event = { - id = east_europe.0122 - years = accuse_the_krstjani_of_heresy_critical_failure_cooldown_value - } - - - stress_impact = { zealous = major_stress_impact_loss } - ai_chance = { - #The AI doesn't use custom faith reformation, so it'll never take this option. - base = 0 - } - } -} - -# Heretic POV: Krstjani manipulate HoF. -east_europe.0118 = { - type = character_event - title = east_europe.0118.t - desc = { - desc = east_europe.0118.desc.intro - first_valid = { - triggered_desc = { - trigger = { - scope:accuser = { krstjani_manipulate_hof_valid_critical_success_target_trigger = yes } - } - desc = east_europe.0118.desc.critical_success - } - triggered_desc = { - trigger = { scope:krstjani_response = flag:theological_debate } - desc = east_europe.0118.desc.theological_debate - } - triggered_desc = { - trigger = { scope:krstjani_response = flag:political_leverage } - desc = east_europe.0118.desc.political_leverage - } - triggered_desc = { - trigger = { scope:krstjani_response = flag:political_manoeuvrings } - desc = east_europe.0118.desc.political_manoeuvrings - } - } - desc = east_europe.0118.desc.outro - } - theme = faith - left_portrait = { - character = scope:accuser - animation = disbelief - } - right_portrait = { - character = scope:hof - animation = personality_zealous - } - override_background = { reference = council_chamber } - - trigger = { generic_invalidation_criteria_trigger = no } - - on_trigger_fail = { - on_trigger_fail_full_notifications_effect = yes - } - - immediate = { - if = { - limit = { - scope:accuser = { krstjani_manipulate_hof_valid_critical_success_target_trigger = yes } - } - scope:accuser = { add_excommunication_tooltip_only_effect = yes } - #Clear the variable from the list after a reasonable cooldown. - custom_tooltip = east_europe.0111.tt.critical_cooldown - trigger_event = { - id = east_europe.0122 - years = accuse_the_krstjani_of_heresy_critical_failure_cooldown_value - } - } - else = { - #Reduced cooldown for ordinary successes. - custom_tooltip = east_europe.0111.tt.regular_cooldown - trigger_event = { - id = east_europe.0122 - years = accuse_the_krstjani_of_heresy_failure_cooldown_value - } - } - scope:accuser = { trigger_event = east_europe.0117 } - } - - #God smiles upon us! - option = { - name = east_europe.0118.a - - #Give them a little reward for doing well. - add_piety = medium_piety_value - - stress_impact = { - zealous = medium_stress_impact_loss - cynical = minor_stress_impact_gain - } - ai_chance = { - base = 100 - ai_value_modifier = { - ai_zeal = 0.5 - ai_boldness = 0.25 - } - modifier = { #Weight down for stress. - add = 20 - has_trait = zealous - } - modifier = { #Weight down for stress. - add = -10 - has_trait = cynical - } - } - } - - #I'm just glad this issue is surely settled. - option = { - name = east_europe.0118.b - - add_stress = massive_stress_loss - - stress_impact = { - cynical = medium_stress_impact_loss - zealous = minor_stress_impact_gain - } - ai_chance = { - base = 100 - ai_value_modifier = { - ai_energy = 0.25 - ai_zeal = -0.5 - } - modifier = { #Weight down for stress. - add = 20 - has_trait = cynical - } - modifier = { #Weight down for stress. - add = -10 - has_trait = zealous - } - } - } -} - -# Accuser POV: Krstjani formally declared heretics. -east_europe.0119 = { - type = character_event - title = east_europe.0119.t - desc = { - desc = east_europe.0119.desc.intro - first_valid = { - triggered_desc = { - trigger = { scope:krstjani_response = flag:theological_debate } - desc = east_europe.0119.desc.theological_debate - } - triggered_desc = { - trigger = { scope:krstjani_response = flag:political_manoeuvrings } - desc = east_europe.0119.desc.political_manoeuvrings - } - triggered_desc = { - trigger = { scope:krstjani_response = flag:unrepentant_heretics } - desc = east_europe.0119.desc.unrepentant_heretics - } - } - desc = east_europe.0119.desc.outro - } - theme = faith - left_portrait = { - character = scope:heretic - animation = shock - } - right_portrait = { - character = scope:hof - animation = personality_vengeful - } - override_background = { reference = council_chamber } - - trigger = { generic_invalidation_criteria_trigger = no } - - on_trigger_fail = { - on_trigger_fail_full_notifications_effect = yes - } - - immediate = { - show_as_tooltip = { - #The Krstjani are formally declared to be heretical. - faith:bosnian_church = { remove_doctrine = special_doctrine_ecumenical_christian } - } - } - - #Vindication! - option = { - name = east_europe.0119.a - - add_piety_experience = major_piety_value - - ai_chance = { - #The AI will always take this option. - base = 100 - } - } -} - -# Heretic POV: Krstjani formally declared heretics. -east_europe.0120 = { - type = letter_event - opening = east_europe.0120.t - desc = { - desc = east_europe.0120.desc.intro - first_valid = { - triggered_desc = { - trigger = { scope:krstjani_response = flag:theological_debate } - desc = east_europe.0120.desc.theological_debate - } - triggered_desc = { - trigger = { scope:krstjani_response = flag:political_manoeuvrings } - desc = east_europe.0120.desc.political_manoeuvrings - } - triggered_desc = { - trigger = { scope:krstjani_response = flag:unrepentant_heretics } - desc = east_europe.0120.desc.unrepentant_heretics - } - } - desc = east_europe.0120.desc.outro - } - sender = { - character = scope:hof - animation = personality_vengeful - } - - trigger = { generic_invalidation_criteria_trigger = no } - - on_trigger_fail = { - on_trigger_fail_full_notifications_effect = yes - } - - immediate = { - #The Krstjani are formally declared to be heretical. - faith:bosnian_church = { remove_doctrine = special_doctrine_ecumenical_christian } - #The accuser is told of their triumph! - scope:accuser = { trigger_event = east_europe.0119 } - #Relevant players (neighbouring realms and Krstjani ones) are informed. - every_player = { - limit = { - NOR = { - this = scope:heretic #Not the actual chief heretic. - this = scope:accuser #Nor the chief accuser. - } - OR = { - faith = faith:bosnian_church - any_neighboring_top_liege_realm = { holder = scope:heretic } - } - } - trigger_event = east_europe.0121 - } - } - - #This is terrible! - option = { - name = east_europe.0120.a - - custom_tooltip = east_europe.0120.a.tt - - ai_chance = { - #The AI will always pick this option. - base = 100 - } - } -} - -# Other POV: Krstjani stripped of ecumenism notification for neighbouring rulers. -east_europe.0121 = { - type = character_event - title = east_europe.0121.t - desc = { - desc = east_europe.0121.desc.intro - first_valid = { - triggered_desc = { - trigger = { scope:krstjani_response = flag:theological_debate } - desc = east_europe.0121.desc.theological_debate - } - triggered_desc = { - trigger = { scope:krstjani_response = flag:political_manoeuvrings } - desc = east_europe.0121.desc.political_manoeuvrings - } - triggered_desc = { - trigger = { scope:krstjani_response = flag:unrepentant_heretics } - desc = east_europe.0121.desc.unrepentant_heretics - } - } - desc = east_europe.0121.desc.outro - } - theme = faith - left_portrait = { - character = scope:heretic - animation = shock - } - right_portrait = { - character = scope:hof - animation = personality_vengeful - } - lower_right_portrait = scope:accuser - override_background = { reference = council_chamber } - - #Heretics? In our midst?! - option = { - name = east_europe.0121.a - trigger = { - #Can't be Krstjani yourself. - NOT = { faith = faith:bosnian_church } - OR = { - #Either a non-cynical member of the same church. - AND = { - faith = scope:hof.faith - NOT = { has_trait = cynical } - } - #Or a zealous member of another ecumenical church. - AND = { - faith = { - OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } - has_doctrine = special_doctrine_ecumenical_christian - } - has_trait = zealous - } - } - } - - show_as_tooltip = { - faith:bosnian_church = { remove_doctrine = special_doctrine_ecumenical_christian } - } - - ai_chance = { - #AI choice is irrelevant. - base = 100 - } - } - - #I genuinely don't care. - option = { - name = east_europe.0121.b - trigger = { - NOR = { - #Can't be Krstjani yourself. - faith = faith:bosnian_church - #Must not be a non-cynical member of the same church. - AND = { - faith = scope:hof.faith - NOT = { has_trait = cynical } - } - #Nor a zealous member of another ecumenical church. - AND = { - faith = { - OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } - has_doctrine = special_doctrine_ecumenical_christian - } - has_trait = zealous - } - } - } - - show_as_tooltip = { - faith:bosnian_church = { remove_doctrine = special_doctrine_ecumenical_christian } - } - - ai_chance = { - #AI choice is irrelevant. - base = 100 - } - } - - #We just wanted to be left alone! - option = { - name = east_europe.0121.c - trigger = { faith = faith:bosnian_church } - - show_as_tooltip = { - faith:bosnian_church = { remove_doctrine = special_doctrine_ecumenical_christian } - } - - ai_chance = { - #AI choice is irrelevant. - base = 100 - } - } -} - -# Maintenance: accusation failure maintenance timer. -east_europe.0122 = { - hidden = yes - - immediate = { - #Quietly reenable the decision to accuse of heresy. - remove_list_global_variable = { - name = unavailable_unique_decisions - target = flag:flag_krstjani_accused_of_heresy - } - } -} - -# Accuser POV: decision has invalidated for some reason. -east_europe.0123 = { - type = character_event - title = east_europe.0123.t - desc = { - desc = east_europe.0123.desc.intro - first_valid = { - triggered_desc = { - trigger = { scope:invalidation_type = flag:hof_died } - desc = east_europe.0123.desc.hof_died - } - triggered_desc = { - trigger = { scope:invalidation_type = flag:heretic_died } - desc = east_europe.0123.desc.heretic_died - } - triggered_desc = { - trigger = { scope:invalidation_type = flag:hof_no_longer_hof} - desc = east_europe.0123.desc.hof_no_longer_hof - } - triggered_desc = { - trigger = { scope:invalidation_type = flag:heretic_not_independent_ruler } - desc = east_europe.0123.desc.heretic_not_independent_ruler - } - triggered_desc = { - trigger = { scope:invalidation_type = flag:heretic_now_ecumenical_christian } - desc = east_europe.0123.desc.heretic_now_ecumenical_christian - } - triggered_desc = { - trigger = { scope:invalidation_type = flag:heretic_now_different_heresy } - desc = east_europe.0123.desc.heretic_now_different_heresy - } - triggered_desc = { - trigger = { scope:invalidation_type = flag:heretic_now_infidel } - desc = east_europe.0123.desc.heretic_now_infidel - } - triggered_desc = { - trigger = { scope:invalidation_type = flag:heretic_now_heathen } - desc = east_europe.0123.desc.heretic_now_heathen - } - triggered_desc = { - trigger = { scope:invalidation_type = flag:fallback } - desc = east_europe.0123.desc.fallback - } - } - desc = east_europe.0123.desc.outro - } - theme = faith - left_portrait = { - character = scope:dead_character - animation = sadness - } - right_portrait = { - character = scope:escaped_on_technicality - animation = dismissal - } - override_background = { reference = council_chamber } - - trigger = { - #Just some basic triggers, since this is mostly, but not entirely, just a notification. - is_alive = yes - is_adult = yes - #Tonally required to not have converted/been inherited by a Krstjan. - NOT = { faith = faith:bosnian_church } - } - - immediate = { - #Check to see why we've invalidated. - ##Scope:hof has died. - if = { - limit = { - scope:hof = { is_alive = no } - } - save_scope_value_as = { - name = invalidation_type - value = flag:hof_died - } - #Set-up portraits. - scope:hof = { save_scope_as = dead_character } - } - ##Scope:heretic has died. - else_if = { - limit = { - scope:heretic = { is_alive = no } - } - save_scope_value_as = { - name = invalidation_type - value = flag:heretic_died - } - #Set-up portraits. - scope:heretic = { save_scope_as = dead_character } - } - ##Scope:hof is no longer actually the hof. - else_if = { - limit = { - scope:hof = { - this != scope:hof.faith.religious_head - } - } - save_scope_value_as = { - name = invalidation_type - value = flag:hof_no_longer_hof - } - #Set-up portraits. - scope:heretic = { save_scope_as = escaped_on_technicality } - } - ##Scope:heretic is no longer independent. - else_if = { - limit = { - scope:heretic = { top_liege != this } - } - save_scope_value_as = { - name = invalidation_type - value = flag:heretic_not_independent_ruler - } - #Set-up portraits. - scope:heretic = { save_scope_as = escaped_on_technicality } - } - ##Scope:heretic has converted to a different ecumenical faith. - else_if = { - limit = { - scope:heretic = { - faith = { - NOT = { this = faith:bosnian_church } - has_doctrine = special_doctrine_ecumenical_christian - } - } - } - save_scope_value_as = { - name = invalidation_type - value = flag:heretic_now_ecumenical_christian - } - #Set-up portraits. - scope:heretic = { save_scope_as = escaped_on_technicality } - } - ##Scope:heretic has converted to another heresy. - else_if = { - limit = { - scope:heretic = { - faith = { - NAND = { - this = faith:bosnian_church - has_doctrine = special_doctrine_ecumenical_christian - } - } - } - } - save_scope_value_as = { - name = invalidation_type - value = flag:heretic_now_different_heresy - } - #Set-up portraits. - scope:heretic = { save_scope_as = escaped_on_technicality } - } - ##Scope:heretic has converted to another Abrahamic religion. - else_if = { - limit = { - scope:heretic = { - faith.religion = { - NOR = { this = religion:eastern_orthodox_religion - this = religion:catholic_religion - this = religion:protestant_religion } - is_in_family = rf_abrahamic - } - } - } - save_scope_value_as = { - name = invalidation_type - value = flag:heretic_now_infidel - } - #Set-up portraits. - scope:heretic = { save_scope_as = escaped_on_technicality } - } - ##Scope:heretic has converted to a non-Abrahamic religion. - else_if = { - limit = { - scope:heretic = { - faith.religion = { - NOT = { is_in_family = rf_abrahamic } - } - } - } - save_scope_value_as = { - name = invalidation_type - value = flag:heretic_now_heathen - } - #Set-up portraits. - scope:heretic = { save_scope_as = escaped_on_technicality } - } - ##Aaaaand a fallback, in case something goes weird. - else = { - save_scope_value_as = { - name = invalidation_type - value = flag:fallback - } - #Set-up portraits. - scope:heretic = { save_scope_as = escaped_on_technicality } - } - } - - #Accuser POV: it wasn't supposed to end this way! - option = { - name = east_europe.0123.a - - #Recoup some of the lost piety. - add_piety = medium_piety_gain - - #Announce failure. - custom_tooltip = east_europe.0111.tt.announce_failure - #Clear the variable from the list after a reasonable cooldown. - custom_tooltip = east_europe.0111.tt.cancellation_cooldown - - ai_chance = { - #The AI will always pick this option. - base = 100 - } - } -} - -# Heretic POV: decision has invalidated for some reason. -east_europe.0124 = { - type = character_event - title = east_europe.0124.t - desc = { - desc = east_europe.0124.desc.intro - first_valid = { - triggered_desc = { - trigger = { scope:invalidation_type = flag:hof_died } - desc = east_europe.0124.desc.hof_died - } - triggered_desc = { - trigger = { scope:invalidation_type = flag:heretic_died } - desc = east_europe.0124.desc.heretic_died - } - triggered_desc = { - trigger = { scope:invalidation_type = flag:hof_no_longer_hof} - desc = east_europe.0123.desc.hof_no_longer_hof - } - triggered_desc = { - trigger = { scope:invalidation_type = flag:heretic_not_independent_ruler } - desc = east_europe.0124.desc.heretic_not_independent_ruler - } - triggered_desc = { - trigger = { scope:invalidation_type = flag:heretic_now_ecumenical_christian } - desc = east_europe.0124.desc.heretic_now_ecumenical_christian - } - triggered_desc = { - trigger = { scope:invalidation_type = flag:heretic_now_different_heresy } - desc = east_europe.0124.desc.heretic_now_different_heresy - } - triggered_desc = { - trigger = { scope:invalidation_type = flag:heretic_now_infidel } - desc = east_europe.0124.desc.heretic_now_infidel - } - triggered_desc = { - trigger = { scope:invalidation_type = flag:heretic_now_heathen } - desc = east_europe.0124.desc.heretic_now_heathen - } - triggered_desc = { - trigger = { scope:invalidation_type = flag:fallback } - desc = east_europe.0124.desc.fallback - } - } - desc = east_europe.0124.desc.outro - } - theme = faith - left_portrait = { - character = scope:dead_character - animation = sadness - } - right_portrait = { - character = scope:escaped_on_technicality - animation = dismissal - } - override_background = { reference = council_chamber } - - trigger = { - #Just some basic triggers, since this is mostly, but not entirely, just a notification. - is_alive = yes - is_adult = yes - } - - immediate = { - #Check to see why we've invalidated. - ##Scope:hof has died. - if = { - limit = { - scope:hof = { is_alive = no } - } - save_scope_value_as = { - name = invalidation_type - value = flag:hof_died - } - #Set-up portraits. - scope:hof = { save_scope_as = dead_character } - } - ##Scope:heretic has died. - else_if = { - limit = { - scope:heretic = { is_alive = no } - } - save_scope_value_as = { - name = invalidation_type - value = flag:heretic_died - } - #Set-up portraits. - scope:heretic = { save_scope_as = dead_character } - } - ##Scope:hof is no longer actually the hof. - else_if = { - limit = { - scope:hof = { - this != scope:hof.faith.religious_head - } - } - save_scope_value_as = { - name = invalidation_type - value = flag:hof_no_longer_hof - } - #Set-up portraits. - scope:heretic = { save_scope_as = escaped_on_technicality } - } - ##Scope:heretic is no longer independent. - else_if = { - limit = { - scope:heretic = { top_liege != this } - } - save_scope_value_as = { - name = invalidation_type - value = flag:heretic_not_independent_ruler - } - #Set-up portraits. - scope:heretic = { save_scope_as = escaped_on_technicality } - } - ##Scope:heretic has converted to a different ecumenical faith. - else_if = { - limit = { - scope:heretic = { - faith = { - NOT = { this = faith:bosnian_church } - has_doctrine = special_doctrine_ecumenical_christian - } - } - } - save_scope_value_as = { - name = invalidation_type - value = flag:heretic_now_ecumenical_christian - } - #Set-up portraits. - scope:heretic = { save_scope_as = escaped_on_technicality } - } - ##Scope:heretic has converted to another heresy. - else_if = { - limit = { - scope:heretic = { - faith = { - NAND = { - this = faith:bosnian_church - has_doctrine = special_doctrine_ecumenical_christian - } - } - } - } - save_scope_value_as = { - name = invalidation_type - value = flag:heretic_now_different_heresy - } - #Set-up portraits. - scope:heretic = { save_scope_as = escaped_on_technicality } - } - ##Scope:heretic has converted to another Abrahamic religion. - else_if = { - limit = { - scope:heretic = { - faith.religion = { - NOR = { this = religion:eastern_orthodox_religion - this = religion:catholic_religion - this = religion:protestant_religion } - is_in_family = rf_abrahamic - } - } - } - save_scope_value_as = { - name = invalidation_type - value = flag:heretic_now_infidel - } - #Set-up portraits. - scope:heretic = { save_scope_as = escaped_on_technicality } - } - ##Scope:heretic has converted to a non-Abrahamic religion. - else_if = { - limit = { - scope:heretic = { - faith.religion = { - NOT = { is_in_family = rf_abrahamic } - } - } - } - save_scope_value_as = { - name = invalidation_type - value = flag:heretic_now_heathen - } - #Set-up portraits. - scope:heretic = { save_scope_as = escaped_on_technicality } - } - ##Aaaaand a fallback, in case something goes weird. - else = { - save_scope_value_as = { - name = invalidation_type - value = flag:fallback - } - #Set-up portraits. - scope:heretic = { save_scope_as = escaped_on_technicality } - } - } - - #Heretic POV: well, that's settled, at least. - option = { - name = east_europe.0124.a - - add_stress = medium_stress_loss - - #No need to announce failure to scope:heretic, as this is a success from their POV. - #Clear the variable from the list after a reasonable cooldown. - custom_tooltip = east_europe.0111.tt.cancellation_cooldown - - ai_chance = { - #The AI will always pick this option. - base = 100 - } - } -} - -# Maintenance: HoF decides who they dislike most. -east_europe.0125 = { - hidden = yes - - immediate = { - #What is the HoF's reply? - random_list = { - #Default to yes. - 100 = { - trigger_event = { - id = east_europe.0113 - days = { 7 14 } - } - - #Always do it if you have a strong hook on the HoF (though you're not *technically* using it). - modifier = { - add = 1000 - has_strong_hook = scope:hof - } - #Weight up nicely if you have a regular hook (though you're still not *technically* using it). - modifier = { - add = 25 - has_hook = scope:hof - } - #A friendly HoF wants to agree with you. - modifier = { - add = 30 - any_relation = { - type = friend - this = scope:hof - } - } - #A lover HoF wants to agree with you. - modifier = { - add = 50 - any_relation = { - type = lover - this = scope:hof - } - } - #An extremely-friendly HoF wants to agree with you. - modifier = { - add = 20 - reverse_opinion = { - target = scope:hof - value >= high_positive_opinion - } - } - #Potentially-negative values from this point on need to be added to the refusal branch. - ##An extremely-unfriendly HoF wants to disagree with you. - modifier = { - add = -20 - reverse_opinion = { - target = scope:hof - value <= high_negative_opinion - } - } - ##Weight down a bit for sin (no weight up for virtue, since this is already overwhelmingly likely: we're really just checking to see if your HoF is going to call you out for hypocrisy). - modifier = { - add = -10 - num_sinful_traits = 1 - } - modifier = { - add = -20 - num_sinful_traits = 2 - } - modifier = { - add = -30 - num_sinful_traits = 3 - } - modifier = { - add = -40 - num_sinful_traits = 4 - } - modifier = { - add = -50 - num_sinful_traits >= 5 - } - ##A rivalling HoF wants to disagree with you. - modifier = { - add = -50 - any_relation = { - type = rival - this = scope:hof - } - } - ##A HoF that shares scope:heretic's culture is less likely to want to pick on a fellow countryman. - modifier = { - add = -20 - scope:hof.culture = scope:heretic.culture - } - } - #Disable no by default: this option is weighted upwards according to how visibly unchristian scope:accuser is. - 0 = { - trigger_event = { - id = east_europe.0112 - days = 5 - } - - #And now, we invert the values from the acceptance branch: - ##An extremely-unfriendly HoF wants to disagree with you. - modifier = { - add = 20 - reverse_opinion = { - target = scope:hof - value <= high_negative_opinion - } - } - ##Weight down a bit for sin (no weight up for virtue, since this is already overwhelmingly likely: we're really just checking to see if your HoF is going to call you out for hypocrisy). - modifier = { - add = 10 - num_sinful_traits = 1 - } - modifier = { - add = 20 - num_sinful_traits = 2 - } - modifier = { - add = 30 - num_sinful_traits = 3 - } - modifier = { - add = 40 - num_sinful_traits = 4 - } - modifier = { - add = 50 - num_sinful_traits >= 5 - } - ##A rivalling HoF wants to disagree with you. - modifier = { - add = 50 - any_relation = { - type = rival - this = scope:hof - } - } - ##A HoF that shares scope:heretic's culture is less likely to want to pick on a fellow countryman. - modifier = { - add = 20 - scope:hof.culture = scope:heretic.culture - } - } - } - } -} - -################################################## -# Last Gasp of the Great Migrations -# by Ewan Cowhig Croft -# 0131-0150 -################################################## - -# Invader POV: decided to mobilise the Mogyer people. -east_europe.0141 = { - type = character_event - title = east_europe.0141.t - desc = east_europe.0141.desc - theme = culture_change - left_portrait = { - character = scope:invader - animation = personality_bold - } - override_background = { reference = wilderness_steppe } - - immediate = { - save_scope_as = mogyer_invader - every_player = { - limit = { - this != scope:mogyer_invader - } - if = { - limit = { - any_vassal_or_below = { this = scope:mogyer_invader } - } - trigger_event = east_europe.0142 - } - if = { - limit = { - any_sub_realm_county = { - title_province = { geographical_region = custom_hungary } - } - #Exempt the liege from getting this message: should be edge case, but the declaration of war should be enough to let them know that they're gonna have a bad time. - NOT = { - any_vassal_or_below = { this = scope:mogyer_invader } - } - } - trigger_event = east_europe.0143 - } - } - } - - #We ride west! - option = { - name = east_europe.0141.a - - custom_tooltip = east_europe.0141.a.tt - - ai_chance = { - #The AI will always pick this. - base = 100 - } - } -} - -# Liege POV: decided to mobilise the Mogyer people. -east_europe.0142 = { - type = character_event - title = east_europe.0142.t - desc = east_europe.0142.desc - theme = culture_change - left_portrait = { - character = scope:invader - animation = personality_greedy - } - override_background = { reference = wilderness_steppe } - - - #A foolhardy errand. - option = { - name = east_europe.0142.a - - custom_tooltip = east_europe.0142.a.tt - - ai_chance = { - #The AI will always pick this. - base = 100 - } - } -} - -# Pannonian POV: decided to mobilise the Mogyer people. -east_europe.0143 = { - type = character_event - title = east_europe.0143.t - desc = { - first_valid = { - triggered_desc = { - trigger = { - capital_province = { geographical_region = custom_hungary } - } - desc = east_europe.0143.desc.pannonian_capital - } - triggered_desc = { - trigger = { - any_held_title = { - title_tier = county - title_province = { geographical_region = custom_hungary } - } - } - desc = east_europe.0143.desc.pannonian_territory - } - desc = east_europe.0143.desc.fallback - } - desc = east_europe.0143.desc.outro - } - theme = culture_change - left_portrait = { - character = scope:invader - animation = personality_greedy - } - override_background = { reference = wilderness_steppe } - - #They'll never cross the Carpathians! - option = { - name = east_europe.0143.a - - custom_tooltip = east_europe.0143.a.tt - - ai_chance = { - #The AI will always pick this. - base = 100 - } - } -} - - - -################################################## -# Founding the Kingdom of Livonia -# by James Beaumont -################################################## - -# You founded the kingdom! -east_europe.0200 = { - type = character_event - title = east_europe.0200.t - desc = { - first_valid = { - triggered_desc = { - trigger = { - root.faith = { - NOT = { religion_tag = baltic_religion } - NOT = { has_doctrine_parameter = unreformed } - } - } - desc = east_europe.0200.desc.christian - } - desc = east_europe.0200.desc.nonchristian - } - desc = east_europe.0200.desc.outro - } - theme = crown - left_portrait = { - character = scope:founder - animation = personality_honorable - } - override_background = { reference = wilderness_forest } - - immediate = { - play_music_cue = "mx_cue_positive_effect" - found_kingdom_of_livonia_decision_scripted_effect = yes - legend_seed_new_title_effect = yes - } - - #My name will be known for all time! - option = { - name = east_europe.0200.a - - #Your legacy will be remembered. - add_prestige = major_prestige_gain - if = { - limit = { - OR = { - #Considers themselves to be a "Balt" - root.culture = { has_cultural_pillar = heritage_baltic } - root.faith = { - religion_tag = baltic_religion - } - } - } - if = { - limit = { - is_female = yes - } - give_nickname = nick_mother_of_the_baltic - } - else = { - give_nickname = nick_father_of_the_baltic - } - } - else = { - give_nickname = nick_scourge_of_the_baltic - } - stress_impact = { arrogant = minor_stress_impact_loss } - ai_chance = { - base = 100 - ai_value_modifier = { - ai_honor = 0.5 - ai_boldness = 0.5 - } - } - } - - #This was done for the faith! - option = { - name = east_europe.0200.b - - #Your piety will be remembered. - add_piety = major_piety_gain - - stress_impact = { zealous = minor_stress_impact_loss } - ai_chance = { - base = 100 - ai_value_modifier = { - ai_zeal = 0.5 - ai_boldness = 0.25 - } - } - } -} - -# Someone else founded the kingdom! -east_europe.0201 = { - type = character_event - title = east_europe.0201.t - desc = east_europe.0201.desc - theme = crown - left_portrait = { - character = scope:founder - animation = personality_honorable - } - override_background = { reference = wilderness_mountains } - - immediate = { - play_music_cue = "mx_cue_positive_effect" - found_kingdom_of_livonia_decision_scripted_effect = yes - } - - #Kings and Emperors consider them an upstart. - option = { - name = east_europe.0201.a - trigger = { highest_held_title_tier >= tier_kingdom } - - #AI option is inconsequential. - ai_chance = { base = 100 } - } - - #Same-faith rulers are probably quite happy. - option = { - name = east_europe.0201.b - trigger = { faith = scope:founder.faith } - - #AI option is inconsequential. - ai_chance = { base = 100 } - } - - #Everyone else is a bit wary. - option = { - name = east_europe.0201.c - trigger = { - NOR = { - highest_held_title_tier >= tier_kingdom - faith = scope:founder.faith - } - } - - #AI option is inconsequential. - ai_chance = { base = 100 } - } -} - +#namespace = east_europe +# +##decision_unite_the_western_slavs, by Mathilda Bjarnehed +## 0001 - I united the western slavs +## 0002 - Someone else united the western slavs +# +##decision_unite_the_southern_slavs, by Mathilda Bjarnehed +## 0005 - I united the southern slavs +## 0006- Someone united the southern slavs +# +##decision_unite_the_slavs, by Mathilda Bjarnehed +## 0010 - I united the southern slavs +## 0011 - Someone united the southern slavs +# +##decision_defenders_of_highgod, by Mathilda Bjarnehed +## 0015 - I am the Defender of Defensive Pagan Highgod (pick holy site) +## 0016 - I am the Defender of Defensive Pagan Highgod (actual event) +## 0017 - someone is the Defender of Defensive Pagan Highgod +# +##decision_promote_hungarian_settlement, by Flavio Verna +## 0030 +## 0031 +# +## decision_revive_magyar_paganism, by Flavio Verna +## 0032 +## 0033 +## 0034 +# +# +##I united the western slavs +#east_europe.0001 = { #by Mathilda Bjarnehed +# type = character_event +# window = big_event_window +# title = east_europe.0001.t +# desc = east_europe.0001.desc +# theme = crown +# override_effect_2d = { reference = legend_glow } +# override_background = ep2_travel_farms +# left_portrait = { +# character = scope:western_slav_uniter +# animation = sword_coup_degrace +# camera = camera_event_center_very_large +# } +# +# immediate = { +# play_music_cue = "mx_cue_epic_sacral_moment" +# unite_the_western_slavs_decision_effects = yes +# legend_seed_great_deed_title_effect = { +# TITLE = root.primary_title +# } +# } +# +# option = { +# name = east_europe.0001.a +# +# give_nickname = nick_the_wend +# } +#} +# +##Someone united the western slavs +#east_europe.0002 = { #by Mathilda Bjarnehed +# type = character_event +# title = east_europe.0001.t +# desc = east_europe.0002.desc +# theme = realm +# left_portrait = { +# character = scope:western_slav_uniter +# animation = personality_honorable +# } +# +# option = { +# name = name_i_see +# } +#} +# +##I united the southern slavs +#east_europe.0005 = { #by Mathilda Bjarnehed +# type = character_event +# title = east_europe.0005.t +# desc = east_europe.0005.desc +# theme = realm +# left_portrait = { +# character = scope:southern_slav_uniter +# animation = personality_honorable +# } +# +# immediate = { +# play_music_cue = "mx_cue_epic_sacral_moment" +# unite_the_southern_slavs_decision_effects = yes +# legend_seed_great_deed_title_effect = { +# TITLE = root.primary_title +# } +# } +# +# option = { +# name = east_europe.0001.a +# +# give_nickname = nick_the_crowned +# } +#} +# +##Someone united the southern slavs +#east_europe.0006 = { #by Mathilda Bjarnehed +# type = character_event +# title = east_europe.0005.t +# desc = east_europe.0006.desc +# theme = realm +# left_portrait = { +# character = scope:southern_slav_uniter +# animation = personality_honorable +# } +# +# option = { +# name = name_i_see +# } +#} +# +##I united all the slavs +#east_europe.0010 = { #by Mathilda Bjarnehed +# type = character_event +# title = east_europe.0010.t +# desc = east_europe.0010.desc +# theme = crown +# window = big_event_window +# override_effect_2d = { reference = legend_glow } +# override_background = courtyard +# left_portrait = { +# character = scope:slav_uniter +# animation = jockey_wave +# camera = camera_event_horse_right +# } +# +# immediate = { +# unite_the_slavs_decision_effects = yes +# play_music_cue = "mx_cue_epic_sacral_moment" +# } +# +# option = { +# name = east_europe.0010.a +# +# if = { +# limit = { is_female = yes } +# give_nickname = nick_the_polyanitsa +# } +# else = { +# give_nickname = nick_the_bogatyr +# } +# } +#} +# +# +##someone united all the slavs +#east_europe.0011 = { #by Mathilda Bjarnehed +# type = character_event +# title = east_europe.0010.t +# desc = east_europe.0011.desc +# theme = realm +# left_portrait = { +# character = scope:slav_uniter +# animation = personality_honorable +# } +# +# option = { +# name = name_i_see +# } +#} +# +##I am the Defender of Defensive Pagan Highgod (pick holy site) +#east_europe.0015 = { #by Mathilda Bjarnehed +# type = character_event +# title = east_europe.0015.t +# desc = east_europe.0015.desc +# theme = faith +# left_portrait = { +# character = root +# animation = personality_zealous +# } +# +# immediate = { +# #Music cue in follow-up event. +# faith = { +# every_holy_site = { +# limit = { +# county.holder = root +# title_province = { has_special_building = no } +# # barony = { } +# } +# add_to_list = holy_sites +# } +# } +# +# save_target_list_as_separate_scopes_effect = { TARGET_LIST = holy_sites } +# } +# +# option = { +# name = east_europe.0015.a +# custom_tooltip = east_europe.0015.tooltip +# scope:target_list_member_a = { +# save_scope_as = holy_site +# } +# } +# +# option = { +# name = east_europe.0015.b +# custom_tooltip = east_europe.0015.tooltip +# scope:target_list_member_b = { +# save_scope_as = holy_site +# } +# } +# +# option = { +# trigger = { exists = scope:target_list_member_c } +# name = east_europe.0015.c +# custom_tooltip = east_europe.0015.tooltip +# scope:target_list_member_c = { +# save_scope_as = holy_site +# } +# } +# +# option = { +# trigger = { exists = scope:target_list_member_d } +# name = east_europe.0015.d +# custom_tooltip = east_europe.0015.tooltip +# scope:target_list_member_d = { +# save_scope_as = holy_site +# } +# } +# +# after = { +# trigger_event = east_europe.0016 +# } +#} +# +##I am the Defender of Defensive Pagan Highgod (actual event) +#east_europe.0016 = { #by Mathilda Bjarnehed +# type = character_event +# title = east_europe.0015.t +# desc = east_europe.0016.desc +# theme = faith +# left_portrait = { +# character = scope:defender_of_highgod +# animation = personality_zealous +# } +# +# immediate = { +# play_music_cue = "mx_cue_sacredrite" +# defenders_of_highgod_decision_effects = yes +# } +# +# option = { +# name = east_europe.0016.a +# +# give_nickname = nick_the_defender_of_highgod +# } +# +# after = { +# every_player = { +# limit = { +# this != scope:defender_of_highgod +# is_within_diplo_range = { CHARACTER = root } +# } +# trigger_event = east_europe.0017 +# } +# } +#} +# +# +##someone is the Defender of Defensive Pagan Highgod +#east_europe.0017 = { #by Mathilda Bjarnehed +# type = character_event +# title = east_europe.0015.t +# desc = east_europe.0017.desc +# theme = faith +# left_portrait = { +# character = scope:defender_of_highgod +# animation = personality_zealous +# } +# +# immediate = { +# #If the character shares the hero's faith, _then_ cue the music. +# if = { +# limit = { faith = scope:defender_of_highgod.faith } +# play_music_cue = "mx_cue_sacredrite" +# } +# } +# +# option = { +# name = { +# trigger = { faith = scope:defender_of_highgod.faith } +# text = east_europe.0016.a +# } +# name = { +# trigger = { faith != scope:defender_of_highgod.faith } +# text = name_i_see +# } +# } +#} +# +# +##Hungarian Resettlement decision +# +#east_europe.0030 = { # by Flavio Verna +# type = character_event +# title = east_europe.0030.t +# desc = east_europe.0030.desc +# theme = faith +# left_portrait = { +# character = scope:scoped_ruler +# animation = personality_rational +# } +# +# immediate = { +# play_music_cue = "mx_cue_faith_conversion" +# save_scope_as = scoped_ruler +# promote_hungarian_settlement_decision_scripted_effect = yes +# } +# +# option = { +# name = east_europe.0030.a +# every_player = { +# limit = { +# this != root +# capital_province = { +# geographical_region = world_europe_east +# } +# } +# trigger_event = east_europe.0031 +# } +# } +#} +# +#east_europe.0031 = { # by Flavio Verna +# type = character_event +# title = east_europe.0031.t +# desc = { +# first_valid = { +# # Hungarian Vassal reaction. +# triggered_desc = { +# trigger = { +# culture = { has_cultural_pillar = heritage_magyar } +# target_is_liege_or_above = scope:scoped_ruler +# } +# desc = east_europe.0031.desc.vassals +# } +# desc = east_europe.0031.desc.others +# } +# } +# theme = faith +# left_portrait = { +# character = scope:scoped_ruler +# animation = personality_rational +# } +# +# option = { +# name = { +# trigger = { +# culture = { has_cultural_pillar = heritage_magyar } +# target_is_liege_or_above = scope:scoped_ruler +# } +# text = east_europe.0031.a +# } +# name = { +# trigger = { +# NAND = { +# culture = { has_cultural_pillar = heritage_magyar } +# target_is_liege_or_above = scope:scoped_ruler +# } +# } +# text = east_europe.0031.b +# } +# } +#} +# +################################################### +## Reviving Magyarism +## by Flavio Verna & Ewan Cowhig Croft +## 0032-0034 +################################################### +# +#scripted_effect revive_magyar_paganism_notify_players_effect = { +# every_player = { +# limit = { +# this != root +# capital_province = { +# geographical_region = world_europe_east +# } +# } +# trigger_event = east_europe.0034 +# } +#} +# +#east_europe.0032 = { +# type = character_event +# title = east_europe.0032.t +# desc = east_europe.0032.desc +# theme = faith +# left_portrait = { +# character = scope:scoped_ruler +# animation = personality_zealous +# } +# override_background = { reference = throne_room } +# +# immediate = { +# play_music_cue = "mx_cue_faith_conversion" +# save_scope_as = scoped_ruler +# faith = { save_scope_as = old_faith } +# revive_magyar_paganism_decision_scripted_effect = yes +# legend_seed_great_deed_faith_effect = { +# ANTAGONIST = scope:old_faith.religious_head +# OLD_FAITH = scope:old_faith +# } +# } +# +# #The Old Ways need no adjustment. +# option = { +# name = east_europe.0032.a +# #Get a nice reward for your adherence to the true faith. +# add_piety_level = 1 +# #Sort notification copy for players. +# save_scope_value_as = { +# name = hungarian_return +# value = flag:vanilla +# } +# revive_magyar_paganism_notify_players_effect = yes +# } +# #Syncretism: perhaps we don't leave behind *all* the new teachings... +# option = { +# name = east_europe.0032.b +# #Requires you to have been in a religion that actually has a syncretic tenet available. +# trigger = { +# scope:old_faith.religion = { +# OR = { +# this = religion:eastern_orthodox_religion +# this = religion:catholic_religion +# this = religion:protestant_religion +# this = religion:islam_religion +# this = religion:judaism_religion +# is_in_family = rf_eastern +# } +# } +# } +# #Reasonable carrot for your efforts. +# add_piety_experience = major_piety_value +# #Christian/Islamic/Jewish/Eastern syncretism replaces astrology. +# if = { +# limit = { OR = { scope:old_faith.religion = religion:eastern_orthodox_religion scope:old_faith.religion = religion:catholic_religion scope:old_faith.religion = religion:protestant_religion } } +# faith:magyar_pagan = { +# remove_doctrine = tenet_astrology +# add_doctrine = tenet_christian_syncretism +# } +# } +# else_if = { +# limit = { scope:old_faith.religion = religion:islam_religion } +# faith:magyar_pagan = { +# remove_doctrine = tenet_astrology +# add_doctrine = tenet_islamic_syncretism +# } +# } +# else_if = { +# limit = { scope:old_faith.religion = religion:judaism_religion } +# faith:magyar_pagan = { +# remove_doctrine = tenet_astrology +# add_doctrine = tenet_jewish_syncretism +# } +# } +# else = { +# faith:magyar_pagan = { +# remove_doctrine = tenet_astrology +# add_doctrine = tenet_eastern_syncretism +# } +# } +# #Sort notification copy for players. +# save_scope_value_as = { +# name = hungarian_return +# value = flag:syncretic +# } +# revive_magyar_paganism_notify_players_effect = yes +# } +# #Human Sacrifice: we must assert our differences with blood and skulls! +# option = { +# name = east_europe.0032.c +# #Reasonable carrot for your efforts. +# add_piety_experience = major_piety_value +# #Human sacrifice replaces ancestor worship- +# faith:magyar_pagan = { +# remove_doctrine = tenet_ancestor_worship +# add_doctrine = tenet_human_sacrifice +# } +# #Sort notification copy for players. +# save_scope_value_as = { +# name = hungarian_return +# value = flag:bloodthirsty +# } +# revive_magyar_paganism_notify_players_effect = yes +# } +# #Adaptive: we should always remain protean. +# option = { +# name = east_europe.0032.d +# #Reasonable carrot for your efforts. +# add_piety_experience = major_piety_value +# #Adaptive replaces auspicious birthright. +# faith:magyar_pagan = { +# remove_doctrine = tenet_mystical_birthright +# add_doctrine = tenet_adaptive +# } +# #Sort notification copy for players. +# save_scope_value_as = { +# name = hungarian_return +# value = flag:adaptive +# } +# revive_magyar_paganism_notify_players_effect = yes +# } +#} +# +#east_europe.0034 = { +# type = character_event +# title = east_europe.0034.t +# desc = { +# first_valid = { +# triggered_desc = { +# trigger = { top_liege = root } +# desc = east_europe.0034.desc.vassals +# } +# desc = east_europe.0034.desc.outsiders +# } +# desc = east_europe.0034.desc.intro +# triggered_desc = { +# trigger = { scope:hungarian_return = flag:vanilla } +# desc = east_europe.0034.desc.conversion_vanilla +# } +# triggered_desc = { +# trigger = { scope:hungarian_return = flag:syncretic } +# desc = east_europe.0034.desc.conversion_syncretic +# } +# triggered_desc = { +# trigger = { scope:hungarian_return = flag:bloodthirsty } +# desc = east_europe.0034.desc.conversion_bloodthirsty +# } +# triggered_desc = { +# trigger = { scope:hungarian_return = flag:adaptive } +# desc = east_europe.0034.desc_conversion_adaptive +# } +# } +# theme = faith +# left_portrait = scope:scoped_ruler +# override_background = { reference = wilderness_forest_pine } +# +# #Magyar_pagans are happy about this unexpected turn of events! +# option = { +# name = east_europe.0034.a +# trigger = { religion = religion:hungaric_religion } +# add_stress = minor_stress_loss +# } +# +# #Vassals who do not follow the faith may decide to convert after all. +# option = { +# name = east_europe.0034.b +# trigger = { +# top_liege = root +# NOT = { religion = religion:hungaric_religion } +# } +# set_character_faith_with_conversion = faith:magyar_pagan +# if = { +# limit = { +# faith:magyar_pagan = { has_doctrine = doctrine_monotheist } +# } +# custom_description_no_bullet = { text = mandala_monotheist_warning_tt } +# } +# } +# +# #Those who aren't pagans are probably horrified. +# option = { +# name = east_europe.0034.c +# trigger = { +# NOT = { +# religion = { is_in_family = rf_pagan } +# } +# } +# } +# +# #And, as a fallback, some people just won't care. +# option = { name = east_europe.0034.d } +#} +# +################################################### +## Founding the Kingdom of Bosnia +## by Ewan Cowhig Croft +## 0101-0102 +################################################### +# +## You founded the kingdom! +#east_europe.0101 = { +# type = character_event +# title = east_europe.0101.t +# desc = east_europe.0101.desc +# theme = crown +# left_portrait = { +# character = scope:founder +# animation = personality_honorable +# } +# override_background = { reference = wilderness_mountains } +# +# immediate = { +# play_music_cue = "mx_cue_positive_effect" +# found_kingdom_of_bosnia_decision_scripted_effect = yes +# legend_seed_new_title_effect = yes +# } +# +# #I was motivated by nobility! +# option = { +# name = east_europe.0101.a +# +# #Your legacy will be remembered. +# add_prestige_experience = major_prestige_gain +# +# stress_impact = { arrogant = minor_stress_impact_loss } +# ai_chance = { +# base = 100 +# ai_value_modifier = { +# ai_honor = 0.5 +# ai_boldness = 0.5 +# } +# } +# } +# +# #I was motivated by faith! +# option = { +# name = east_europe.0101.b +# +# #Your piety will be remembered. +# add_piety_experience = major_piety_gain +# +# stress_impact = { zealous = minor_stress_impact_loss } +# ai_chance = { +# base = 100 +# ai_value_modifier = { +# ai_zeal = 0.5 +# ai_boldness = 0.25 +# } +# } +# } +# +# #I was motivated by a cynical lust for power! +# option = { +# name = east_europe.0101.c +# +# #Your wry smile walking away from your coronation will be remembered. +# add_stress = major_stress_loss +# +# stress_impact = { cynical = minor_stress_impact_loss } +# ai_chance = { +# base = 100 +# ai_value_modifier = { +# ai_greed = 0.5 +# ai_rationality = 0.25 +# ai_honor = -0.25 +# } +# } +# } +#} +# +## Someone else founded the kingdom! +#east_europe.0102 = { +# type = character_event +# title = east_europe.0102.t +# desc = east_europe.0102.desc +# theme = crown +# left_portrait = { +# character = scope:founder +# animation = personality_honorable +# } +# override_background = { reference = wilderness_mountains } +# +# immediate = { +# play_music_cue = "mx_cue_positive_effect" +# found_kingdom_of_bosnia_decision_scripted_effect = yes +# } +# +# #Kings and Emperors consider them an upstart. +# option = { +# name = east_europe.0102.a +# trigger = { highest_held_title_tier >= tier_kingdom } +# +# #AI option is inconsequential. +# ai_chance = { base = 100 } +# } +# +# #Same-culture rulers are probably quite happy. +# ##Deliberately same-culture rather than Bosnian, since it's mechanically possible to found the kingdom as a Croatian or Serbian just looking to get a ruler-title. +# option = { +# name = east_europe.0102.b +# trigger = { culture = scope:founder.culture } +# +# #AI option is inconsequential. +# ai_chance = { base = 100 } +# } +# +# #Everyone else is a bit wary. +# option = { +# name = east_europe.0102.c +# trigger = { +# NOR = { +# highest_held_title_tier >= tier_kingdom +# culture = scope:founder.culture +# } +# } +# +# #AI option is inconsequential. +# ai_chance = { base = 100 } +# } +#} +# +################################################### +## I Think I Smell HERESY +## by Ewan Cowhig Croft +## 0111-0130 +################################################### +# +###Local Scripted Triggers +# +#scripted_trigger krstjani_manipulate_hof_valid_critical_success_target_trigger = { +# exists = scope:critical_success +# #The accuser must still be around/eligible to actually *be* excommunicated. +# scope:accuser = { +# is_alive = yes +# NOT = { has_trait = excommunicated } +# } +#} +# +#scripted_trigger generic_invalidation_criteria_trigger = { +# OR = { +# scope:hof = { +# OR = { +# #Scope:hof has died. +# is_alive = no +# #Scope:hof has been deposed. +# this != scope:hof.faith.religious_head +# } +# } +# scope:heretic = { +# OR = { +# #Scope:heretic has died. +# is_alive = no +# #Scope:heretic is no longer an independent ruler (including being deposed). +# top_liege != this +# #Scope:heretic has become a different flavour of ecumenical Christian. +# faith = { +# NOT = { this = faith:bosnian_church } +# has_doctrine = special_doctrine_ecumenical_christian +# } +# #Scope:heretic has become a different heretic. +# faith = { +# NAND = { +# this = faith:bosnian_church +# has_doctrine = special_doctrine_ecumenical_christian +# } +# } +# #Scope:heretic has converted to a different Abrahamic religion. +# faith.religion = { +# NOR = { +# this = religion:eastern_orthodox_religion +# this = religion:catholic_religion +# this = religion:protestant_religion +# } +# is_in_family = rf_abrahamic +# } +# #Scope:heretic has converted to a totally different religious family. +# faith.religion = { +# NOT = { is_in_family = rf_abrahamic } +# } +# } +# } +# } +#} +# +###Local Scripted Effects +# +#scripted_effect on_trigger_fail_no_heretic_notification_effect = { +# #First, we trigger notification events. These have limited mechanical effects, so we're not too worried if they get lost in the system. +# #All actual core mechanical functionality is carried out in east_europe.0122, which is a hidden maintenance event, and goes off regardless of whether or not there are players there to witness it. +# +# scope:accuser = { +# #Inform scope:accuser. +# if = { +# limit = { +# is_alive = yes +# is_landed = yes +# } +# #Trigger the notification event. +# trigger_event = east_europe.0123 +# } +# #... Or their probable heir. +# else_if = { +# limit = { +# AND = { #Just here to prevent errors in the event that their primary title has been destroyed. +# exists = primary_title.holder +# primary_title.holder = { dynasty = scope:accuser.dynasty } +# } +# } +# primary_title.holder = { trigger_event = east_europe.0123 } +# } +# } +# #No notice for scope:heretic, as they've not been informed at all at this stage in the chain. +# #Clear the variable from the list after a reasonable cooldown. +# trigger_event = { +# id = east_europe.0122 +# years = accuse_the_krstjani_of_heresy_cancellation_cooldown_value +# } +#} +# +#scripted_effect on_trigger_fail_full_notifications_effect = { +# #First, we trigger notification events. These have limited mechanical effects, so we're not too worried if they get lost in the system. +# #All actual core mechanical functionality is carried out in east_europe.0122, which is a hidden maintenance event, and goes off regardless of whether or not there are players there to witness it. +# +# scope:accuser = { +# #Inform scope:accuser. +# if = { +# limit = { +# is_alive = yes +# is_landed = yes +# } +# trigger_event = east_europe.0123 +# } +# #... Or their probable heir. +# else_if = { +# limit = { +# AND = { #Just here to prevent errors in the event that their primary title has been destroyed. +# exists = primary_title.holder +# primary_title.holder = { dynasty = scope:accuser.dynasty } +# } +# } +# primary_title.holder = { trigger_event = east_europe.0123 } +# } +# } +# scope:heretic = { +# #Inform scope:heretic. +# if = { +# limit = { +# is_alive = yes +# is_landed = yes +# } +# trigger_event = east_europe.0124 +# } +# #... Or their probable heir. +# else_if = { +# limit = { +# AND = { #Just here to prevent errors in the event that their primary title has been destroyed. +# exists = primary_title.holder +# primary_title.holder = { dynasty = scope:heretic.dynasty } +# } +# } +# primary_title.holder = { trigger_event = east_europe.0124} +# } +# } +# #Clear the variable from the list after a reasonable cooldown. +# trigger_event = { +# id = east_europe.0122 +# years = accuse_the_krstjani_of_heresy_cancellation_cooldown_value +# } +#} +# +###Event Block +# +## Accuser POV: gatekeeper event. +#east_europe.0111 = { +# type = character_event +# title = east_europe.0111.t +# desc = east_europe.0111.desc +# theme = faith +# left_portrait = { +# character = scope:heretic +# animation = personality_cynical +# } +# right_portrait = { +# character = scope:hof +# animation = personality_zealous +# } +# override_background = { reference = council_chamber } +# +# #Novit enim Dominus qui sunt eius! +# option = { +# name = east_europe.0111.a +# +# #This is here to cover a _very_ niche invalidation, where the Papacy is abolished and the Pope converts to Islam, so that the invalidation event doesn't refer to the Caliphate by mistake. +# faith = { save_scope_as = absolute_faith } +# +# #"You write a letter to the [HoF]..." +# custom_tooltip = east_europe.0111.a.tt +# trigger_event = east_europe.0125 +# +# ai_chance = { +# #The AI will always pick this. +# base = 100 +# } +# } +# +# #On seconds thoughts, better not... +# option = { +# name = east_europe.0111.b +# +# #Clear the variable from the list after a reasonable cooldown. +# custom_tooltip = east_europe.0111.tt.cancellation_cooldown +# trigger_event = { +# id = east_europe.0122 +# years = accuse_the_krstjani_of_heresy_cancellation_cooldown_value +# } +# +# ai_chance = { +# #The AI never backs down from this event. +# base = 0 +# } +# } +#} +# +## Accuser POV: HoF rejects out of hand. +#east_europe.0112 = { +# type = letter_event +# opening = east_europe.0112.t +# desc = { +# desc = east_europe.0112.desc.intro +# first_valid = { +# #These are ordered in a rough reverse-rarity for maximum variety. +# ##HoF is same-culture as the heretic. +# triggered_desc = { +# trigger = { scope:hof.culture = scope:heretic.culture } +# desc = east_europe.0112.desc.culture +# } +# ##HoF is your rival. +# triggered_desc = { +# trigger = { +# any_relation = { +# type = rival +# this = scope:hof +# } +# } +# desc = east_europe.0112.desc.rival +# } +# ##HoF thinks you're sinful as hell. +# triggered_desc = { +# trigger = { num_sinful_traits >= 3 } +# desc = east_europe.0112.desc.sinful +# } +# ##HoF just really dislikes you. +# triggered_desc = { +# trigger = { +# reverse_opinion = { +# target = scope:hof +# value <= high_negative_opinion +# } +# } +# desc = east_europe.0112.desc.negative_opinion +# } +# desc = east_europe.0112.desc.fallback +# } +# desc = east_europe.0112.desc.outro +# } +# sender = { +# character = scope:hof +# animation = dismissal +# } +# override_background = { reference = council_chamber } +# +# trigger = { generic_invalidation_criteria_trigger = no } +# +# on_trigger_fail = { +# on_trigger_fail_no_heretic_notification_effect = yes +# } +# +# #What is HoF thinking?! +# option = { +# name = east_europe.0112.a +# +# #Your HoF dislikes your cavalier attitude. +# reverse_add_opinion = { +# modifier = cavalier_accusations_opinion +# target = scope:hof +# } +# +# #Announce failure. +# custom_tooltip = east_europe.0111.tt.announce_failure +# #Clear the variable from the list after a reasonable cooldown. +# custom_tooltip = east_europe.0111.tt.regular_cooldown +# trigger_event = { +# id = east_europe.0122 +# years = accuse_the_krstjani_of_heresy_failure_cooldown_value +# } +# +# ai_chance = { +# #The AI will always choose this. +# base = 100 +# } +# } +#} +# +## Accuser POV: HoF agrees, and will consult with Krstjani. +#east_europe.0113 = { +# type = letter_event +# opening = east_europe.0113.t +# desc = east_europe.0113.desc +# sender = { +# character = scope:hof +# animation = personality_rational +# } +# override_background = { reference = council_chamber } +# +# trigger = { generic_invalidation_criteria_trigger = no } +# +# on_trigger_fail = { +# on_trigger_fail_no_heretic_notification_effect = yes +# } +# +# #The ecclesiastic wheels are in motion! +# option = { +# name = east_europe.0113.a +# +# #HoF appreciates being alerted. +# reverse_add_opinion = { +# modifier = brought_heretics_to_my_notice_opinion +# target = scope:hof +# } +# +# #HoF contacts scope: heretic... +# custom_tooltip = east_europe.0113.a.tt +# scope:heretic = { +# trigger_event = { +# id = east_europe.0114 +# days = { 7 14 } +# } +# } +# +# ai_chance = { +# #AI will always choose this option. +# base = 100 +# } +# } +#} +# +## Heretic POV: Krstjani given choice. +#east_europe.0114 = { +# type = character_event +# title = east_europe.0114.t +# desc = east_europe.0114.desc +# theme = faith +# left_portrait = { +# character = scope:accuser +# animation = schadenfreude +# } +# right_portrait = { +# character = scope:hof +# animation = personality_zealous +# } +# override_background = { reference = council_chamber } +# +# trigger = { generic_invalidation_criteria_trigger = no } +# +# on_trigger_fail = { +# on_trigger_fail_no_heretic_notification_effect = yes +# } +# +# #Learning: attempt to engage theologically. +# option = { +# name = east_europe.0114.a +# +# #Save the response type for later loc. +# save_scope_value_as = { +# name = krstjani_response +# value = flag:theological_debate +# } +# +# #You try to tackle scope:HoF on their own ground. +# duel = { +# skill = learning +# target = scope:hof +# #You convince scope:HoF of your status as genuine Christians! +# 40 = { +# compare_modifier = { +# value = scope:duel_value +# multiplier = 3.5 +# min = -49 +# } +# desc = east_europe.0114.a.tt_success +# custom_tooltip = east_europe.0114.a.tt_success.tt +# trigger_event = { +# id = east_europe.0118 +# days = { 7 14 } +# } +# } +# #Scope:HoF remains critical of your religious practices. +# 60 = { +# compare_modifier = { +# value = scope:duel_value +# multiplier = -3.5 +# min = -49 +# } +# desc = east_europe.0114.a.tt_failure +# custom_tooltip = east_europe.0114.a.tt_failure.tt +# trigger_event = { +# id = east_europe.0120 +# days = { 7 14 } +# } +# } +# } +# +# stress_impact = { +# zealous = medium_stress_impact_loss +# lazy = minor_stress_impact_gain +# craven = minor_stress_impact_gain +# } +# ai_chance = { +# base = 100 +# ai_value_modifier = { +# ai_zeal = 0.75 +# ai_boldness = 0.5 +# } +# modifier = { #Weight up for stress. +# add = 20 +# has_trait = zealous +# } +# modifier = { #Weight down for stress. +# add = -10 +# has_trait = lazy +# } +# modifier = { #Weight down for stress. +# add = -10 +# has_trait = craven +# } +# } +# } +# +# #Intrigue: use your hook. +# option = { +# name = east_europe.0114.b +# trigger = { has_usable_hook = scope:hof } +# +# #Save the response type for later loc. +# save_scope_value_as = { +# name = krstjani_response +# value = flag:political_leverage +# } +# +# #If the hook is strong, and scope:accuser both uses a communion faith & has no counter-hook, then this is a critical success. +# if = { +# limit = { +# has_strong_usable_hook = scope:hof +# scope:hof.faith = { has_doctrine_parameter = excommunication_active } +# NOT = { +# scope:accuser = { has_strong_hook = scope:hof} +# } +# } +# save_scope_value_as = { +# name = critical_success +# value = yes +# } +# } +# #Spend hooks appropriately. +# use_hook = scope:hof +# #Send the response event. +# custom_tooltip = east_europe.0114.b.tt +# trigger_event = { +# id = east_europe.0118 +# days = { 7 14 } +# } +# +# stress_impact = { +# deceitful = medium_stress_impact_loss +# arbitrary = medium_stress_impact_loss +# honest = medium_stress_impact_gain +# just = medium_stress_impact_gain +# } +# ai_chance = { +# base = 10000 #Since this is an autosuccess, the AI should pretttty much always take it if they have the choice (barring stress traits). +# ai_value_modifier = { +# ai_boldness = 0.75 +# ai_honor = -0.5 +# } +# #Stress values here are set up so that, if scope:heretic has appropriate traits, they might actually _not_ choose this, even with the auto-win. +# modifier = { #Weight up for stress. +# add = 9920 +# has_trait = deceitful +# } +# modifier = { #Weight up for stress. +# add = 9920 +# has_trait = arbitrary +# } +# modifier = { #Weight down for stress. +# add = -9920 +# has_trait = honest +# } +# modifier = { #Weight down for stress. +# add = -9920 +# has_trait = just +# } +# } +# } +# +# #Intrigue: attempt to manipulate scope:HoF. +# option = { +# name = east_europe.0114.c +# trigger = { +# NOT = { has_usable_hook = scope:hof } +# } +# +# #Save the response type for later loc. +# save_scope_value_as = { +# name = krstjani_response +# value = flag:political_manoeuvrings +# } +# +# #You try to argue the point politically. +# duel = { +# skill = intrigue +# target = scope:hof +# #You convince scope:HoF that scope:Accuser is just being political. +# 40 = { +# compare_modifier = { +# value = scope:duel_value +# multiplier = 3.5 +# min = -49 +# } +# desc = east_europe.0114.c.tt_success +# custom_tooltip = east_europe.0114.a.tt_success.tt +# trigger_event = { +# id = east_europe.0118 +# days = { 7 14 } +# } +# } +# #Scope:HoF remains critical of your religious practices. +# 60 = { +# compare_modifier = { +# value = scope:duel_value +# multiplier = -3.5 +# min = -49 +# } +# desc = east_europe.0114.c.tt_failure +# custom_tooltip = east_europe.0114.a.tt_failure.tt +# trigger_event = { +# id = east_europe.0120 +# days = { 7 14 } +# } +# } +# } +# +# stress_impact = { +# deceitful = medium_stress_impact_loss +# arbitrary = medium_stress_impact_loss +# honest = medium_stress_impact_gain +# just = medium_stress_impact_gain +# } +# ai_chance = { +# base = 100 +# ai_value_modifier = { +# ai_boldness = 0.75 +# ai_honor = -0.5 +# } +# modifier = { #Weight up for stress. +# add = 20 +# has_trait = deceitful +# } +# modifier = { #Weight up for stress. +# add = 20 +# has_trait = arbitrary +# } +# modifier = { #Weight down for stress. +# add = -20 +# has_trait = honest +# } +# modifier = { #Weight down for stress. +# add = -20 +# has_trait = just +# } +# } +# } +# +# #Faith: convert as requested. +# option = { +# name = east_europe.0114.d +# +# #Announce your conversion. +# custom_tooltip = east_europe.0114.d.tt +# trigger_event = east_europe.0116 +# +# stress_impact = { +# humble = minor_stress_impact_loss +# cynical = major_stress_impact_loss +# arrogant = minor_stress_impact_gain +# zealous = major_stress_impact_gain +# } +# ai_chance = { +# base = 100 +# ai_value_modifier = { +# #Intentionally set these to be a bit more realpolitik than usual: it's not necessarily a sincere conversion, after all. +# ai_rationality = 0.75 +# ai_zeal = -0.25 +# } +# modifier = { #Weight up for stress. +# add = 10 +# has_trait = humble +# } +# modifier = { #Weight up for stress. +# add = 30 +# has_trait = cynical +# } +# modifier = { #Weight down for stress. +# add = -10 +# has_trait = arrogant +# } +# modifier = { #Weight down for stress. +# add = -30 +# has_trait = zealous +# } +# } +# } +# +# #Faith: refuse to submit to scope:HoF! +# option = { +# name = east_europe.0114.e +# +# #Save the response type for later loc. +# save_scope_value_as = { +# name = krstjani_response +# value = flag:unrepentant_heretics +# } +# +# #Fallout begins. +# custom_tooltip = east_europe.0114.e.tt +# trigger_event = { +# id = east_europe.0120 +# days = { 7 14 } +# } +# +# stress_impact = { +# arrogant = minor_stress_impact_loss +# zealous = major_stress_impact_loss +# humble = minor_stress_impact_gain +# cynical = major_stress_impact_gain +# } +# ai_chance = { +# base = 100 +# ai_value_modifier = { +# #Intentionally set these to be a bit more realpolitik than usual: it's not necessarily a sincere conversion, after all. +# ai_zeal = 0.25 +# ai_rationality = -0.75 +# } +# modifier = { #Weight up for stress. +# add = 10 +# has_trait = arrogant +# } +# modifier = { #Weight up for stress. +# add = 30 +# has_trait = zealous +# } +# modifier = { #Weight down for stress. +# add = -10 +# has_trait = humble +# } +# modifier = { #Weight down for stress. +# add = -30 +# has_trait = cynical +# } +# } +# } +#} +# +## Accuser POV: Krstjani convert. +#east_europe.0115 = { +# type = character_event +# title = east_europe.0115.t +# desc = { +# desc = east_europe.0115.desc.intro +# first_valid = { +# triggered_desc = { +# trigger = { scope:heretic_conversion = flag:political } +# desc = east_europe.0115.desc.political +# } +# triggered_desc = { +# trigger = { scope:heretic_conversion = flag:wholehearted } +# desc = east_europe.0115.desc.wholehearted +# } +# } +# desc = east_europe.0115.desc.outro +# } +# theme = faith +# left_portrait = { +# character = scope:heretic +# animation = shame +# } +# right_portrait = { +# character = scope:hof +# animation = personality_bold +# } +# override_background = { reference = council_chamber } +# +# immediate = { +# if = { +# limit = { scope:heretic_conversion = flag:political } +# show_as_tooltip = { +# scope:heretic = { set_character_faith = scope:hof.faith } +# } +# } +# else_if = { +# limit = { scope:heretic_conversion = flag:wholehearted } +# show_as_tooltip = { +# scope:heretic = { set_character_faith_with_conversion = scope:hof.faith } +# } +# } +# } +# +# #Pah! A false conversion! +# option = { +# name = east_europe.0115.a +# +# #Recoup some of your lost piety, at least. +# add_piety = medium_piety_gain +# #Announce failure. +# custom_tooltip = east_europe.0111.tt.announce_failure +# #Clear the variable from the list after a reasonable cooldown. +# custom_tooltip = east_europe.0111.tt.regular_cooldown +# +# ai_chance = { +# #The AI will always take this option. +# base = 100 +# } +# } +# +# #Once a heretic, always a heretic! +# option = { +# name = east_europe.0115.b +# trigger = { +# #Option for players to vent. +# is_ai = no +# can_set_relation_rival_trigger = { CHARACTER = scope:heretic } +# } +# +# #Still recoup that lost piety. +# add_piety = medium_piety_gain +# #Set the "convert" as your rival. +# set_relation_rival = { +# target = scope:heretic +# reason = rival_faked_conversion +# } +# hidden_effect = { +# scope:heretic = { +# send_interface_toast = { +# title = east_europe.0115.b.toast +# left_icon = scope:accuser +# show_as_tooltip = { +# set_relation_rival = { +# target = scope:accuser +# reason = rival_faked_conversion +# } +# } +# } +# } +# } +# #Announce failure. +# custom_tooltip = east_europe.0111.tt.announce_failure +# #Clear the variable from the list after a reasonable cooldown. +# custom_tooltip = east_europe.0111.tt.regular_cooldown +# +# ai_chance = { +# #The AI does not have access to this option. +# base = 0 +# } +# } +#} +# +## Heretic POV: Krstjani convert. +#east_europe.0116 = { +# type = character_event +# title = east_europe.0116.t +# desc = east_europe.0116.desc +# theme = faith +# left_portrait = { +# character = scope:accuser +# animation = shock +# } +# right_portrait = { +# character = scope:hof +# animation = personality_bold +# } +# override_background = { reference = council_chamber } +# +# immediate = { +# #Reduced cooldown for ordinary successes. +# custom_tooltip = east_europe.0111.tt.regular_cooldown +# trigger_event = { +# id = east_europe.0122 +# years = accuse_the_krstjani_of_heresy_failure_cooldown_value +# } +# #Flag them as a converted Krstjani leader, so that they can't just reconvert for free via false conversions. +# add_character_flag = { +# flag = atoned_krstjani_leader_flag +# years = 20 +# } +# } +# +# #A personal admission of faith will do. +# option = { +# name = east_europe.0116.a +# +# #I'll just quietly convert by myself. +# set_character_faith = scope:hof.faith +# if = { +# limit = { +# scope:hof.faith = { has_doctrine = doctrine_monotheist } +# } +# custom_description_no_bullet = { text = mandala_monotheist_warning_tt } +# } +# #Costs you some piety, but easier to flip back from. +# add_piety = minor_piety_loss +# #Set up scope:accuser loc. +# save_scope_value_as = { +# name = heretic_conversion +# value = flag:political +# } +# #Aaaand notify scope:accuser. +# scope:accuser = { trigger_event = east_europe.0115 } +# +# stress_impact = { +# stubborn = minor_stress_impact_loss +# zealous = minor_stress_impact_loss +# fickle = minor_stress_impact_gain +# arbitrary = minor_stress_impact_gain +# } +# ai_chance = { +# base = 100 +# ai_value_modifier = { +# ai_zeal = 0.5 +# ai_vengefulness = -0.25 +# } +# modifier = { #Weight up for stress. +# add = 10 +# has_trait = stubborn +# } +# modifier = { #Weight up for stress. +# add = 10 +# has_trait = zealous +# } +# modifier = { #Weight down for stress. +# add = -10 +# has_trait = fickle +# } +# modifier = { #Weight down for stress. +# add = -10 +# has_trait = arbitrary +# } +# } +# } +# +# #I whole-heartedly embrace this opportunity! +# option = { +# name = east_europe.0116.b +# +# #The realm must join me! +# set_character_faith_with_conversion = scope:hof.faith +# if = { +# limit = { +# scope:hof.faith = { has_doctrine = doctrine_monotheist } +# } +# custom_description_no_bullet = { text = mandala_monotheist_warning_tt } +# } +# #A pious act, from the POV of your new faith. +# add_piety = medium_piety_gain +# #Set up scope:accuser loc. +# save_scope_value_as = { +# name = heretic_conversion +# value = flag:wholehearted +# } +# #Aaaand notify scope:accuser. +# scope:accuser = { trigger_event = east_europe.0115 } +# +# stress_impact = { +# fickle = minor_stress_impact_loss +# arbitrary = minor_stress_impact_loss +# stubborn = medium_stress_impact_gain +# zealous = medium_stress_impact_gain +# } +# ai_chance = { +# base = 100 +# ai_value_modifier = { +# ai_honor = 0.25 +# ai_vengefulness = 0.25 +# } +# modifier = { #Weight up for stress. +# add = 10 +# has_trait = fickle +# } +# modifier = { #Weight up for stress. +# add = 10 +# has_trait = arbitrary +# } +# modifier = { #Weight down for stress. +# add = -20 +# has_trait = stubborn +# } +# modifier = { #Weight down for stress. +# add = -20 +# has_trait = zealous +# } +# } +# } +#} +# +## Accuser POV: Krstjani manipulate HoF. +#east_europe.0117 = { +# type = character_event +# title = east_europe.0117.t +# desc = { +# desc = east_europe.0117.desc.intro +# first_valid = { +# triggered_desc = { +# trigger = { exists = scope:excommunicated_just_now } +# desc = east_europe.0117.desc.critical_success +# } +# triggered_desc = { +# trigger = { scope:krstjani_response = flag:theological_debate } +# desc = east_europe.0117.desc.theological_debate +# } +# triggered_desc = { +# trigger = { scope:krstjani_response = flag:political_leverage } +# desc = east_europe.0117.desc.political_leverage +# } +# triggered_desc = { +# trigger = { scope:krstjani_response = flag:political_manoeuvrings } +# desc = east_europe.0117.desc.political_manoeuvrings +# } +# } +# desc = east_europe.0117.desc.outro +# } +# theme = faith +# left_portrait = { +# character = scope:heretic +# animation = schadenfreude +# } +# right_portrait = { +# character = scope:hof +# animation = personality_forgiving +# } +# override_background = { reference = council_chamber } +# +# trigger = { generic_invalidation_criteria_trigger = no } +# +# on_trigger_fail = { +# on_trigger_fail_full_notifications_effect = yes +# } +# +# immediate = { +# #Apply excommunication if necessary. +# if = { +# limit = { krstjani_manipulate_hof_valid_critical_success_target_trigger = yes } +# add_excommunication_actual_effect = yes +# save_scope_value_as = { +# name = excommunicated_just_now +# value = yes +# } +# } +# #If possible, quietly make scope:hof a potential rival. Just for funsies. +# hidden_effect = { +# if = { +# limit = { +# can_set_relation_potential_rival_trigger = { CHARACTER = scope:hof } +# } +# set_relation_potential_rival = scope:hof +# } +# } +# } +# +# #This is a travesty! +# option = { +# name = east_europe.0117.a +# trigger = { +# NOT = { exists = scope:excommunicated_just_now } +# } +# +# #Announce failure. +# custom_tooltip = east_europe.0111.tt.announce_failure +# #Clear the variable from the list after a reasonable cooldown. +# custom_tooltip = east_europe.0111.tt.regular_cooldown +# trigger_event = { +# id = east_europe.0122 +# years = accuse_the_krstjani_of_heresy_failure_cooldown_value +# } +# +# ai_chance = { +# #The AI will always take this option if available. +# base = 100 +# } +# } +# +# #Scope:HoF excommunicated *me*?! +# option = { +# name = east_europe.0117.b +# trigger = { exists = scope:excommunicated_just_now } +# +# #Announce failure. +# custom_tooltip = east_europe.0111.tt.announce_failure +# #Clear the variable from the list after a LONG cooldown. +# custom_tooltip = east_europe.0111.tt.critical_cooldown +# trigger_event = { +# id = east_europe.0122 +# years = accuse_the_krstjani_of_heresy_critical_failure_cooldown_value +# } +# +# ai_chance = { +# #The AI will always take this option if available. +# base = 100 +# } +# } +# +# #This is the start of a beautiful rivalry. +# option = { +# name = east_europe.0117.c +# trigger = { +# #Option for players to vent. +# is_ai = no +# can_set_relation_rival_trigger = { CHARACTER = scope:heretic } +# } +# +# #Set the heretic as your rival. +# set_relation_rival = { +# target = scope:heretic +# reason = rival_heresy +# } +# hidden_effect = { +# scope:heretic = { +# send_interface_toast = { +# title = east_europe.0117.c.toast +# left_icon = scope:accuser +# show_as_tooltip = { set_relation_rival = scope:accuser } +# } +# } +# } +# #Announce failure. +# custom_tooltip = east_europe.0111.tt.announce_failure +# if = { +# limit = { exists = scope:excommunicated_just_now } +# #Clear the variable from the list after a LONG cooldown. +# custom_tooltip = east_europe.0111.tt.critical_cooldown +# } +# else = { +# #Clear the variable from the list after a reasonable cooldown. +# custom_tooltip = east_europe.0111.tt.regular_cooldown +# } +# +# stress_impact = { forgiving = minor_stress_impact_gain } +# ai_chance = { +# #The AI does not have access to this option. +# base = 0 +# } +# } +# +# #I'll found my own church! With divorce and carnal exultations! +# option = { +# name = east_europe.0117.d +# trigger = { exists = scope:excommunicated_just_now } +# +# #Players are allowed to choose a consolation prize, for the inconvenience. +# add_character_modifier = { +# modifier = feud_with_the_church_modifier +# years = 20 +# } +# +# #Set up some rivalries from your bluster. +# if = { +# limit = { +# can_set_relation_rival_trigger = { CHARACTER = scope:heretic } +# } +# set_relation_rival = { +# target = scope:heretic +# reason = rival_heresy +# } +# } +# if = { +# limit = { +# can_set_relation_rival_trigger = { CHARACTER = scope:hof } +# } +# set_relation_rival = { +# target = scope:hof +# reason = rival_heresy +# } +# } +# +# #Announce failure. +# custom_tooltip = east_europe.0111.tt.announce_failure +# #Clear the variable from the list after a LONG cooldown. +# custom_tooltip = east_europe.0111.tt.critical_cooldown +# trigger_event = { +# id = east_europe.0122 +# years = accuse_the_krstjani_of_heresy_critical_failure_cooldown_value +# } +# +# +# stress_impact = { zealous = major_stress_impact_loss } +# ai_chance = { +# #The AI doesn't use custom faith reformation, so it'll never take this option. +# base = 0 +# } +# } +#} +# +## Heretic POV: Krstjani manipulate HoF. +#east_europe.0118 = { +# type = character_event +# title = east_europe.0118.t +# desc = { +# desc = east_europe.0118.desc.intro +# first_valid = { +# triggered_desc = { +# trigger = { +# scope:accuser = { krstjani_manipulate_hof_valid_critical_success_target_trigger = yes } +# } +# desc = east_europe.0118.desc.critical_success +# } +# triggered_desc = { +# trigger = { scope:krstjani_response = flag:theological_debate } +# desc = east_europe.0118.desc.theological_debate +# } +# triggered_desc = { +# trigger = { scope:krstjani_response = flag:political_leverage } +# desc = east_europe.0118.desc.political_leverage +# } +# triggered_desc = { +# trigger = { scope:krstjani_response = flag:political_manoeuvrings } +# desc = east_europe.0118.desc.political_manoeuvrings +# } +# } +# desc = east_europe.0118.desc.outro +# } +# theme = faith +# left_portrait = { +# character = scope:accuser +# animation = disbelief +# } +# right_portrait = { +# character = scope:hof +# animation = personality_zealous +# } +# override_background = { reference = council_chamber } +# +# trigger = { generic_invalidation_criteria_trigger = no } +# +# on_trigger_fail = { +# on_trigger_fail_full_notifications_effect = yes +# } +# +# immediate = { +# if = { +# limit = { +# scope:accuser = { krstjani_manipulate_hof_valid_critical_success_target_trigger = yes } +# } +# scope:accuser = { add_excommunication_tooltip_only_effect = yes } +# #Clear the variable from the list after a reasonable cooldown. +# custom_tooltip = east_europe.0111.tt.critical_cooldown +# trigger_event = { +# id = east_europe.0122 +# years = accuse_the_krstjani_of_heresy_critical_failure_cooldown_value +# } +# } +# else = { +# #Reduced cooldown for ordinary successes. +# custom_tooltip = east_europe.0111.tt.regular_cooldown +# trigger_event = { +# id = east_europe.0122 +# years = accuse_the_krstjani_of_heresy_failure_cooldown_value +# } +# } +# scope:accuser = { trigger_event = east_europe.0117 } +# } +# +# #God smiles upon us! +# option = { +# name = east_europe.0118.a +# +# #Give them a little reward for doing well. +# add_piety = medium_piety_value +# +# stress_impact = { +# zealous = medium_stress_impact_loss +# cynical = minor_stress_impact_gain +# } +# ai_chance = { +# base = 100 +# ai_value_modifier = { +# ai_zeal = 0.5 +# ai_boldness = 0.25 +# } +# modifier = { #Weight down for stress. +# add = 20 +# has_trait = zealous +# } +# modifier = { #Weight down for stress. +# add = -10 +# has_trait = cynical +# } +# } +# } +# +# #I'm just glad this issue is surely settled. +# option = { +# name = east_europe.0118.b +# +# add_stress = massive_stress_loss +# +# stress_impact = { +# cynical = medium_stress_impact_loss +# zealous = minor_stress_impact_gain +# } +# ai_chance = { +# base = 100 +# ai_value_modifier = { +# ai_energy = 0.25 +# ai_zeal = -0.5 +# } +# modifier = { #Weight down for stress. +# add = 20 +# has_trait = cynical +# } +# modifier = { #Weight down for stress. +# add = -10 +# has_trait = zealous +# } +# } +# } +#} +# +## Accuser POV: Krstjani formally declared heretics. +#east_europe.0119 = { +# type = character_event +# title = east_europe.0119.t +# desc = { +# desc = east_europe.0119.desc.intro +# first_valid = { +# triggered_desc = { +# trigger = { scope:krstjani_response = flag:theological_debate } +# desc = east_europe.0119.desc.theological_debate +# } +# triggered_desc = { +# trigger = { scope:krstjani_response = flag:political_manoeuvrings } +# desc = east_europe.0119.desc.political_manoeuvrings +# } +# triggered_desc = { +# trigger = { scope:krstjani_response = flag:unrepentant_heretics } +# desc = east_europe.0119.desc.unrepentant_heretics +# } +# } +# desc = east_europe.0119.desc.outro +# } +# theme = faith +# left_portrait = { +# character = scope:heretic +# animation = shock +# } +# right_portrait = { +# character = scope:hof +# animation = personality_vengeful +# } +# override_background = { reference = council_chamber } +# +# trigger = { generic_invalidation_criteria_trigger = no } +# +# on_trigger_fail = { +# on_trigger_fail_full_notifications_effect = yes +# } +# +# immediate = { +# show_as_tooltip = { +# #The Krstjani are formally declared to be heretical. +# faith:bosnian_church = { remove_doctrine = special_doctrine_ecumenical_christian } +# } +# } +# +# #Vindication! +# option = { +# name = east_europe.0119.a +# +# add_piety_experience = major_piety_value +# +# ai_chance = { +# #The AI will always take this option. +# base = 100 +# } +# } +#} +# +## Heretic POV: Krstjani formally declared heretics. +#east_europe.0120 = { +# type = letter_event +# opening = east_europe.0120.t +# desc = { +# desc = east_europe.0120.desc.intro +# first_valid = { +# triggered_desc = { +# trigger = { scope:krstjani_response = flag:theological_debate } +# desc = east_europe.0120.desc.theological_debate +# } +# triggered_desc = { +# trigger = { scope:krstjani_response = flag:political_manoeuvrings } +# desc = east_europe.0120.desc.political_manoeuvrings +# } +# triggered_desc = { +# trigger = { scope:krstjani_response = flag:unrepentant_heretics } +# desc = east_europe.0120.desc.unrepentant_heretics +# } +# } +# desc = east_europe.0120.desc.outro +# } +# sender = { +# character = scope:hof +# animation = personality_vengeful +# } +# +# trigger = { generic_invalidation_criteria_trigger = no } +# +# on_trigger_fail = { +# on_trigger_fail_full_notifications_effect = yes +# } +# +# immediate = { +# #The Krstjani are formally declared to be heretical. +# faith:bosnian_church = { remove_doctrine = special_doctrine_ecumenical_christian } +# #The accuser is told of their triumph! +# scope:accuser = { trigger_event = east_europe.0119 } +# #Relevant players (neighbouring realms and Krstjani ones) are informed. +# every_player = { +# limit = { +# NOR = { +# this = scope:heretic #Not the actual chief heretic. +# this = scope:accuser #Nor the chief accuser. +# } +# OR = { +# faith = faith:bosnian_church +# any_neighboring_top_liege_realm = { holder = scope:heretic } +# } +# } +# trigger_event = east_europe.0121 +# } +# } +# +# #This is terrible! +# option = { +# name = east_europe.0120.a +# +# custom_tooltip = east_europe.0120.a.tt +# +# ai_chance = { +# #The AI will always pick this option. +# base = 100 +# } +# } +#} +# +## Other POV: Krstjani stripped of ecumenism notification for neighbouring rulers. +#east_europe.0121 = { +# type = character_event +# title = east_europe.0121.t +# desc = { +# desc = east_europe.0121.desc.intro +# first_valid = { +# triggered_desc = { +# trigger = { scope:krstjani_response = flag:theological_debate } +# desc = east_europe.0121.desc.theological_debate +# } +# triggered_desc = { +# trigger = { scope:krstjani_response = flag:political_manoeuvrings } +# desc = east_europe.0121.desc.political_manoeuvrings +# } +# triggered_desc = { +# trigger = { scope:krstjani_response = flag:unrepentant_heretics } +# desc = east_europe.0121.desc.unrepentant_heretics +# } +# } +# desc = east_europe.0121.desc.outro +# } +# theme = faith +# left_portrait = { +# character = scope:heretic +# animation = shock +# } +# right_portrait = { +# character = scope:hof +# animation = personality_vengeful +# } +# lower_right_portrait = scope:accuser +# override_background = { reference = council_chamber } +# +# #Heretics? In our midst?! +# option = { +# name = east_europe.0121.a +# trigger = { +# #Can't be Krstjani yourself. +# NOT = { faith = faith:bosnian_church } +# OR = { +# #Either a non-cynical member of the same church. +# AND = { +# faith = scope:hof.faith +# NOT = { has_trait = cynical } +# } +# #Or a zealous member of another ecumenical church. +# AND = { +# faith = { +# OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } +# has_doctrine = special_doctrine_ecumenical_christian +# } +# has_trait = zealous +# } +# } +# } +# +# show_as_tooltip = { +# faith:bosnian_church = { remove_doctrine = special_doctrine_ecumenical_christian } +# } +# +# ai_chance = { +# #AI choice is irrelevant. +# base = 100 +# } +# } +# +# #I genuinely don't care. +# option = { +# name = east_europe.0121.b +# trigger = { +# NOR = { +# #Can't be Krstjani yourself. +# faith = faith:bosnian_church +# #Must not be a non-cynical member of the same church. +# AND = { +# faith = scope:hof.faith +# NOT = { has_trait = cynical } +# } +# #Nor a zealous member of another ecumenical church. +# AND = { +# faith = { +# OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } +# has_doctrine = special_doctrine_ecumenical_christian +# } +# has_trait = zealous +# } +# } +# } +# +# show_as_tooltip = { +# faith:bosnian_church = { remove_doctrine = special_doctrine_ecumenical_christian } +# } +# +# ai_chance = { +# #AI choice is irrelevant. +# base = 100 +# } +# } +# +# #We just wanted to be left alone! +# option = { +# name = east_europe.0121.c +# trigger = { faith = faith:bosnian_church } +# +# show_as_tooltip = { +# faith:bosnian_church = { remove_doctrine = special_doctrine_ecumenical_christian } +# } +# +# ai_chance = { +# #AI choice is irrelevant. +# base = 100 +# } +# } +#} +# +## Maintenance: accusation failure maintenance timer. +#east_europe.0122 = { +# hidden = yes +# +# immediate = { +# #Quietly reenable the decision to accuse of heresy. +# remove_list_global_variable = { +# name = unavailable_unique_decisions +# target = flag:flag_krstjani_accused_of_heresy +# } +# } +#} +# +## Accuser POV: decision has invalidated for some reason. +#east_europe.0123 = { +# type = character_event +# title = east_europe.0123.t +# desc = { +# desc = east_europe.0123.desc.intro +# first_valid = { +# triggered_desc = { +# trigger = { scope:invalidation_type = flag:hof_died } +# desc = east_europe.0123.desc.hof_died +# } +# triggered_desc = { +# trigger = { scope:invalidation_type = flag:heretic_died } +# desc = east_europe.0123.desc.heretic_died +# } +# triggered_desc = { +# trigger = { scope:invalidation_type = flag:hof_no_longer_hof} +# desc = east_europe.0123.desc.hof_no_longer_hof +# } +# triggered_desc = { +# trigger = { scope:invalidation_type = flag:heretic_not_independent_ruler } +# desc = east_europe.0123.desc.heretic_not_independent_ruler +# } +# triggered_desc = { +# trigger = { scope:invalidation_type = flag:heretic_now_ecumenical_christian } +# desc = east_europe.0123.desc.heretic_now_ecumenical_christian +# } +# triggered_desc = { +# trigger = { scope:invalidation_type = flag:heretic_now_different_heresy } +# desc = east_europe.0123.desc.heretic_now_different_heresy +# } +# triggered_desc = { +# trigger = { scope:invalidation_type = flag:heretic_now_infidel } +# desc = east_europe.0123.desc.heretic_now_infidel +# } +# triggered_desc = { +# trigger = { scope:invalidation_type = flag:heretic_now_heathen } +# desc = east_europe.0123.desc.heretic_now_heathen +# } +# triggered_desc = { +# trigger = { scope:invalidation_type = flag:fallback } +# desc = east_europe.0123.desc.fallback +# } +# } +# desc = east_europe.0123.desc.outro +# } +# theme = faith +# left_portrait = { +# character = scope:dead_character +# animation = sadness +# } +# right_portrait = { +# character = scope:escaped_on_technicality +# animation = dismissal +# } +# override_background = { reference = council_chamber } +# +# trigger = { +# #Just some basic triggers, since this is mostly, but not entirely, just a notification. +# is_alive = yes +# is_adult = yes +# #Tonally required to not have converted/been inherited by a Krstjan. +# NOT = { faith = faith:bosnian_church } +# } +# +# immediate = { +# #Check to see why we've invalidated. +# ##Scope:hof has died. +# if = { +# limit = { +# scope:hof = { is_alive = no } +# } +# save_scope_value_as = { +# name = invalidation_type +# value = flag:hof_died +# } +# #Set-up portraits. +# scope:hof = { save_scope_as = dead_character } +# } +# ##Scope:heretic has died. +# else_if = { +# limit = { +# scope:heretic = { is_alive = no } +# } +# save_scope_value_as = { +# name = invalidation_type +# value = flag:heretic_died +# } +# #Set-up portraits. +# scope:heretic = { save_scope_as = dead_character } +# } +# ##Scope:hof is no longer actually the hof. +# else_if = { +# limit = { +# scope:hof = { +# this != scope:hof.faith.religious_head +# } +# } +# save_scope_value_as = { +# name = invalidation_type +# value = flag:hof_no_longer_hof +# } +# #Set-up portraits. +# scope:heretic = { save_scope_as = escaped_on_technicality } +# } +# ##Scope:heretic is no longer independent. +# else_if = { +# limit = { +# scope:heretic = { top_liege != this } +# } +# save_scope_value_as = { +# name = invalidation_type +# value = flag:heretic_not_independent_ruler +# } +# #Set-up portraits. +# scope:heretic = { save_scope_as = escaped_on_technicality } +# } +# ##Scope:heretic has converted to a different ecumenical faith. +# else_if = { +# limit = { +# scope:heretic = { +# faith = { +# NOT = { this = faith:bosnian_church } +# has_doctrine = special_doctrine_ecumenical_christian +# } +# } +# } +# save_scope_value_as = { +# name = invalidation_type +# value = flag:heretic_now_ecumenical_christian +# } +# #Set-up portraits. +# scope:heretic = { save_scope_as = escaped_on_technicality } +# } +# ##Scope:heretic has converted to another heresy. +# else_if = { +# limit = { +# scope:heretic = { +# faith = { +# NAND = { +# this = faith:bosnian_church +# has_doctrine = special_doctrine_ecumenical_christian +# } +# } +# } +# } +# save_scope_value_as = { +# name = invalidation_type +# value = flag:heretic_now_different_heresy +# } +# #Set-up portraits. +# scope:heretic = { save_scope_as = escaped_on_technicality } +# } +# ##Scope:heretic has converted to another Abrahamic religion. +# else_if = { +# limit = { +# scope:heretic = { +# faith.religion = { +# NOR = { this = religion:eastern_orthodox_religion +# this = religion:catholic_religion +# this = religion:protestant_religion } +# is_in_family = rf_abrahamic +# } +# } +# } +# save_scope_value_as = { +# name = invalidation_type +# value = flag:heretic_now_infidel +# } +# #Set-up portraits. +# scope:heretic = { save_scope_as = escaped_on_technicality } +# } +# ##Scope:heretic has converted to a non-Abrahamic religion. +# else_if = { +# limit = { +# scope:heretic = { +# faith.religion = { +# NOT = { is_in_family = rf_abrahamic } +# } +# } +# } +# save_scope_value_as = { +# name = invalidation_type +# value = flag:heretic_now_heathen +# } +# #Set-up portraits. +# scope:heretic = { save_scope_as = escaped_on_technicality } +# } +# ##Aaaaand a fallback, in case something goes weird. +# else = { +# save_scope_value_as = { +# name = invalidation_type +# value = flag:fallback +# } +# #Set-up portraits. +# scope:heretic = { save_scope_as = escaped_on_technicality } +# } +# } +# +# #Accuser POV: it wasn't supposed to end this way! +# option = { +# name = east_europe.0123.a +# +# #Recoup some of the lost piety. +# add_piety = medium_piety_gain +# +# #Announce failure. +# custom_tooltip = east_europe.0111.tt.announce_failure +# #Clear the variable from the list after a reasonable cooldown. +# custom_tooltip = east_europe.0111.tt.cancellation_cooldown +# +# ai_chance = { +# #The AI will always pick this option. +# base = 100 +# } +# } +#} +# +## Heretic POV: decision has invalidated for some reason. +#east_europe.0124 = { +# type = character_event +# title = east_europe.0124.t +# desc = { +# desc = east_europe.0124.desc.intro +# first_valid = { +# triggered_desc = { +# trigger = { scope:invalidation_type = flag:hof_died } +# desc = east_europe.0124.desc.hof_died +# } +# triggered_desc = { +# trigger = { scope:invalidation_type = flag:heretic_died } +# desc = east_europe.0124.desc.heretic_died +# } +# triggered_desc = { +# trigger = { scope:invalidation_type = flag:hof_no_longer_hof} +# desc = east_europe.0123.desc.hof_no_longer_hof +# } +# triggered_desc = { +# trigger = { scope:invalidation_type = flag:heretic_not_independent_ruler } +# desc = east_europe.0124.desc.heretic_not_independent_ruler +# } +# triggered_desc = { +# trigger = { scope:invalidation_type = flag:heretic_now_ecumenical_christian } +# desc = east_europe.0124.desc.heretic_now_ecumenical_christian +# } +# triggered_desc = { +# trigger = { scope:invalidation_type = flag:heretic_now_different_heresy } +# desc = east_europe.0124.desc.heretic_now_different_heresy +# } +# triggered_desc = { +# trigger = { scope:invalidation_type = flag:heretic_now_infidel } +# desc = east_europe.0124.desc.heretic_now_infidel +# } +# triggered_desc = { +# trigger = { scope:invalidation_type = flag:heretic_now_heathen } +# desc = east_europe.0124.desc.heretic_now_heathen +# } +# triggered_desc = { +# trigger = { scope:invalidation_type = flag:fallback } +# desc = east_europe.0124.desc.fallback +# } +# } +# desc = east_europe.0124.desc.outro +# } +# theme = faith +# left_portrait = { +# character = scope:dead_character +# animation = sadness +# } +# right_portrait = { +# character = scope:escaped_on_technicality +# animation = dismissal +# } +# override_background = { reference = council_chamber } +# +# trigger = { +# #Just some basic triggers, since this is mostly, but not entirely, just a notification. +# is_alive = yes +# is_adult = yes +# } +# +# immediate = { +# #Check to see why we've invalidated. +# ##Scope:hof has died. +# if = { +# limit = { +# scope:hof = { is_alive = no } +# } +# save_scope_value_as = { +# name = invalidation_type +# value = flag:hof_died +# } +# #Set-up portraits. +# scope:hof = { save_scope_as = dead_character } +# } +# ##Scope:heretic has died. +# else_if = { +# limit = { +# scope:heretic = { is_alive = no } +# } +# save_scope_value_as = { +# name = invalidation_type +# value = flag:heretic_died +# } +# #Set-up portraits. +# scope:heretic = { save_scope_as = dead_character } +# } +# ##Scope:hof is no longer actually the hof. +# else_if = { +# limit = { +# scope:hof = { +# this != scope:hof.faith.religious_head +# } +# } +# save_scope_value_as = { +# name = invalidation_type +# value = flag:hof_no_longer_hof +# } +# #Set-up portraits. +# scope:heretic = { save_scope_as = escaped_on_technicality } +# } +# ##Scope:heretic is no longer independent. +# else_if = { +# limit = { +# scope:heretic = { top_liege != this } +# } +# save_scope_value_as = { +# name = invalidation_type +# value = flag:heretic_not_independent_ruler +# } +# #Set-up portraits. +# scope:heretic = { save_scope_as = escaped_on_technicality } +# } +# ##Scope:heretic has converted to a different ecumenical faith. +# else_if = { +# limit = { +# scope:heretic = { +# faith = { +# NOT = { this = faith:bosnian_church } +# has_doctrine = special_doctrine_ecumenical_christian +# } +# } +# } +# save_scope_value_as = { +# name = invalidation_type +# value = flag:heretic_now_ecumenical_christian +# } +# #Set-up portraits. +# scope:heretic = { save_scope_as = escaped_on_technicality } +# } +# ##Scope:heretic has converted to another heresy. +# else_if = { +# limit = { +# scope:heretic = { +# faith = { +# NAND = { +# this = faith:bosnian_church +# has_doctrine = special_doctrine_ecumenical_christian +# } +# } +# } +# } +# save_scope_value_as = { +# name = invalidation_type +# value = flag:heretic_now_different_heresy +# } +# #Set-up portraits. +# scope:heretic = { save_scope_as = escaped_on_technicality } +# } +# ##Scope:heretic has converted to another Abrahamic religion. +# else_if = { +# limit = { +# scope:heretic = { +# faith.religion = { +# NOR = { this = religion:eastern_orthodox_religion +# this = religion:catholic_religion +# this = religion:protestant_religion } +# is_in_family = rf_abrahamic +# } +# } +# } +# save_scope_value_as = { +# name = invalidation_type +# value = flag:heretic_now_infidel +# } +# #Set-up portraits. +# scope:heretic = { save_scope_as = escaped_on_technicality } +# } +# ##Scope:heretic has converted to a non-Abrahamic religion. +# else_if = { +# limit = { +# scope:heretic = { +# faith.religion = { +# NOT = { is_in_family = rf_abrahamic } +# } +# } +# } +# save_scope_value_as = { +# name = invalidation_type +# value = flag:heretic_now_heathen +# } +# #Set-up portraits. +# scope:heretic = { save_scope_as = escaped_on_technicality } +# } +# ##Aaaaand a fallback, in case something goes weird. +# else = { +# save_scope_value_as = { +# name = invalidation_type +# value = flag:fallback +# } +# #Set-up portraits. +# scope:heretic = { save_scope_as = escaped_on_technicality } +# } +# } +# +# #Heretic POV: well, that's settled, at least. +# option = { +# name = east_europe.0124.a +# +# add_stress = medium_stress_loss +# +# #No need to announce failure to scope:heretic, as this is a success from their POV. +# #Clear the variable from the list after a reasonable cooldown. +# custom_tooltip = east_europe.0111.tt.cancellation_cooldown +# +# ai_chance = { +# #The AI will always pick this option. +# base = 100 +# } +# } +#} +# +## Maintenance: HoF decides who they dislike most. +#east_europe.0125 = { +# hidden = yes +# +# immediate = { +# #What is the HoF's reply? +# random_list = { +# #Default to yes. +# 100 = { +# trigger_event = { +# id = east_europe.0113 +# days = { 7 14 } +# } +# +# #Always do it if you have a strong hook on the HoF (though you're not *technically* using it). +# modifier = { +# add = 1000 +# has_strong_hook = scope:hof +# } +# #Weight up nicely if you have a regular hook (though you're still not *technically* using it). +# modifier = { +# add = 25 +# has_hook = scope:hof +# } +# #A friendly HoF wants to agree with you. +# modifier = { +# add = 30 +# any_relation = { +# type = friend +# this = scope:hof +# } +# } +# #A lover HoF wants to agree with you. +# modifier = { +# add = 50 +# any_relation = { +# type = lover +# this = scope:hof +# } +# } +# #An extremely-friendly HoF wants to agree with you. +# modifier = { +# add = 20 +# reverse_opinion = { +# target = scope:hof +# value >= high_positive_opinion +# } +# } +# #Potentially-negative values from this point on need to be added to the refusal branch. +# ##An extremely-unfriendly HoF wants to disagree with you. +# modifier = { +# add = -20 +# reverse_opinion = { +# target = scope:hof +# value <= high_negative_opinion +# } +# } +# ##Weight down a bit for sin (no weight up for virtue, since this is already overwhelmingly likely: we're really just checking to see if your HoF is going to call you out for hypocrisy). +# modifier = { +# add = -10 +# num_sinful_traits = 1 +# } +# modifier = { +# add = -20 +# num_sinful_traits = 2 +# } +# modifier = { +# add = -30 +# num_sinful_traits = 3 +# } +# modifier = { +# add = -40 +# num_sinful_traits = 4 +# } +# modifier = { +# add = -50 +# num_sinful_traits >= 5 +# } +# ##A rivalling HoF wants to disagree with you. +# modifier = { +# add = -50 +# any_relation = { +# type = rival +# this = scope:hof +# } +# } +# ##A HoF that shares scope:heretic's culture is less likely to want to pick on a fellow countryman. +# modifier = { +# add = -20 +# scope:hof.culture = scope:heretic.culture +# } +# } +# #Disable no by default: this option is weighted upwards according to how visibly unchristian scope:accuser is. +# 0 = { +# trigger_event = { +# id = east_europe.0112 +# days = 5 +# } +# +# #And now, we invert the values from the acceptance branch: +# ##An extremely-unfriendly HoF wants to disagree with you. +# modifier = { +# add = 20 +# reverse_opinion = { +# target = scope:hof +# value <= high_negative_opinion +# } +# } +# ##Weight down a bit for sin (no weight up for virtue, since this is already overwhelmingly likely: we're really just checking to see if your HoF is going to call you out for hypocrisy). +# modifier = { +# add = 10 +# num_sinful_traits = 1 +# } +# modifier = { +# add = 20 +# num_sinful_traits = 2 +# } +# modifier = { +# add = 30 +# num_sinful_traits = 3 +# } +# modifier = { +# add = 40 +# num_sinful_traits = 4 +# } +# modifier = { +# add = 50 +# num_sinful_traits >= 5 +# } +# ##A rivalling HoF wants to disagree with you. +# modifier = { +# add = 50 +# any_relation = { +# type = rival +# this = scope:hof +# } +# } +# ##A HoF that shares scope:heretic's culture is less likely to want to pick on a fellow countryman. +# modifier = { +# add = 20 +# scope:hof.culture = scope:heretic.culture +# } +# } +# } +# } +#} +# +################################################### +## Last Gasp of the Great Migrations +## by Ewan Cowhig Croft +## 0131-0150 +################################################### +# +## Invader POV: decided to mobilise the Mogyer people. +#east_europe.0141 = { +# type = character_event +# title = east_europe.0141.t +# desc = east_europe.0141.desc +# theme = culture_change +# left_portrait = { +# character = scope:invader +# animation = personality_bold +# } +# override_background = { reference = wilderness_steppe } +# +# immediate = { +# save_scope_as = mogyer_invader +# every_player = { +# limit = { +# this != scope:mogyer_invader +# } +# if = { +# limit = { +# any_vassal_or_below = { this = scope:mogyer_invader } +# } +# trigger_event = east_europe.0142 +# } +# if = { +# limit = { +# any_sub_realm_county = { +# title_province = { geographical_region = custom_hungary } +# } +# #Exempt the liege from getting this message: should be edge case, but the declaration of war should be enough to let them know that they're gonna have a bad time. +# NOT = { +# any_vassal_or_below = { this = scope:mogyer_invader } +# } +# } +# trigger_event = east_europe.0143 +# } +# } +# } +# +# #We ride west! +# option = { +# name = east_europe.0141.a +# +# custom_tooltip = east_europe.0141.a.tt +# +# ai_chance = { +# #The AI will always pick this. +# base = 100 +# } +# } +#} +# +## Liege POV: decided to mobilise the Mogyer people. +#east_europe.0142 = { +# type = character_event +# title = east_europe.0142.t +# desc = east_europe.0142.desc +# theme = culture_change +# left_portrait = { +# character = scope:invader +# animation = personality_greedy +# } +# override_background = { reference = wilderness_steppe } +# +# +# #A foolhardy errand. +# option = { +# name = east_europe.0142.a +# +# custom_tooltip = east_europe.0142.a.tt +# +# ai_chance = { +# #The AI will always pick this. +# base = 100 +# } +# } +#} +# +## Pannonian POV: decided to mobilise the Mogyer people. +#east_europe.0143 = { +# type = character_event +# title = east_europe.0143.t +# desc = { +# first_valid = { +# triggered_desc = { +# trigger = { +# capital_province = { geographical_region = custom_hungary } +# } +# desc = east_europe.0143.desc.pannonian_capital +# } +# triggered_desc = { +# trigger = { +# any_held_title = { +# title_tier = county +# title_province = { geographical_region = custom_hungary } +# } +# } +# desc = east_europe.0143.desc.pannonian_territory +# } +# desc = east_europe.0143.desc.fallback +# } +# desc = east_europe.0143.desc.outro +# } +# theme = culture_change +# left_portrait = { +# character = scope:invader +# animation = personality_greedy +# } +# override_background = { reference = wilderness_steppe } +# +# #They'll never cross the Carpathians! +# option = { +# name = east_europe.0143.a +# +# custom_tooltip = east_europe.0143.a.tt +# +# ai_chance = { +# #The AI will always pick this. +# base = 100 +# } +# } +#} +# +# +# +################################################### +## Founding the Kingdom of Livonia +## by James Beaumont +################################################### +# +## You founded the kingdom! +#east_europe.0200 = { +# type = character_event +# title = east_europe.0200.t +# desc = { +# first_valid = { +# triggered_desc = { +# trigger = { +# root.faith = { +# NOT = { religion_tag = baltic_religion } +# NOT = { has_doctrine_parameter = unreformed } +# } +# } +# desc = east_europe.0200.desc.christian +# } +# desc = east_europe.0200.desc.nonchristian +# } +# desc = east_europe.0200.desc.outro +# } +# theme = crown +# left_portrait = { +# character = scope:founder +# animation = personality_honorable +# } +# override_background = { reference = wilderness_forest } +# +# immediate = { +# play_music_cue = "mx_cue_positive_effect" +# found_kingdom_of_livonia_decision_scripted_effect = yes +# legend_seed_new_title_effect = yes +# } +# +# #My name will be known for all time! +# option = { +# name = east_europe.0200.a +# +# #Your legacy will be remembered. +# add_prestige = major_prestige_gain +# if = { +# limit = { +# OR = { +# #Considers themselves to be a "Balt" +# root.culture = { has_cultural_pillar = heritage_baltic } +# root.faith = { +# religion_tag = baltic_religion +# } +# } +# } +# if = { +# limit = { +# is_female = yes +# } +# give_nickname = nick_mother_of_the_baltic +# } +# else = { +# give_nickname = nick_father_of_the_baltic +# } +# } +# else = { +# give_nickname = nick_scourge_of_the_baltic +# } +# stress_impact = { arrogant = minor_stress_impact_loss } +# ai_chance = { +# base = 100 +# ai_value_modifier = { +# ai_honor = 0.5 +# ai_boldness = 0.5 +# } +# } +# } +# +# #This was done for the faith! +# option = { +# name = east_europe.0200.b +# +# #Your piety will be remembered. +# add_piety = major_piety_gain +# +# stress_impact = { zealous = minor_stress_impact_loss } +# ai_chance = { +# base = 100 +# ai_value_modifier = { +# ai_zeal = 0.5 +# ai_boldness = 0.25 +# } +# } +# } +#} +# +## Someone else founded the kingdom! +#east_europe.0201 = { +# type = character_event +# title = east_europe.0201.t +# desc = east_europe.0201.desc +# theme = crown +# left_portrait = { +# character = scope:founder +# animation = personality_honorable +# } +# override_background = { reference = wilderness_mountains } +# +# immediate = { +# play_music_cue = "mx_cue_positive_effect" +# found_kingdom_of_livonia_decision_scripted_effect = yes +# } +# +# #Kings and Emperors consider them an upstart. +# option = { +# name = east_europe.0201.a +# trigger = { highest_held_title_tier >= tier_kingdom } +# +# #AI option is inconsequential. +# ai_chance = { base = 100 } +# } +# +# #Same-faith rulers are probably quite happy. +# option = { +# name = east_europe.0201.b +# trigger = { faith = scope:founder.faith } +# +# #AI option is inconsequential. +# ai_chance = { base = 100 } +# } +# +# #Everyone else is a bit wary. +# option = { +# name = east_europe.0201.c +# trigger = { +# NOR = { +# highest_held_title_tier >= tier_kingdom +# faith = scope:founder.faith +# } +# } +# +# #AI option is inconsequential. +# ai_chance = { base = 100 } +# } +#} +# +# \ No newline at end of file diff --git a/events/decisions_events/mpo_greatest_of_khans_events.txt b/events/decisions_events/mpo_greatest_of_khans_events.txt index 727f5244..dceca748 100644 --- a/events/decisions_events/mpo_greatest_of_khans_events.txt +++ b/events/decisions_events/mpo_greatest_of_khans_events.txt @@ -2098,17 +2098,6 @@ mpo_greatest_of_khans.0030 = { } add = -50 } - modifier = { - culture = { - any_parent_culture_or_above = { - OR = { - this = culture:han - this = culture:greek - } - } - } - add = 100 - } } } #Convert to feudal government diff --git a/events/decisions_events/roman_restoration_events.txt b/events/decisions_events/roman_restoration_events.txt index aa14407c..0f7d09ac 100644 --- a/events/decisions_events/roman_restoration_events.txt +++ b/events/decisions_events/roman_restoration_events.txt @@ -1,3377 +1,3378 @@ - -namespace = roman_restoration - +# +#namespace = roman_restoration +# +################################################### +# +#### Roman Restoration Major Decision Events +## by Flavio Verna +# +## 0001 - Restoring Roman Empire as Byzantium +## 0003 - Restoring Roman Empire as HRE +## 0005 - New Emperor becomes Augustus +## 0006 - Old Emperor loses Augustus +## 0010/0024 - Old Roman Provinces are Restored +## 0100 - Schism is mended +## 0199, 0104, 0105, 0106, 0107 - Restored Patriarchate Events +## 0120 - Imposing the Iconoclast Patriarchate +## 0122 - Restoring the Ecumenical Patriarchate +## 0124 - Restoring the Papacy +## 0130 - Destroying the Papacy +## 0140 - Unifying Italy +## 0150 - Restoring Roman Empire as Italy +## 0160/0175 - Roman Empire dismantles pretenders +# +################################################### +# +################################################### +## Restoring the Roman Empire +################################################### +#roman_restoration.0001 = { +# type = character_event +# title = roman_restoration.0001.t +# desc = { +# desc = roman_restoration.0001.desc.intro +# first_valid = { +# # Doing it as the Greeks. +# triggered_desc = { +# trigger = { +# root.culture = culture:greek +# } +# desc = roman_restoration.0001.desc.greeks +# } +# # Doing it as somebody else. +# desc = roman_restoration.0001.desc.other +# } +# first_valid = { +# # Doing it as Christians. +# triggered_desc = { +# trigger = { +# faith.OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } +# } +# desc = roman_restoration.0001.desc.christians +# } +# # Doing it as Hellenics +# triggered_desc = { +# trigger = { +# faith.religion = faith:hellenic_pagan.religion +# } +# desc = roman_restoration.0001.desc.hellenics +# } +# desc = roman_restoration.0001.desc.fallback +# } +# } +# theme = emperor +# left_portrait = { +# character = scope:scoped_emperor +# animation = personality_honorable +# } +# +# immediate = { +# play_music_cue = "mx_cue_epic_sacral_moment" +# save_scope_as = scoped_emperor +# create_roman_empire_scripted_effect = yes +# create_story = restoring_roman_provinces_story +# } +# option = { +# name = roman_restoration.0001.a +# set_nickname_effect = { NICKNAME = nick_the_glorious } +# # Send narrative fluff to other players (if any). +# every_player = { +# limit = { +# this != root +# is_within_diplo_range = { CHARACTER = root } +# } +# trigger_event = roman_restoration.0002 +# } +# } +#} +# +## Players informed of some fucko declaring a new Rome +#roman_restoration.0002 = { +# type = character_event +# title = roman_restoration.0002.t +# desc = { +# desc = roman_restoration.0002.desc +# first_valid = { +# # Christians freaking out. +# triggered_desc = { +# trigger = { +# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } +# faith.religion = faith:roman_catholic.religion +# } +# desc = roman_restoration.0002.desc.hellenics +# } +# # Regular. +# desc = roman_restoration.0002.desc.christians +# } +# } +# theme = realm +# left_portrait = { +# character = scope:scoped_emperor +# animation = personality_honorable +# } +# +# immediate = { +# #Same-faith non-empire tier rulers are over-awed. +# if = { +# limit = { faith = scope:scoped_emperor.faith } +# play_music_cue = "mx_cue_epic_sacral_moment" +# } +# #Otherwise, this is a tacit statement of imperial threat. +# else = { play_music_cue = "mx_cue_combat_2" } +# } +# +# option = { +# name = { # Regular +# trigger = { +# NAND = { +# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } +# faith.religion = faith:roman_catholic.religion +# } +# NOT = { +# has_title = title:e_hre +# } +# } +# text = roman_restoration.0002.a +# } +# name = { # Regular HRE +# trigger = { +# NAND = { +# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } +# faith.religion = faith:roman_catholic.religion +# } +# has_title = title:e_hre +# } +# text = roman_restoration.0002.b +# } +# name = { # Crazy Hellenics +# trigger = { +# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } +# faith.religion = faith:roman_catholic.religion +# NOT = { +# has_title = title:e_hre +# } +# } +# text = roman_restoration.0002.c +# } +# name = { # Crazy Hellenics HRE +# trigger = { +# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } +# faith.religion = faith:roman_catholic.religion +# has_title = title:e_hre +# } +# text = roman_restoration.0002.d +# } +# } +# option = { +# name = roman_restoration.0002.e +# fallback = yes +# } +#} +# +################################################### +## Holy Roman Empire for realsies this time. +################################################### +# +#roman_restoration.0003 = { +# type = character_event +# title = roman_restoration.0003.t +# desc = { +# first_valid = { +# # Doing it as the Greeks. +# triggered_desc = { +# trigger = { +# root.culture = culture:greek +# } +# desc = roman_restoration.0003.desc.greeks +# } +# # Doing it as somebody else. +# triggered_desc = { +# trigger = { +# NOT = { +# root.culture = culture:greek +# } +# } +# desc = roman_restoration.0003.desc.other +# } +# } +# desc = roman_restoration.0003.desc +# } +# theme = realm +# left_portrait = { +# character = scope:scoped_emperor +# animation = personality_honorable +# } +# +# immediate = { +# play_music_cue = "mx_cue_epic_sacral_moment" +# save_scope_as = scoped_emperor +# create_roman_empire_holy_scripted_effect = yes +# } +# +# option = { +# name = roman_restoration.0003.a +# set_nickname_effect = { NICKNAME = nick_the_glorious } +# # Send narrative fluff to other players (if any). +# every_player = { +# limit = { +# this != root +# is_within_diplo_range = { CHARACTER = root } +# } +# trigger_event = roman_restoration.0004 +# } +# } +#} +# +## Players informed of (Holy) Roman Empire being reborn. +#roman_restoration.0004 = { +# type = character_event +# title = roman_restoration.0004.t +# desc = { +# first_valid = { +# # Reaction of the Byzantines (if they are even still around) +# triggered_desc = { +# trigger = { +# OR = { +# has_title = title:e_byzantium +# any_liege_or_above = { +# has_title = title:e_byzantium +# } +# } +# } +# desc = roman_restoration.0004.desc.byzantines +# } +# # Everybody else. +# triggered_desc = { +# trigger = { +# NOR = { +# has_title = title:e_byzantium +# any_liege_or_above = { +# has_title = title:e_byzantium +# } +# } +# } +# desc = roman_restoration.0004.desc.others +# } +# } +# } +# theme = realm +# left_portrait = { +# character = scope:scoped_emperor +# animation = personality_honorable +# } +# +# immediate = { +# #Same-faith non-empire tier rulers are over-awed. +# if = { +# limit = { faith = scope:scoped_emperor.faith } +# play_music_cue = "mx_cue_epic_sacral_moment" +# } +# #Otherwise, this is a tacit statement of imperial threat. +# else = { play_music_cue = "mx_cue_combat_2" } +# } +# +# option = { +# name = roman_restoration.0004.a +# trigger = { +# NOT = { +# has_title = title:e_byzantium +# } +# } +# } +# option = { +# name = roman_restoration.0004.b +# trigger = { +# has_title = title:e_byzantium +# } +# stress_impact = { +# base = medium_stress_impact_gain +# } +# } +#} +# +## on_new_holder: New Emperor gets the Augustus Trait. +#roman_restoration.0005 = { +# type = character_event +# title = roman_restoration.0005.t +# desc = { +# first_valid = { +# # Regular Roman Empire +# triggered_desc = { +# trigger = { +# NOT = { +# exists = title:h_roman_empire.var:variable_restored_hre +# } +# } +# desc = roman_restoration.0005.desc.regular +# } +# # Holy Roman Empire +# triggered_desc = { +# trigger = { +# exists = title:h_roman_empire.var:variable_restored_hre +# } +# desc = roman_restoration.0005.desc.holy +# } +# } +# } +# theme = realm +# left_portrait = { +# character = root +# animation = personality_bold +# } +# +# trigger = { +# OR = { +# scope:title = title:h_roman_empire +# scope:title = title:h_eastern_roman_empire +# } +# NOT = { has_trait = augustus } +# } +# +# immediate = { +# if = { +# limit = { +# scope:previous_holder = { +# any_owned_story = { +# type = restoring_roman_provinces_story +# } +# } +# } +# hidden_effect = { +# scope:previous_holder = { +# random_owned_story = { +# type = restoring_roman_provinces_story +# end_story = yes +# } +# } +# create_story = restoring_roman_provinces_story +# } +# } +# +# if = { +# limit = { scope:previous_holder = { is_alive = yes has_trait = augustus } } +# save_scope_as = new_holder +# scope:previous_holder = { trigger_event = roman_restoration.0006 } +# } +# } +# +# option = { +# name = roman_restoration.0005.a +# add_trait = augustus +# } +#} +# +## If old holder is still alive, he will lose the trait. +#roman_restoration.0006 = { +# type = character_event +# title = roman_restoration.0006.t +# desc = roman_restoration.0006.desc +# theme = realm +# left_portrait = { +# character = root +# animation = shame +# } +# +# immediate = { +# #This is so sad: Alexios, play dungeonito. +# play_music_cue = "mx_cue_prison" +# } +# +# trigger = { +# is_alive = yes +# has_trait = augustus +# } +# +# option = { +# name = roman_restoration.0006.a +# remove_trait = augustus +# stress_impact = { +# base = minor_stress_impact_gain +# } +# } +#} +# +################################################### +## Recovering old Provinces. +################################################### +# +## All events fired on_yearly pulses, checking for dejure Duchies. +## Mostly just for flavor. +# +#scripted_trigger roman_restoration_0010_is_valid_roman_empire_trigger = { +# is_ai = no +# is_roman_emperor_trigger = yes +# OR = { +# faith.religion = faith:roman_catholic.religion # Either Christian +# faith.religion = faith:hellenic_pagan.religion # Or Hellenic +# } +#} +# +## Provincia Syria Palaestina +## Provincia Aegyptus +## Provincia Cyrenaica +## Provincia Africa +## Provincia Illyricum +## Provincia Italia +## Provincia Gallia +## Provincia Germania +## Provincia Britannia +## Provincia Hispania +## Provincia Mauretania +## Provincia Mesopotamia +## Provincia Caledonia +## Provincia Hibernia +## Imperial Borders (all provinces restored) +# +## Provincia Syria Palaestina +#roman_restoration.0010 = { +# type = character_event +# title = roman_restoration.0010.t +# desc = roman_restoration.0010.desc +# theme = realm +# left_portrait = { +# character = root +# animation = personality_honorable +# } +# +# trigger = { +# roman_restoration_0010_is_valid_roman_empire_trigger = yes +# NOT = { # Only happens once. +# is_target_in_global_variable_list = { +# name = restored_roman_provinces_variable_list +# target = flag:flag_re_restored_syria +# } +# } +# NOT = { has_character_flag = flag_roman_province_cooldown } +# completely_controls_region = custom_roman_syria_palestina +# } +# +# immediate = { +# add_to_global_variable_list = { +# name = restored_roman_provinces_variable_list +# target = flag:flag_re_restored_syria +# } +# hidden_effect = { +# add_character_flag = { +# flag = flag_roman_province_cooldown +# days = 400 +# } +# } +# } +# +# option = { +# name = roman_restoration.0010.a +# add_prestige = major_prestige_gain +# } +#} +# +## Provincia Aegyptus +#roman_restoration.0011 = { +# type = character_event +# title = roman_restoration.0011.t +# desc = roman_restoration.0011.desc +# theme = realm +# left_portrait = { +# character = root +# animation = personality_honorable +# } +# +# trigger = { +# roman_restoration_0010_is_valid_roman_empire_trigger = yes +# NOT = { # Only happens once. +# is_target_in_global_variable_list = { +# name = restored_roman_provinces_variable_list +# target = flag:flag_re_restored_aegyptus +# } +# } +# NOT = { has_character_flag = flag_roman_province_cooldown } +# completely_controls_region = custom_roman_aegyptus +# } +# +# immediate = { +# add_to_global_variable_list = { +# name = restored_roman_provinces_variable_list +# target = flag:flag_re_restored_aegyptus +# } +# hidden_effect = { +# add_character_flag = { +# flag = flag_roman_province_cooldown +# days = 400 +# } +# } +# } +# +# option = { +# name = roman_restoration.0010.a +# add_prestige = major_prestige_gain +# } +#} +## Provincia Cyrenaica +#roman_restoration.0012 = { +# type = character_event +# title = roman_restoration.0012.t +# desc = roman_restoration.0012.desc +# theme = realm +# left_portrait = { +# character = root +# animation = personality_honorable +# } +# +# trigger = { +# roman_restoration_0010_is_valid_roman_empire_trigger = yes +# NOT = { # Only happens once. +# is_target_in_global_variable_list = { +# name = restored_roman_provinces_variable_list +# target = flag:flag_re_restored_cyrenaica +# } +# } +# NOT = { has_character_flag = flag_roman_province_cooldown } +# completely_controls_region = custom_roman_cyrenaica +# } +# +# immediate = { +# add_to_global_variable_list = { +# name = restored_roman_provinces_variable_list +# target = flag:flag_re_restored_cyrenaica +# } +# hidden_effect = { +# add_character_flag = { +# flag = flag_roman_province_cooldown +# days = 400 +# } +# } +# } +# +# option = { +# name = roman_restoration.0010.a +# add_prestige = major_prestige_gain +# } +#} +## Provincia Africa +#roman_restoration.0013 = { +# type = character_event +# title = roman_restoration.0013.t +# desc = roman_restoration.0013.desc +# theme = realm +# left_portrait = { +# character = root +# animation = personality_honorable +# } +# +# trigger = { +# roman_restoration_0010_is_valid_roman_empire_trigger = yes +# NOT = { # Only happens once. +# is_target_in_global_variable_list = { +# name = restored_roman_provinces_variable_list +# target = flag:flag_re_restored_africa +# } +# } +# NOT = { has_character_flag = flag_roman_province_cooldown } +# completely_controls_region = custom_roman_africa +# } +# +# immediate = { +# add_to_global_variable_list = { +# name = restored_roman_provinces_variable_list +# target = flag:flag_re_restored_africa +# } +# hidden_effect = { +# add_character_flag = { +# flag = flag_roman_province_cooldown +# days = 400 +# } +# } +# } +# +# option = { +# name = roman_restoration.0010.a +# add_prestige = major_prestige_gain +# } +#} +## Provincia Illyricum +#roman_restoration.0014 = { +# type = character_event +# title = roman_restoration.0014.t +# desc = roman_restoration.0014.desc +# theme = realm +# left_portrait = { +# character = root +# animation = personality_honorable +# } +# +# trigger = { +# roman_restoration_0010_is_valid_roman_empire_trigger = yes +# NOT = { # Only happens once. +# is_target_in_global_variable_list = { +# name = restored_roman_provinces_variable_list +# target = flag:flag_re_restored_illyricum +# } +# } +# NOT = { has_character_flag = flag_roman_province_cooldown } +# completely_controls_region = custom_roman_illyricum +# } +# +# immediate = { +# add_to_global_variable_list = { +# name = restored_roman_provinces_variable_list +# target = flag:flag_re_restored_illyricum +# } +# hidden_effect = { +# add_character_flag = { +# flag = flag_roman_province_cooldown +# days = 400 +# } +# } +# } +# +# option = { +# name = roman_restoration.0010.a +# add_prestige = major_prestige_gain +# } +#} +## Provincia Italia +#roman_restoration.0015 = { +# type = character_event +# title = roman_restoration.0015.t +# desc = roman_restoration.0015.desc +# theme = realm +# left_portrait = { +# character = root +# animation = personality_honorable +# } +# +# trigger = { +# roman_restoration_0010_is_valid_roman_empire_trigger = yes +# NOT = { # Only happens once. +# is_target_in_global_variable_list = { +# name = restored_roman_provinces_variable_list +# target = flag:flag_re_restored_italia +# } +# } +# NOT = { exists = title:h_roman_empire.var:variable_restored_italy } +# NOT = { has_character_flag = flag_roman_province_cooldown } +# completely_controls_region = world_europe_south_italy +# } +# +# immediate = { +# add_to_global_variable_list = { +# name = restored_roman_provinces_variable_list +# target = flag:flag_re_restored_italia +# } +# hidden_effect = { +# add_character_flag = { +# flag = flag_roman_province_cooldown +# days = 400 +# } +# } +# } +# +# option = { +# name = roman_restoration.0010.a +# add_prestige = major_prestige_gain +# } +#} +## Provincia Gallia +#roman_restoration.0016 = { +# type = character_event +# title = roman_restoration.0016.t +# desc = roman_restoration.0016.desc +# theme = realm +# left_portrait = { +# character = root +# animation = personality_honorable +# } +# +# trigger = { +# roman_restoration_0010_is_valid_roman_empire_trigger = yes +# NOT = { # Only happens once. +# is_target_in_global_variable_list = { +# name = restored_roman_provinces_variable_list +# target = flag:flag_re_restored_gallia +# } +# } +# NOT = { has_character_flag = flag_roman_province_cooldown } +# completely_controls_region = world_europe_west_francia +# } +# +# immediate = { +# add_to_global_variable_list = { +# name = restored_roman_provinces_variable_list +# target = flag:flag_re_restored_gallia +# } +# hidden_effect = { +# add_character_flag = { +# flag = flag_roman_province_cooldown +# days = 400 +# } +# } +# } +# +# option = { +# name = roman_restoration.0010.a +# add_prestige = major_prestige_gain +# } +#} +## Provincia Germania +#roman_restoration.0017 = { +# type = character_event +# title = roman_restoration.0017.t +# desc = roman_restoration.0017.desc +# theme = realm +# left_portrait = { +# character = root +# animation = personality_honorable +# } +# +# trigger = { +# roman_restoration_0010_is_valid_roman_empire_trigger = yes +# NOT = { # Only happens once. +# is_target_in_global_variable_list = { +# name = restored_roman_provinces_variable_list +# target = flag:flag_re_restored_germania +# } +# } +# NOT = { exists = title:h_roman_empire.var:variable_restored_hre } +# NOT = { has_character_flag = flag_roman_province_cooldown } +# completely_controls_region = world_europe_west_germania +# } +# +# immediate = { +# add_to_global_variable_list = { +# name = restored_roman_provinces_variable_list +# target = flag:flag_re_restored_germania +# } +# hidden_effect = { +# add_character_flag = { +# flag = flag_roman_province_cooldown +# days = 400 +# } +# } +# } +# +# option = { +# name = roman_restoration.0010.a +# add_prestige = major_prestige_gain +# } +#} +## Provincia Britannia +#roman_restoration.0018 = { +# type = character_event +# title = roman_restoration.0018.t +# desc = roman_restoration.0018.desc +# theme = realm +# left_portrait = { +# character = root +# animation = personality_honorable +# } +# +# trigger = { +# roman_restoration_0010_is_valid_roman_empire_trigger = yes +# NOT = { # Only happens once. +# is_target_in_global_variable_list = { +# name = restored_roman_provinces_variable_list +# target = flag:flag_re_restored_britannia +# } +# } +# NOT = { has_character_flag = flag_roman_province_cooldown } +# completely_controls_region = custom_wales +# completely_controls_region = custom_england +# } +# +# immediate = { +# add_to_global_variable_list = { +# name = restored_roman_provinces_variable_list +# target = flag:flag_re_restored_britannia +# } +# hidden_effect = { +# add_character_flag = { +# flag = flag_roman_province_cooldown +# days = 400 +# } +# } +# } +# +# option = { +# name = roman_restoration.0010.a +# add_prestige = major_prestige_gain +# } +#} +## Provincia Hispania +#roman_restoration.0019 = { +# type = character_event +# title = roman_restoration.0019.t +# desc = roman_restoration.0019.desc +# theme = realm +# left_portrait = { +# character = root +# animation = personality_honorable +# } +# +# trigger = { +# roman_restoration_0010_is_valid_roman_empire_trigger = yes +# NOT = { # Only happens once. +# is_target_in_global_variable_list = { +# name = restored_roman_provinces_variable_list +# target = flag:flag_re_restored_hispania +# } +# } +# NOT = { has_character_flag = flag_roman_province_cooldown } +# completely_controls_region = custom_roman_hispania +# } +# +# immediate = { +# add_to_global_variable_list = { +# name = restored_roman_provinces_variable_list +# target = flag:flag_re_restored_hispania +# } +# hidden_effect = { +# add_character_flag = { +# flag = flag_roman_province_cooldown +# days = 400 +# } +# } +# } +# +# option = { +# name = roman_restoration.0010.a +# add_prestige = major_prestige_gain +# } +#} +## Provincia Mauretania +#roman_restoration.0020 = { +# type = character_event +# title = roman_restoration.0020.t +# desc = roman_restoration.0020.desc +# theme = realm +# left_portrait = { +# character = root +# animation = personality_honorable +# } +# +# trigger = { +# roman_restoration_0010_is_valid_roman_empire_trigger = yes +# NOT = { # Only happens once. +# is_target_in_global_variable_list = { +# name = restored_roman_provinces_variable_list +# target = flag:flag_re_restored_mauretania +# } +# } +# NOT = { has_character_flag = flag_roman_province_cooldown } +# completely_controls_region = custom_roman_mauretania +# } +# +# immediate = { +# add_to_global_variable_list = { +# name = restored_roman_provinces_variable_list +# target = flag:flag_re_restored_mauretania +# } +# hidden_effect = { +# add_character_flag = { +# flag = flag_roman_province_cooldown +# days = 400 +# } +# } +# } +# +# option = { +# name = roman_restoration.0010.a +# add_prestige = major_prestige_gain +# } +#} +## Provincia Mesopotamia +#roman_restoration.0021 = { +# type = character_event +# title = roman_restoration.0021.t +# desc = roman_restoration.0021.desc +# theme = realm +# left_portrait = { +# character = root +# animation = personality_honorable +# } +# +# trigger = { +# roman_restoration_0010_is_valid_roman_empire_trigger = yes +# NOT = { # Only happens once. +# is_target_in_global_variable_list = { +# name = restored_roman_provinces_variable_list +# target = flag:flag_re_restored_mesopotamia +# } +# } +# NOT = { has_character_flag = flag_roman_province_cooldown } +# completely_controls_region = custom_roman_mesopotamia +# } +# +# immediate = { +# add_to_global_variable_list = { +# name = restored_roman_provinces_variable_list +# target = flag:flag_re_restored_mesopotamia +# } +# hidden_effect = { +# add_character_flag = { +# flag = flag_roman_province_cooldown +# days = 400 +# } +# } +# } +# +# option = { +# name = roman_restoration.0010.a +# add_prestige = major_prestige_gain +# } +#} +## Provincia Caledonia +#roman_restoration.0022 = { +# type = character_event +# title = roman_restoration.0022.t +# desc = roman_restoration.0022.desc +# theme = realm +# left_portrait = { +# character = root +# animation = personality_honorable +# } +# +# trigger = { +# roman_restoration_0010_is_valid_roman_empire_trigger = yes +# NOT = { # Only happens once. +# is_target_in_global_variable_list = { +# name = restored_roman_provinces_variable_list +# target = flag:flag_re_restored_caledonia +# } +# } +# NOT = { has_character_flag = flag_roman_province_cooldown } +# completely_controls_region = custom_roman_caledonia +# } +# +# immediate = { +# add_to_global_variable_list = { +# name = restored_roman_provinces_variable_list +# target = flag:flag_re_restored_caledonia +# } +# hidden_effect = { +# add_character_flag = { +# flag = flag_roman_province_cooldown +# days = 400 +# } +# } +# } +# +# option = { +# name = roman_restoration.0010.a +# add_prestige = major_prestige_gain +# } +#} +## Provincia Hibernia +#roman_restoration.0023 = { +# type = character_event +# title = roman_restoration.0023.t +# desc = roman_restoration.0023.desc +# theme = realm +# left_portrait = { +# character = root +# animation = personality_honorable +# } +# +# trigger = { +# roman_restoration_0010_is_valid_roman_empire_trigger = yes +# NOT = { # Only happens once. +# is_target_in_global_variable_list = { +# name = restored_roman_provinces_variable_list +# target = flag:flag_re_restored_hibernia +# } +# } +# NOT = { has_character_flag = flag_roman_province_cooldown } +# completely_controls_region = custom_roman_hibernia +# } +# +# immediate = { +# add_to_global_variable_list = { +# name = restored_roman_provinces_variable_list +# target = flag:flag_re_restored_hibernia +# } +# hidden_effect = { +# add_character_flag = { +# flag = flag_roman_province_cooldown +# days = 400 +# } +# } +# } +# +# option = { +# name = roman_restoration.0010.a +# add_prestige = major_prestige_gain +# } +#} +# +## Imperial Borders (all provinces restored) +#roman_restoration.0024 = { +# type = character_event +# title = roman_restoration.0024.t +# desc = { +# desc = roman_restoration.0024.desc.intro +# first_valid = { +# # Christian Roman Empire +# triggered_desc = { +# trigger = { +# faith.religion = faith:roman_catholic.religion +# } +# desc = roman_restoration.0024.desc.christian +# } +# # Hellenic Roman Empire +# triggered_desc = { +# trigger = { +# faith.religion = faith:hellenic_pagan.religion +# } +# desc = roman_restoration.0024.desc.hellenic +# } +# # Fallback Roman Empire +# triggered_desc = { +# trigger = { +# NOR = { +# faith.religion = faith:roman_catholic.religion +# faith.religion = faith:hellenic_pagan.religion +# } +# } +# desc = roman_restoration.0024.desc.fallback +# } +# } +# } +# theme = realm +# left_portrait = { +# character = root +# animation = personality_honorable +# } +# +# trigger = { +# roman_restoration_0010_is_valid_roman_empire_trigger = yes +# is_roman_emperor_excluding_byzantium_trigger = yes +# NOT = { # Only happens once. +# is_target_in_global_variable_list = { +# name = restored_roman_provinces_variable_list +# target = flag:flag_re_restored_all +# } +# } +# NOT = { has_character_flag = flag_roman_province_cooldown } +# completely_controls_region = custom_roman_full_borders +# } +# +# immediate = { +# play_music_cue = "mx_cue_epic_sacral_moment" +# add_to_global_variable_list = { +# name = restored_roman_provinces_variable_list +# target = flag:flag_re_restored_all +# } +# hidden_effect = { +# add_character_flag = { +# flag = flag_roman_province_cooldown +# days = 400 +# } +# } +# } +# +# option = { +# name = roman_restoration.0010.a +# add_prestige = major_prestige_gain +# hidden_effect = { +# random_owned_story = { +# type = restoring_roman_provinces_story +# end_story = yes +# } +# } +# } +#} +# +################################################### +## Schism events. +################################################### +# +#roman_restoration.0100 = { +# type = character_event +# title = roman_restoration.0100.t +# desc = { +# desc = roman_restoration.0100.desc.intro +# first_valid = { +# # As an Orthodox +# triggered_desc = { +# trigger = { +# faith = faith:orthodox +# } +# desc = roman_restoration.0100.desc.orthodox +# } +# # As a Catholic +# triggered_desc = { +# trigger = { +# religion = religion:catholic_religion +# } +# desc = roman_restoration.0100.desc.catholic +# } +# # And Everybody else +# triggered_desc = { +# trigger = { +# NOR = { +# religion = religion:catholic_religion +# faith = faith:orthodox +# } +# } +# desc = roman_restoration.0100.desc.generic +# } +# } +# } +# theme = realm +# left_portrait = { +# character = scope:scoped_emperor +# animation = personality_zealous +# } +# +# immediate = { +# play_music_cue = "mx_cue_faith_conversion" +# save_scope_as = scoped_emperor +# faith = { save_scope_as = mending_faith } +# mend_great_schism_scripted_effect = yes +# if = { +# limit = { +# scope:mending_faith = faith:orthodox +# } +# faith:catholic = { +# save_scope_as = loser_faith +# } +# } +# else_if = { +# limit = { +# scope:mending_religion = religion:catholic_religion +# } +# faith:orthodox = { +# save_scope_as = loser_faith +# } +# } +# else = { +# religion = { +# random_faith = { +# limit = { +# exists = religious_head +# this != scope:mending_faith +# } +# save_scope_as = loser_faith +# } +# } +# } +# legend_seed_great_deed_faith_effect = { +# ANTAGONIST = scope:loser_faith.religious_head +# OLD_FAITH = scope:loser_faith +# } +# } +# +# option = { +# name = roman_restoration.0100.a +# } +#} +# +## Ecumenical followers get chance to convert. +#roman_restoration.0101 = { +# type = character_event +# title = roman_restoration.0100.t +# desc = { +# desc = roman_restoration.0101.desc.intro +# first_valid = { +# # As an Orthodox +# triggered_desc = { +# trigger = { +# scope:mending_faith = faith:orthodox +# } +# desc = roman_restoration.0101.desc.orthodox +# } +# # As a Catholic +# triggered_desc = { +# trigger = { +# scope:mending_religion = religion:catholic_religion +# } +# desc = roman_restoration.0101.desc.catholic +# } +# # And Everybody else +# triggered_desc = { +# trigger = { +# NOR = { +# scope:mending_religion = religion:catholic_religion +# scope:mending_faith = faith:orthodox +# } +# } +# desc = roman_restoration.0101.desc.generic +# } +# } +# } +# theme = realm +# left_portrait = { +# character = scope:scoped_emperor +# animation = personality_zealous +# } +# +# immediate = { +# play_music_cue = "mx_cue_faith_conversion" +# faith = { save_scope_as = old_faith } +# } +# +# option = { +# name = roman_restoration.0101.a +# trigger = { +# OR = { +# is_ai = no +# NOT = { has_trait = zealous } # Never! +# } +# } +# set_character_faith = scope:mending_faith +# if = { +# limit = { +# scope:mending_faith = { has_doctrine = doctrine_monotheist } +# } +# custom_description_no_bullet = { text = mandala_monotheist_warning_tt } +# } +# every_held_title = { +# title_tier = county +# set_county_faith = scope:mending_faith +# } +# ai_chance = { +# base = 80 +# modifier = { # Where the wind blows, I sail. +# add = 20 +# has_trait = cynical +# } +# } +# } +# option = { +# name = roman_restoration.0101.b +# ai_chance = { +# base = 20 +# ai_value_modifier = { +# ai_zeal = 1.0 +# } +# modifier = { +# add = 20 +# has_trait = zealous +# } +# modifier = { +# add = 10 +# OR = { +# has_title = title:e_byzantium +# has_title = title:e_hre +# } +# } +# } +# } +#} +# +## Heretics and Heathens are only notified. +#roman_restoration.0102 = { +# type = character_event +# title = roman_restoration.0100.t +# desc = { +# desc = roman_restoration.0101.desc.intro +# first_valid = { +# # As an Orthodox +# triggered_desc = { +# trigger = { +# scope:mending_faith = faith:orthodox +# } +# desc = roman_restoration.0101.desc.orthodox +# } +# # As a Catholic +# triggered_desc = { +# trigger = { +# scope:mending_religion = religion:catholic_religion +# } +# desc = roman_restoration.0101.desc.catholic +# } +# # And Everybody else +# triggered_desc = { +# trigger = { +# NOR = { +# scope:mending_religion = religion:catholic_religion +# scope:mending_faith = faith:orthodox +# } +# } +# desc = roman_restoration.0101.desc.generic +# } +# } +# } +# theme = realm +# left_portrait = { +# character = scope:scoped_emperor +# animation = personality_zealous +# } +# +# immediate = { +# #Even if you're not converting, it's still all rather momentous. +# play_music_cue = "mx_cue_faith_conversion" +# } +# +# option = { +# name = roman_restoration.0102.a +# } +#} +# +## Faithful players notified. +#roman_restoration.0103 = { +# type = character_event +# title = roman_restoration.0100.t +# desc = { +# desc = roman_restoration.0100.desc.intro +# first_valid = { +# # As an Orthodox +# triggered_desc = { +# trigger = { +# scope:mending_faith = faith:orthodox +# } +# desc = roman_restoration.0100.desc.orthodox +# } +# # As a Catholic +# triggered_desc = { +# trigger = { +# scope:mending_religion = religion:catholic_religion +# } +# desc = roman_restoration.0100.desc.catholic +# } +# # And Everybody else +# triggered_desc = { +# trigger = { +# NOR = { +# scope:mending_religion = religion:catholic_religion +# scope:mending_faith = faith:orthodox +# } +# } +# desc = roman_restoration.0100.desc.generic +# } +# } +# } +# theme = realm +# left_portrait = { +# character = scope:scoped_emperor +# animation = personality_zealous +# } +# +# immediate = { +# #Even if you're not converting, it's still all rather momentous. +# play_music_cue = "mx_cue_faith_conversion" +# } +# +# option = { +# name = roman_restoration.0100.a +# } +#} +# +################################################### +## Flavor for restoring the Pentarchy as the Orthodox ERE. +################################################### +# +## All on_yearly_action pulse. +# +## Patriarchate of Antioch +## Patriarchate of Jerusalem +## Patriarchate of Alexandria +## Patriarchate of Rome +# +#scripted_trigger roman_restoration_0104_is_valid_roman_empire_trigger = { +# is_roman_emperor_trigger = yes +# faith = faith:orthodox +# faith = { has_doctrine = special_doctrine_ecumenical_christian } +#} +# +## on_new_holder hidden event to check title and conqueror. +#roman_restoration.0199 = { +# type = character_event +# hidden = yes +# +# trigger = { +# OR = { +# scope:title = title:c_antiocheia +# scope:title = title:c_jerusalem +# scope:title = title:c_alexandria +# scope:title = title:c_roma +# } +# OR = { +# AND = { +# roman_restoration_0104_is_valid_roman_empire_trigger = yes +# faith = faith:orthodox +# } +# any_liege_or_above = { +# roman_restoration_0104_is_valid_roman_empire_trigger = yes +# faith = faith:orthodox +# } +# } +# } +# +# immediate = { +# if = { +# limit = { +# any_liege_or_above = { +# roman_restoration_0104_is_valid_roman_empire_trigger = yes +# faith = faith:orthodox +# } +# } +# random_liege_or_above = { +# limit = { +# roman_restoration_0104_is_valid_roman_empire_trigger = yes +# faith = faith:orthodox +# } +# trigger_event = { +# on_action = on_action_orthodox_pentarchy_pulse +# } +# } +# } +# else = { +# trigger_event = { +# on_action = on_action_orthodox_pentarchy_pulse +# } +# } +# } +#} +# +## Patriarchate of Antioch +#roman_restoration.0104 = { +# type = character_event +# title = roman_restoration.0104.t +# desc = roman_restoration.0104.desc +# theme = realm +# left_portrait = { +# character = root +# animation = personality_zealous +# } +# +# trigger = { +# NOT = { # Only happens once. +# is_target_in_global_variable_list = { +# name = restored_pentarchy_seants_variable_list +# target = flag:flag_re_restored_antioch +# } +# } +# NOT = { has_character_flag = flag_orthodox_patriarchate_cooldown } +# roman_restoration_0104_is_valid_roman_empire_trigger = yes +# scope:title = title:c_antiocheia +# #title:c_antiocheia.holder.faith = root.faith #Not under an infidel vassal. +# } +# +# immediate = { +# play_music_cue = "mx_cue_sacredrite" +# add_to_global_variable_list = { +# name = restored_pentarchy_seants_variable_list +# target = flag:flag_re_restored_antioch +# } +# hidden_effect = { +# add_character_flag = { +# flag = flag_orthodox_patriarchate_cooldown +# days = 400 +# } +# } +# } +# +# option = { +# name = roman_restoration.0104.a +# add_piety = major_piety_gain +# } +#} +# +## Patriarchate of Jerusalem +#roman_restoration.0105 = { +# type = character_event +# title = roman_restoration.0105.t +# desc = roman_restoration.0105.desc +# theme = realm +# left_portrait = { +# character = root +# animation = personality_zealous +# } +# +# trigger = { +# NOT = { # Only happens once. +# is_target_in_global_variable_list = { +# name = restored_pentarchy_seants_variable_list +# target = flag:flag_re_restored_jerusalem +# } +# } +# NOT = { has_character_flag = flag_orthodox_patriarchate_cooldown } +# roman_restoration_0104_is_valid_roman_empire_trigger = yes +# scope:title = title:c_jerusalem +# #title:c_jerusalem.holder.faith = root.faith #Not under an infidel vassal. +# } +# +# immediate = { +# play_music_cue = "mx_cue_sacredrite" +# add_to_global_variable_list = { +# name = restored_pentarchy_seants_variable_list +# target = flag:flag_re_restored_jerusalem +# } +# hidden_effect = { +# add_character_flag = { +# flag = flag_orthodox_patriarchate_cooldown +# days = 400 +# } +# } +# } +# +# option = { +# name = roman_restoration.0104.a +# add_piety = major_piety_gain +# } +#} +# +## Patriarchate of Alexandria +#roman_restoration.0106 = { +# type = character_event +# title = roman_restoration.0106.t +# desc = roman_restoration.0106.desc +# theme = realm +# left_portrait = { +# character = root +# animation = personality_zealous +# } +# +# trigger = { +# NOT = { # Only happens once. +# is_target_in_global_variable_list = { +# name = restored_pentarchy_seants_variable_list +# target = flag:flag_re_restored_alexandria +# } +# } +# NOT = { has_character_flag = flag_orthodox_patriarchate_cooldown } +# roman_restoration_0104_is_valid_roman_empire_trigger = yes +# scope:title = title:c_alexandria +# #title:c_alexandria.holder.faith = root.faith #Not under an infidel vassal. +# } +# +# immediate = { +# play_music_cue = "mx_cue_sacredrite" +# add_to_global_variable_list = { +# name = restored_pentarchy_seants_variable_list +# target = flag:flag_re_restored_alexandria +# } +# hidden_effect = { +# add_character_flag = { +# flag = flag_orthodox_patriarchate_cooldown +# days = 400 +# } +# } +# } +# +# option = { +# name = roman_restoration.0104.a +# add_piety = major_piety_gain +# } +#} +# +## Patriarchate of Rome +#roman_restoration.0107 = { +# type = character_event +# title = roman_restoration.0107.t +# desc = roman_restoration.0107.desc +# theme = emperor +# left_portrait = { +# character = root +# animation = personality_zealous +# } +# +# trigger = { +# NOT = { # Only happens once. +# is_target_in_global_variable_list = { +# name = restored_pentarchy_seants_variable_list +# target = flag:flag_re_restored_roma +# } +# } +# NOT = { has_character_flag = flag_orthodox_patriarchate_cooldown } +# roman_restoration_0104_is_valid_roman_empire_trigger = yes +# scope:title = title:c_roma +# #title:c_roma.holder.faith = root.faith #Not under an infidel vassal. +# } +# +# immediate = { +# play_music_cue = "mx_cue_sacredrite" +# add_to_global_variable_list = { +# name = restored_pentarchy_seants_variable_list +# target = flag:flag_re_restored_roma +# } +# hidden_effect = { +# add_character_flag = { +# flag = flag_orthodox_patriarchate_cooldown +# days = 400 +# } +# } +# } +# +# option = { +# name = roman_restoration.0104.a +# add_piety = major_piety_gain +# } +#} +# +# +# +################################################### +## Imposing Iconoclast Patriarchate +################################################### +# +#roman_restoration.0120 = { +# type = character_event +# title = roman_restoration.0120.t +# desc = roman_restoration.0120.desc +# theme = realm +# left_portrait = { +# character = root +# animation = personality_vengeful +# } +# right_portrait = { +# character = scope:new_pope +# animation = personality_zealous +# } +# +# immediate = { +# play_music_cue = "mx_cue_sacredrite" +# save_scope_as = reformer +# if = { # Pick your chaplain first. +# limit = { +# exists = cp:councillor_court_chaplain +# cp:councillor_court_chaplain = { faith = faith:iconoclast } +# } +# cp:councillor_court_chaplain = { save_scope_as = new_pope } +# } +# else = { +# hidden_effect = { +# create_character = { +# employer = root +# template = religious_leader_character +# random_traits = no +# save_scope_as = new_pope +# dynasty = generate +# } +# } +# scope:new_pope = { +# add_trait = education_learning_3 +# add_trait = zealous +# add_trait = intellect_good_1 +# random_list = { +# 1 = { add_trait = lustful } +# 1 = { add_trait = chaste } +# 1 = { add_trait = wrathful } +# 1 = { add_trait = diligent } +# 1 = { add_trait = impatient } +# 1 = { add_trait = arrogant } +# 1 = { add_trait = humble } +# 1 = { add_trait = gregarious } +# } +# random_list = { +# 1 = { add_trait = honest } +# 1 = { add_trait = ambitious } +# 1 = { add_trait = just } +# 1 = { add_trait = cynical } +# 1 = { add_trait = zealous } +# 1 = { add_trait = compassionate } +# 1 = { add_trait = stubborn } +# } +# } +# } +# create_title_and_vassal_change = { +# type = returned +# save_scope_as = change +# add_claim_on_loss = no +# } +# title:d_iconoclast = { +# change_title_holder = { +# holder = scope:new_pope +# change = scope:change +# } +# } +# resolve_title_and_vassal_change = scope:change +# root = { destroy_title = title:k_orthodox } +# faith:iconoclast = { +# change_fervor = { +# value = 15 +# desc = fervor_gain_iconoclast_patriarchate +# } +# if = { +# limit = { NOT = { has_doctrine = special_doctrine_ecumenical_christian } } +# add_doctrine = special_doctrine_ecumenical_christian +# } +# } +# faith:orthodox = { +# change_fervor = { +# value = -30 +# desc = fervor_loss_iconoclast_patriarchate +# } +# if = { +# limit = { has_doctrine = special_doctrine_ecumenical_christian } +# remove_doctrine = special_doctrine_ecumenical_christian +# } +# } +# } +# +# option = { +# name = roman_restoration.0120.a +# add_piety = major_piety_gain +# every_player = { +# limit = { +# this != root +# faith.religion = faith:orthodox.religion +# } +# trigger_event = roman_restoration.0121 # Notification. +# } +# if = { # Vassalize if possible/needed. +# limit = { +# highest_held_title_tier > scope:new_pope.highest_held_title_tier +# NOT = { scope:new_pope = { any_liege_or_above = { this = root } } } +# } +# create_title_and_vassal_change = { +# type = usurped +# save_scope_as = change +# add_claim_on_loss = no +# } +# scope:new_pope = { +# change_liege = { +# liege = root +# change = scope:change +# } +# } +# resolve_title_and_vassal_change = scope:change +# } +# } +#} +# +## Christians notified. +#roman_restoration.0121 = { +# type = character_event +# title = roman_restoration.0120.t +# desc = { +# first_valid = { +# # Orthodox Reaction +# triggered_desc = { +# trigger = { +# root.faith = faith:orthodox +# } +# desc = roman_restoration.0121.desc.orthodox +# } +# # Iconoclast reaction +# triggered_desc = { +# trigger = { +# root.faith = faith:iconoclast +# } +# desc = roman_restoration.0121.desc.iconoclast +# } +# # Every other Christian +# triggered_desc = { +# trigger = { +# NOR = { +# root.faith = faith:orthodox +# root.faith = faith:iconoclast +# } +# } +# desc = roman_restoration.0121.desc.other +# } +# } +# } +# theme = realm +# left_portrait = { +# character = scope:reformer +# animation = personality_vengeful +# } +# right_portrait = { +# character = scope:new_pope +# animation = personality_zealous +# } +# +# immediate = { +# #Iconoclasts consider this great. +# if = { +# limit = { root.faith = faith:iconoclast } +# play_music_cue = "mx_cue_sacredrite" +# } +# #Orthodox consider it monstrous. +# if = { +# limit = { root.faith = faith:orthodox } +# play_music_cue = "mx_cue_combat_2" +# } +# } +# +# option = { +# name = { +# trigger = { +# root.faith = faith:orthodox +# } +# text = roman_restoration.0121.a +# } +# name = { +# trigger = { +# root.faith = faith:iconoclast +# } +# text = roman_restoration.0121.b +# } +# if = { +# limit = { +# root.faith = faith:orthodox +# } +# stress_impact = { +# zealous = medium_stress_impact_gain +# } +# } +# } +# option = { +# name = roman_restoration.0121.c +# fallback = yes +# } +#} +# +################################################### +## Restoring Ecumenical Patriarchate +################################################### +# +#roman_restoration.0122 = { +# type = character_event +# title = roman_restoration.0122.t +# desc = roman_restoration.0122.desc +# theme = realm +# left_portrait = { +# character = root +# animation = personality_vengeful +# } +# right_portrait = { +# character = scope:new_pope +# animation = personality_zealous +# } +# +# immediate = { +# play_music_cue = "mx_cue_sacredrite" +# save_scope_as = reformer +# if = { # Pick your chaplain first. +# limit = { +# exists = cp:councillor_court_chaplain +# cp:councillor_court_chaplain = { faith = faith:orthodox } +# } +# cp:councillor_court_chaplain = { save_scope_as = new_pope } +# } +# else = { +# hidden_effect = { +# create_character = { +# employer = root +# template = religious_leader_character +# random_traits = no +# save_scope_as = new_pope +# dynasty = generate +# } +# } +# scope:new_pope = { +# add_trait = education_learning_3 +# add_trait = zealous +# add_trait = intellect_good_1 +# random_list = { +# 1 = { add_trait = lustful } +# 1 = { add_trait = chaste } +# 1 = { add_trait = wrathful } +# 1 = { add_trait = diligent } +# 1 = { add_trait = impatient } +# 1 = { add_trait = arrogant } +# 1 = { add_trait = humble } +# 1 = { add_trait = gregarious } +# } +# random_list = { +# 1 = { add_trait = honest } +# 1 = { add_trait = ambitious } +# 1 = { add_trait = just } +# 1 = { add_trait = cynical } +# 1 = { add_trait = zealous } +# 1 = { add_trait = compassionate } +# 1 = { add_trait = stubborn } +# } +# } +# } +# create_title_and_vassal_change = { +# type = returned +# save_scope_as = change +# add_claim_on_loss = no +# } +# title:k_orthodox = { +# change_title_holder = { +# holder = scope:new_pope +# change = scope:change +# } +# } +# resolve_title_and_vassal_change = scope:change +# root = { destroy_title = title:d_iconoclast } +# faith:orthodox = { +# change_fervor = { +# value = 15 +# desc = fervor_gain_ecumenical_patriarchate +# } +# if = { +# limit = { NOT = { has_doctrine = special_doctrine_ecumenical_christian } } +# add_doctrine = special_doctrine_ecumenical_christian +# } +# } +# faith:iconoclast = { +# change_fervor = { +# value = -30 +# desc = fervor_loss_ecumenical_patriarchate +# } +# if = { +# limit = { has_doctrine = special_doctrine_ecumenical_christian } +# remove_doctrine = special_doctrine_ecumenical_christian +# } +# } +# } +# +# option = { +# name = roman_restoration.0122.a +# add_piety = major_piety_gain +# every_player = { +# limit = { +# this != root +# faith.religion = faith:orthodox.religion +# } +# trigger_event = roman_restoration.0123 # Notification. +# } +# if = { # Vassalize if possible/needed. +# limit = { +# highest_held_title_tier > scope:new_pope.highest_held_title_tier +# NOT = { scope:new_pope = { any_liege_or_above = { this = root } } } +# } +# create_title_and_vassal_change = { +# type = returned +# save_scope_as = change +# add_claim_on_loss = no +# } +# scope:new_pope = { +# change_liege = { +# liege = root +# change = scope:change +# } +# } +# resolve_title_and_vassal_change = scope:change +# } +# } +#} +# +## Christians notified. +#roman_restoration.0123 = { +# type = character_event +# title = roman_restoration.0122.t +# desc = { +# first_valid = { +# # Orthodox Reaction +# triggered_desc = { +# trigger = { +# root.faith = faith:orthodox +# } +# desc = roman_restoration.0123.desc.orthodox +# } +# # Iconoclast reaction +# triggered_desc = { +# trigger = { +# root.faith = faith:iconoclast +# } +# desc = roman_restoration.0123.desc.iconoclast +# } +# #Every other Christian +# triggered_desc = { +# trigger = { +# NOR = { +# root.faith = faith:orthodox +# root.faith = faith:iconoclast +# } +# } +# desc = roman_restoration.0123.desc.other +# } +# } +# } +# theme = realm +# left_portrait = { +# character = scope:reformer +# animation = personality_vengeful +# } +# right_portrait = { +# character = scope:new_pope +# animation = personality_zealous +# } +# +# immediate = { +# #Orthodox consider this great. +# if = { +# limit = { root.faith = faith:orthodox } +# play_music_cue = "mx_cue_sacredrite" +# } +# #Iconoclasts consider it monstrous. +# if = { +# limit = { root.faith = faith:iconoclast } +# play_music_cue = "mx_cue_combat_2" +# } +# } +# +# option = { +# name = roman_restoration.0123.a +# trigger = { +# root.faith = faith:orthodox +# } +# } +# option = { +# name = roman_restoration.0123.b +# trigger = { +# root.faith = faith:iconoclast +# } +# stress_impact = { +# zealous = medium_stress_impact_gain +# } +# } +# option = { +# name = roman_restoration.0123.c +# trigger = { +# NOR = { +# root.faith = faith:orthodox +# root.faith = faith:iconoclast +# } +# } +# } +#} +# +################################################### +## Restoring Papacy +################################################### +# +#roman_restoration.0124 = { +# type = character_event +# title = roman_restoration.0124.t +# desc = roman_restoration.0124.desc +# theme = realm +# left_portrait = { +# character = root +# animation = personality_vengeful +# } +# right_portrait = { +# character = scope:new_pope +# animation = personality_zealous +# } +# +# immediate = { +# play_music_cue = "mx_cue_sacredrite" +# restore_papacy_scripted_effect = yes +# } +# +# option = { +# name = roman_restoration.0124.a +# add_piety = major_piety_gain +# every_player = { +# limit = { +# this != root +# faith.religion = faith:roman_catholic.religion +# } +# trigger_event = roman_restoration.0125 # Notification. +# } +# if = { # Vassalize if possible/needed. +# limit = { +# highest_held_title_tier > scope:new_pope.highest_held_title_tier +# NOT = { scope:new_pope = { any_liege_or_above = { this = root } } } +# } +# create_title_and_vassal_change = { +# type = returned +# save_scope_as = change +# add_claim_on_loss = no +# } +# scope:new_pope = { +# change_liege = { +# liege = root +# change = scope:change +# } +# } +# resolve_title_and_vassal_change = scope:change +# } +# } +#} +# +## Christians notified. +#roman_restoration.0125 = { +# type = character_event +# title = roman_restoration.0124.t +# desc = { +# first_valid = { +# # Catholic Reaction +# triggered_desc = { +# trigger = { +# root.religion = religion:catholic_religion +# } +# desc = roman_restoration.0125.desc.catholic +# } +# # Every other Christian +# triggered_desc = { +# trigger = { +# NOT = { +# root.religion = religion:catholic_religion +# } +# +# } +# desc = roman_restoration.0125.desc.other +# } +# } +# } +# theme = realm +# left_portrait = { +# character = scope:reformer +# animation = personality_vengeful +# } +# right_portrait = { +# character = scope:new_pope +# animation = personality_zealous +# } +# +# immediate = { +# #Catholics are happy! +# if = { +# limit = { religion = religion:catholic_religion } +# play_music_cue = "mx_cue_sacredrite" +# } +# } +# +# option = { +# name = roman_restoration.0125.a +# trigger = { +# root.religion = religion:catholic_religion +# } +# } +# option = { +# name = roman_restoration.0125.b +# trigger = { +# NOT = { +# root.religion = religion:catholic_religion +# } +# } +# } +#} +# +################################################### +## Destroying the Papacy as a Muslim/Pagan +################################################### +# +#roman_restoration.0130 = { +# type = character_event +# title = roman_restoration.0130.t +# desc = { +# first_valid = { +# # Muslim Reaction +# triggered_desc = { +# trigger = { +# root.faith.religion = faith:aqlani.religion +# } +# desc = roman_restoration.0130.desc.muslim +# } +# # Hellenic Reaction +# triggered_desc = { +# trigger = { +# root.faith.religion = faith:hellenic_pagan.religion +# } +# desc = roman_restoration.0130.desc.hellenic +# } +# # And the rest +# triggered_desc = { +# trigger = { +# NOR = { +# root.faith.religion = faith:aqlani.religion +# root.faith.religion = faith:hellenic_pagan.religion +# } +# } +# desc = roman_restoration.0130.desc.fallback +# } +# } +# first_valid = { +# # No current Pope +# triggered_desc = { +# trigger = { +# NOT = { +# exists = scope:scoped_pope +# } +# } +# desc = roman_restoration.0130.desc.no_pope +# } +# # Current Pope is crucified +# triggered_desc = { +# trigger = { +# root.faith.religion = faith:hellenic_pagan.religion +# } +# desc = roman_restoration.0130.desc.pope.crucifixion +# } +# # Current Pope is sacrificed +# triggered_desc = { +# trigger = { +# root.faith = { +# has_doctrine_parameter = human_sacrifice_active +# } +# } +# desc = roman_restoration.0130.desc.pope.sacrificed +# } +# # Current Pope converts +# desc = roman_restoration.0130.desc.pope.submission +# } +# } +# theme = faith +# override_background = { +# trigger = { +# root.faith = { +# OR = { +# religion = faith:hellenic_pagan.religion +# has_doctrine_parameter = human_sacrifice_active +# } +# } +# } +# reference = burning_building +# } +# left_portrait = { +# character = scope:scoped_destroyer +# animation = schadenfreude +# } +# right_portrait = { +# character = scope:scoped_pope +# animation = fear +# } +# +# immediate = { +# play_music_cue = "mx_cue_sacredrite" +# save_scope_as = scoped_destroyer +# if = { +# limit = { exists = title:k_papal_state.holder } +# title:k_papal_state.holder = { save_scope_as = scoped_pope } +# } +# faith:roman_catholic = { save_scope_as = catholic } +# destroy_papacy_scripted_effect = yes +# } +# +# option = { +# name = { +# trigger = { +# faith.religion = faith:aqlani.religion +# } +# text = roman_restoration.0130.a.a +# } +# name = { +# trigger = { +# faith.religion = faith:hellenic_pagan.religion +# } +# text = roman_restoration.0130.a.b +# } +# name = { +# trigger = { +# NOR = { +# faith.religion = faith:aqlani.religion +# faith.religion = faith:hellenic_pagan.religion +# } +# } +# text = roman_restoration.0130.a.c +# } +# every_player = { +# limit = { +# this != root +# OR = { +# faith.religion = faith:roman_catholic.religion +# faith.religion = root.faith.religion +# } +# } +# trigger_event = roman_restoration.0131 # Notification. +# } +# } +#} +# +## Other players notified. +#roman_restoration.0131 = { +# type = character_event +# title = roman_restoration.0130.t +# desc = { +# first_valid = { +# # Muslim/Pagan Reaction +# triggered_desc = { +# trigger = { +# root.faith.religion = scope:scoped_destroyer.faith.religion +# } +# desc = roman_restoration.0131.desc.faithful +# } +# # Christian Reaction +# triggered_desc = { +# trigger = { +# root.faith.religion = faith:roman_catholic.religion +# } +# desc = roman_restoration.0131.desc.christians +# } +# # Fallback +# triggered_desc = { +# trigger = { +# NOR = { +# root.faith.religion = faith:roman_catholic.religion +# root.faith.religion = scope:scoped_destroyer.faith.religion +# } +# } +# desc = roman_restoration.0131.desc.fallback +# } +# } +# } +# theme = faith +# override_background = { +# trigger = { +# scope:scoped_destroyer.faith = { +# OR = { +# religion = faith:hellenic_pagan.religion +# has_doctrine_parameter = human_sacrifice_active +# } +# } +# } +# reference = burning_building +# } +# left_portrait = { +# character = scope:scoped_destroyer +# animation = schadenfreude +# } +# right_portrait = { +# character = scope:scoped_pope +# animation = fear +# } +# +# immediate = { play_music_cue = "mx_cue_combat_2" } +# +# option = { +# name = { +# trigger = { +# faith.religion = scope:scoped_destroyer.faith.religion +# } +# text = roman_restoration.0131.a.a +# } +# name = { +# trigger = { +# faith.religion = faith:catholic.religion +# } +# text = roman_restoration.0131.a.b +# } +# name = { +# trigger = { +# NOR = { +# faith.religion = faith:roman_catholic.religion +# faith.religion = scope:scoped_destroyer.faith.religion +# } +# } +# text = roman_restoration.0131.a.c +# } +# if = { +# limit = { +# root.religion = religion:catholic_religion +# NOT = { has_trait = cynical } +# } +# add_opinion = { +# target = scope:scoped_destroyer +# modifier = destroyed_papacy_opinion +# } +# stress_impact = { +# base = minor_stress_impact_gain +# zealous = minor_stress_impact_gain +# } +# } +# } +#} +# +################################################### +## Unifying Italy as Italian. +################################################### +#scripted_effect add_innovation_if_missing_effect = { +# if = { +# limit = { +# NOT = { +# has_innovation = $INNOVATION$ +# } +# } +# add_innovation = $INNOVATION$ +# } +#} +# +# +#roman_restoration.0140 = { +# type = character_event +# title = roman_restoration.0140.t +# desc = roman_restoration.0140.desc +# theme = realm +# left_portrait = { +# character = root +# animation = personality_greedy +# } +# +# immediate = { +# play_music_cue = "mx_cue_positive_effect" +# save_scope_as = scoped_ruler +# # De jure shifts. +# hidden_effect = { +# title:d_istria = { # Bite Croatia. +# set_de_jure_liege_title = title:k_italy +# } +# title:d_slovenia = { +# set_de_jure_liege_title = title:k_italy +# } +# title:d_tyrol = { +# set_de_jure_liege_title = title:k_italy +# } +# title:d_carinthia = { +# set_de_jure_liege_title = title:k_italy +# } +# title:k_sicily = { # Then shift all Kingdoms. +# set_de_jure_liege_title = title:e_italy +# } +# title:k_italy = { +# set_de_jure_liege_title = title:e_italy +# } +# title:k_venice = { +# set_de_jure_liege_title = title:e_italy +# } +# title:k_croatia = { +# set_de_jure_liege_title = title:e_italy +# } +# title:k_serbia = { +# set_de_jure_liege_title = title:e_italy +# } +# } +# } +# option = { +# name = roman_restoration.0140.a +# add_prestige = major_prestige_gain +# +# every_culture_global = { +# limit = { has_cultural_pillar = heritage_latin } +# +# add_innovation_if_missing_effect = { INNOVATION = innovation_men_at_arms } +# add_innovation_if_missing_effect = { INNOVATION = innovation_pike_columns } +# add_innovation_if_missing_effect = { INNOVATION = innovation_guilds } +# } +# +# # Send narrative fluff to other players (if any). +# every_player = { +# limit = { +# this != root +# capital_province = { geographical_region = world_europe_west } +# } +# trigger_event = roman_restoration.0141 +# } +# hidden_effect = { # Latins chance to convert to French. +# every_vassal = { +# limit = { +# capital_province = { +# geographical_region = world_europe_south_italy +# } +# is_ai = yes +# } +# random = { +# chance = 50 +# set_culture_same_as = root +# capital_county = { +# set_county_culture = root.culture +# } +# } +# } +# } +# legend_seed_great_deed_region_effect = { +# REGION = geographical_region:world_europe_south_italy +# } +# } +#} +# +#roman_restoration.0141 = { +# type = character_event +# title = roman_restoration.0140.t +# desc = roman_restoration.0141.desc +# theme = realm +# left_portrait = { +# character = scope:scoped_ruler +# animation = personality_greedy +# } +# +# immediate = { play_music_cue = "mx_cue_positive_effect" } +# +# option = { +# name = roman_restoration.0141.a +# trigger = { +# OR = { +# has_title = title:e_hre +# is_roman_emperor_trigger = yes +# } +# } +# } +# +# option = { +# name = roman_restoration.0141.b +# trigger = { +# NOR = { +# has_title = title:e_hre +# is_roman_emperor_trigger = yes +# } +# } +# } +#} +# +################################################### +## Italian Roman Empire rises +################################################### +# +#roman_restoration.0150 = { +# type = character_event +# title = roman_restoration.0150.t +# desc = { +# desc = roman_restoration.0150.desc # Introduction. +# first_valid = { +# # Doing it as Christians. +# triggered_desc = { +# trigger = { +# NOT = { +# faith.religion = faith:hellenic_pagan.religion +# } +# } +# desc = roman_restoration.0001.desc.christians +# } +# # Doing it as Hellenics +# triggered_desc = { +# trigger = { +# faith.religion = faith:hellenic_pagan.religion +# } +# desc = roman_restoration.0001.desc.hellenics +# } +# desc = roman_restoration.0001.desc.fallback +# } +# } +# theme = realm +# left_portrait = { +# character = scope:scoped_emperor +# animation = personality_bold +# } +# +# immediate = { +# play_music_cue = "mx_cue_epic_sacral_moment" +# save_scope_as = scoped_emperor +# create_roman_empire_italy_scripted_effect = yes +# } +# +# option = { +# name = roman_restoration.0150.a +# set_nickname_effect = { NICKNAME = nick_the_glorious } +# # Send narrative fluff to other players (if any). +# every_player = { +# limit = { +# this != root +# is_within_diplo_range = { CHARACTER = root } +# } +# trigger_event = roman_restoration.0151 +# } +# } +#} +# +## Players informed of (Italian) Roman Empire being reborn. +#roman_restoration.0151 = { +# type = character_event +# title = roman_restoration.0151.t +# desc = { +# first_valid = { +# # Reaction of the Byzantines (if they are even still around) +# triggered_desc = { +# trigger = { +# OR = { +# has_title = title:e_byzantium +# any_liege_or_above = { +# has_title = title:e_byzantium +# } +# } +# } +# desc = roman_restoration.0151.desc.byzantines +# } +# # Everybody else. +# triggered_desc = { +# trigger = { +# NOR = { +# has_title = title:e_byzantium +# any_liege_or_above = { +# has_title = title:e_byzantium +# } +# } +# } +# desc = roman_restoration.0151.desc.others +# } +# first_valid = { +# # Regular. +# triggered_desc = { +# trigger = { +# NOT = { +# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } +# faith.religion = faith:roman_catholic.religion +# } +# } +# desc = roman_restoration.0002.desc.christians +# } +# # Christians freaking out. +# triggered_desc = { +# trigger = { +# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } +# faith.religion = faith:roman_catholic.religion +# } +# desc = roman_restoration.0002.desc.hellenics +# } +# } +# } +# } +# theme = realm +# left_portrait = { +# character = scope:scoped_emperor +# animation = personality_bold +# } +# +# option = { # Regular +# name = roman_restoration.0002.a +# trigger = { +# NOT = { +# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } +# faith.religion = faith:roman_catholic.religion +# } +# NOR = { +# has_title = title:e_byzantium +# has_title = title:e_hre +# } +# } +# } +# option = { # Regular vs Byzantium/HRE +# name = roman_restoration.0002.b +# trigger = { +# NOT = { +# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } +# faith.religion = faith:roman_catholic.religion +# } +# OR = { +# has_title = title:e_byzantium +# has_title = title:e_hre +# } +# } +# } +# option = { # Crazy Hellenics +# name = roman_restoration.0002.c +# trigger = { +# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } +# faith.religion = faith:roman_catholic.religion +# NOR = { +# has_title = title:e_byzantium +# has_title = title:e_hre +# } +# } +# } +# option = { # Crazy Hellenics vs Byzantium/HRE +# name = roman_restoration.0002.d +# trigger = { +# scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } +# faith.religion = faith:roman_catholic.religion +# OR = { +# has_title = title:e_byzantium +# has_title = title:e_hre +# } +# } +# stress_impact = { +# zealous = minor_stress_impact_gain +# } +# } +#} +# +################################################### +## Byzantium/Roman Empire challenges HRE. +################################################### +# +#roman_restoration.0160 = { +# type = character_event +# title = roman_restoration.0160.t +# desc = roman_restoration.0160.desc +# theme = war +# left_portrait = { +# character = scope:byz_emperor +# animation = anger +# } +# right_portrait = { +# character = scope:hre_emperor +# animation = disgust +# } +# +# immediate = { +# play_music_cue = "mx_cue_combat_2" +# save_scope_as = byz_emperor +# title:e_hre.holder = { +# save_scope_as = hre_emperor +# trigger_event = roman_restoration.0161 +# } +# hidden_effect = { +# add_character_flag = { +# flag = flag_emperor_challenging_hre +# } +# } +# } +# option = { +# name = roman_restoration.0160.a +# start_war = { +# casus_belli = dismantle_holy_pretender_cb +# target = title:e_hre.holder +# } +# } +#} +# +## HRE notified. +#roman_restoration.0161 = { +# type = character_event +# title = roman_restoration.0161.t +# desc = roman_restoration.0161.desc +# theme = war +# left_portrait = { +# character = scope:byz_emperor +# animation = disgust +# } +# right_portrait = { +# character = scope:hre_emperor +# animation = anger +# } +# +# immediate = { play_music_cue = "mx_cue_combat_2" } +# +# option = { +# name = roman_restoration.0161.a +# } +#} +# +## War is over: +## Byz is victorious. Byz notified. +#roman_restoration.0162 = { +# type = character_event +# title = roman_restoration.0162.t +# desc = roman_restoration.0162.desc +# theme = war +# left_portrait = { +# character = scope:byz_emperor +# animation = schadenfreude +# } +# right_portrait = { +# character = scope:hre_emperor +# animation = grief +# } +# +# immediate = { play_music_cue = "mx_cue_epic_sacral_moment" } +# +# option = { +# name = roman_restoration.0162.a +# } +#} +# +## Byz is victorious. HRE notified. +#roman_restoration.0163 = { +# type = character_event +# title = roman_restoration.0163.t +# desc = roman_restoration.0163.desc +# theme = war +# left_portrait = { +# character = scope:byz_emperor +# animation = schadenfreude +# } +# right_portrait = { +# character = scope:hre_emperor +# animation = grief +# } +# +# immediate = { play_music_cue = "mx_cue_stress" } +# +# option = { +# name = roman_restoration.0163.a +# stress_impact = { +# base = minor_stress_impact_gain +# } +# } +#} +# +## Byz is defeated. Byz notified. +#roman_restoration.0164 = { +# type = character_event +# title = roman_restoration.0164.t +# desc = roman_restoration.0164.desc +# theme = war +# left_portrait = { +# character = scope:byz_emperor +# animation = grief +# } +# right_portrait = { +# character = scope:hre_emperor +# animation = schadenfreude +# } +# +# immediate = { play_music_cue = "mx_cue_stress" } +# +# option = { +# name = roman_restoration.0164.a +# stress_impact = { +# base = medium_stress_impact_gain +# } +# } +#} +# +## Byz is defeated. HRE notified. +#roman_restoration.0165 = { +# type = character_event +# title = roman_restoration.0165.t +# desc = roman_restoration.0165.desc +# theme = war +# left_portrait = { +# character = scope:byz_emperor +# animation = grief +# } +# right_portrait = { +# character = scope:hre_emperor +# animation = schadenfreude +# } +# +# immediate = { play_music_cue = "mx_cue_epic_sacral_moment" } +# +# option = { +# name = roman_restoration.0165.a +# } +#} +# +################################################### +## Byzantium/Roman Empire challenges HRE. +################################################### +# +#roman_restoration.0170 = { +# type = character_event +# title = roman_restoration.0170.t +# desc = roman_restoration.0170.desc +# theme = war +# left_portrait = { +# character = scope:hre_emperor +# animation = anger +# } +# right_portrait = { +# character = scope:byz_emperor +# animation = disgust +# } +# +# immediate = { +# play_music_cue = "mx_cue_combat_2" +# save_scope_as = hre_emperor +# title:e_byzantium.holder = { +# save_scope_as = byz_emperor +# trigger_event = roman_restoration.0171 +# } +# hidden_effect = { +# add_character_flag = { +# flag = flag_emperor_challenging_byz +# } +# } +# } +# option = { +# name = roman_restoration.0170.a +# start_war = { +# casus_belli = dismantle_byz_pretender_cb +# target = title:e_byzantium.holder +# } +# } +#} +# +## HRE notified. +#roman_restoration.0171 = { +# type = character_event +# title = roman_restoration.0171.t +# desc = roman_restoration.0171.desc +# theme = war +# left_portrait = { +# character = scope:hre_emperor +# animation = disgust +# } +# right_portrait = { +# character = scope:byz_emperor +# animation = anger +# } +# +# immediate = { play_music_cue = "mx_cue_combat_2" } +# +# option = { +# name = roman_restoration.0171.a +# } +#} +# +## War is over: +## HRE is victorious. HRE notified. +#roman_restoration.0172 = { +# type = character_event +# title = roman_restoration.0172.t +# desc = roman_restoration.0172.desc +# theme = war +# left_portrait = { +# character = scope:hre_emperor +# animation = schadenfreude +# } +# right_portrait = { +# character = scope:byz_emperor +# animation = grief +# } +# +# immediate = { play_music_cue = "mx_cue_epic_sacral_moment" } +# +# option = { +# name = roman_restoration.0172.a +# } +#} +# +## HRE is victorious. Byz notified. +#roman_restoration.0173 = { +# type = character_event +# title = roman_restoration.0173.t +# desc = roman_restoration.0173.desc +# theme = war +# left_portrait = { +# character = scope:hre_emperor +# animation = schadenfreude +# } +# right_portrait = { +# character = scope:byz_emperor +# animation = grief +# } +# +# immediate = { play_music_cue = "mx_cue_stress" } +# +# option = { +# name = roman_restoration.0173.a +# stress_impact = { +# base = minor_stress_impact_gain +# } +# } +#} +# +## Byz is defeated. HRE notified. +#roman_restoration.0174 = { +# type = character_event +# title = roman_restoration.0174.t +# desc = roman_restoration.0174.desc +# theme = war +# left_portrait = { +# character = scope:hre_emperor +# animation = grief +# } +# right_portrait = { +# character = scope:byz_emperor +# animation = schadenfreude +# } +# +# immediate = { play_music_cue = "mx_cue_stress" } +# +# option = { +# name = roman_restoration.0174.a +# stress_impact = { +# base = medium_stress_impact_gain +# } +# } +#} +# +## HRE is defeated. Byz notified. +#roman_restoration.0175 = { +# type = character_event +# title = roman_restoration.0175.t +# desc = roman_restoration.0175.desc +# theme = war +# left_portrait = { +# character = scope:hre_emperor +# animation = grief +# } +# right_portrait = { +# character = scope:byz_emperor +# animation = schadenfreude +# } +# +# immediate = { play_music_cue = "mx_cue_epic_sacral_moment" } +# +# option = { +# name = roman_restoration.0175.a +# } +#} +# +############################# +## Byz Emp reclaims Constantinople +## by Joe Parkin +############################# +# +#roman_restoration.1200 = { +# type = character_event +# title = roman_restoration.1200.t +# desc = roman_restoration.1200.desc +# theme = realm +# left_portrait = { +# character = root +# animation = personality_bold +# } +# override_background = { reference = ep3_constantinople } +# override_effect_2d = legend_glow +# +# cooldown = { years = 10 } +# +# trigger = { +# has_ep3_dlc_trigger = yes +# is_roman_emperor_trigger = yes +# scope:county = { +# # Constantinople only +# this = title:c_byzantion +# previous_holder = { +# NOR = { +# root.primary_title.previous_holder ?= this +# root.top_liege.primary_title.previous_holder ?= this +# } +# } +# } +# } +# +# immediate = { +# play_music_cue = "mx_cue_epic_sacral_moment" +# add_prestige = major_prestige_gain +# if = { +# limit = { +# culture = { has_cultural_parameter = holds_triumphs } +# } +# custom_tooltip = { +# text = free_triumph_tooltip +# add_character_flag = free_triumph_flag +# } +# } +# if = { +# limit = { +# culture = { has_cultural_parameter = hosts_chariot_races } +# } +# custom_tooltip = { +# text = half_price_chariot_race_tooltip +# add_character_flag = half_price_chariot_race_flag +# } +# } +# } +# +# option = { +# name = roman_restoration.1200.a +# trigger = { +# NOT = { capital_county = title:c_byzantion } +# } +# if = { +# limit = { government_allows = administrative } +# change_influence = medium_influence_gain +# } +# add_legitimacy = minor_legitimacy_gain +# set_realm_capital = title:c_byzantion +# } +# +# option = { +# name = { +# text = roman_restoration.1200.b.rome +# trigger = { +# is_roman_emperor_excluding_byzantium_trigger = yes +# } +# } +# name = { +# text = roman_restoration.1200.b +# trigger = { +# is_roman_emperor_excluding_byzantium_trigger = no +# } +# } +# } +#} +# ################################################## - -### Roman Restoration Major Decision Events -# by Flavio Verna - -# 0001 - Restoring Roman Empire as Byzantium -# 0003 - Restoring Roman Empire as HRE -# 0005 - New Emperor becomes Augustus -# 0006 - Old Emperor loses Augustus -# 0010/0024 - Old Roman Provinces are Restored -# 0100 - Schism is mended -# 0199, 0104, 0105, 0106, 0107 - Restored Patriarchate Events -# 0120 - Imposing the Iconoclast Patriarchate -# 0122 - Restoring the Ecumenical Patriarchate -# 0124 - Restoring the Papacy -# 0130 - Destroying the Papacy -# 0140 - Unifying Italy -# 0150 - Restoring Roman Empire as Italy -# 0160/0175 - Roman Empire dismantles pretenders - +## Byz Emp reclaims Constantinople from you (you wretched boy!) by Isabella Welch ################################################## - -################################################## -# Restoring the Roman Empire -################################################## -roman_restoration.0001 = { - type = character_event - title = roman_restoration.0001.t - desc = { - desc = roman_restoration.0001.desc.intro - first_valid = { - # Doing it as the Greeks. - triggered_desc = { - trigger = { - root.culture = culture:greek - } - desc = roman_restoration.0001.desc.greeks - } - # Doing it as somebody else. - desc = roman_restoration.0001.desc.other - } - first_valid = { - # Doing it as Christians. - triggered_desc = { - trigger = { - faith.OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } - } - desc = roman_restoration.0001.desc.christians - } - # Doing it as Hellenics - triggered_desc = { - trigger = { - faith.religion = faith:hellenic_pagan.religion - } - desc = roman_restoration.0001.desc.hellenics - } - desc = roman_restoration.0001.desc.fallback - } - } - theme = emperor - left_portrait = { - character = scope:scoped_emperor - animation = personality_honorable - } - - immediate = { - play_music_cue = "mx_cue_epic_sacral_moment" - save_scope_as = scoped_emperor - create_roman_empire_scripted_effect = yes - create_story = restoring_roman_provinces_story - } - option = { - name = roman_restoration.0001.a - set_nickname_effect = { NICKNAME = nick_the_glorious } - # Send narrative fluff to other players (if any). - every_player = { - limit = { - this != root - is_within_diplo_range = { CHARACTER = root } - } - trigger_event = roman_restoration.0002 - } - } -} - -# Players informed of some fucko declaring a new Rome -roman_restoration.0002 = { - type = character_event - title = roman_restoration.0002.t - desc = { - desc = roman_restoration.0002.desc - first_valid = { - # Christians freaking out. - triggered_desc = { - trigger = { - scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } - faith.religion = faith:roman_catholic.religion - } - desc = roman_restoration.0002.desc.hellenics - } - # Regular. - desc = roman_restoration.0002.desc.christians - } - } - theme = realm - left_portrait = { - character = scope:scoped_emperor - animation = personality_honorable - } - - immediate = { - #Same-faith non-empire tier rulers are over-awed. - if = { - limit = { faith = scope:scoped_emperor.faith } - play_music_cue = "mx_cue_epic_sacral_moment" - } - #Otherwise, this is a tacit statement of imperial threat. - else = { play_music_cue = "mx_cue_combat_2" } - } - - option = { - name = { # Regular - trigger = { - NAND = { - scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } - faith.religion = faith:roman_catholic.religion - } - NOT = { - has_title = title:e_hre - } - } - text = roman_restoration.0002.a - } - name = { # Regular HRE - trigger = { - NAND = { - scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } - faith.religion = faith:roman_catholic.religion - } - has_title = title:e_hre - } - text = roman_restoration.0002.b - } - name = { # Crazy Hellenics - trigger = { - scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } - faith.religion = faith:roman_catholic.religion - NOT = { - has_title = title:e_hre - } - } - text = roman_restoration.0002.c - } - name = { # Crazy Hellenics HRE - trigger = { - scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } - faith.religion = faith:roman_catholic.religion - has_title = title:e_hre - } - text = roman_restoration.0002.d - } - } - option = { - name = roman_restoration.0002.e - fallback = yes - } -} - -################################################## -# Holy Roman Empire for realsies this time. -################################################## - -roman_restoration.0003 = { - type = character_event - title = roman_restoration.0003.t - desc = { - first_valid = { - # Doing it as the Greeks. - triggered_desc = { - trigger = { - root.culture = culture:greek - } - desc = roman_restoration.0003.desc.greeks - } - # Doing it as somebody else. - triggered_desc = { - trigger = { - NOT = { - root.culture = culture:greek - } - } - desc = roman_restoration.0003.desc.other - } - } - desc = roman_restoration.0003.desc - } - theme = realm - left_portrait = { - character = scope:scoped_emperor - animation = personality_honorable - } - - immediate = { - play_music_cue = "mx_cue_epic_sacral_moment" - save_scope_as = scoped_emperor - create_roman_empire_holy_scripted_effect = yes - } - - option = { - name = roman_restoration.0003.a - set_nickname_effect = { NICKNAME = nick_the_glorious } - # Send narrative fluff to other players (if any). - every_player = { - limit = { - this != root - is_within_diplo_range = { CHARACTER = root } - } - trigger_event = roman_restoration.0004 - } - } -} - -# Players informed of (Holy) Roman Empire being reborn. -roman_restoration.0004 = { - type = character_event - title = roman_restoration.0004.t - desc = { - first_valid = { - # Reaction of the Byzantines (if they are even still around) - triggered_desc = { - trigger = { - OR = { - has_title = title:e_byzantium - any_liege_or_above = { - has_title = title:e_byzantium - } - } - } - desc = roman_restoration.0004.desc.byzantines - } - # Everybody else. - triggered_desc = { - trigger = { - NOR = { - has_title = title:e_byzantium - any_liege_or_above = { - has_title = title:e_byzantium - } - } - } - desc = roman_restoration.0004.desc.others - } - } - } - theme = realm - left_portrait = { - character = scope:scoped_emperor - animation = personality_honorable - } - - immediate = { - #Same-faith non-empire tier rulers are over-awed. - if = { - limit = { faith = scope:scoped_emperor.faith } - play_music_cue = "mx_cue_epic_sacral_moment" - } - #Otherwise, this is a tacit statement of imperial threat. - else = { play_music_cue = "mx_cue_combat_2" } - } - - option = { - name = roman_restoration.0004.a - trigger = { - NOT = { - has_title = title:e_byzantium - } - } - } - option = { - name = roman_restoration.0004.b - trigger = { - has_title = title:e_byzantium - } - stress_impact = { - base = medium_stress_impact_gain - } - } -} - -# on_new_holder: New Emperor gets the Augustus Trait. -roman_restoration.0005 = { - type = character_event - title = roman_restoration.0005.t - desc = { - first_valid = { - # Regular Roman Empire - triggered_desc = { - trigger = { - NOT = { - exists = title:h_roman_empire.var:variable_restored_hre - } - } - desc = roman_restoration.0005.desc.regular - } - # Holy Roman Empire - triggered_desc = { - trigger = { - exists = title:h_roman_empire.var:variable_restored_hre - } - desc = roman_restoration.0005.desc.holy - } - } - } - theme = realm - left_portrait = { - character = root - animation = personality_bold - } - - trigger = { - OR = { - scope:title = title:h_roman_empire - scope:title = title:h_eastern_roman_empire - } - NOT = { has_trait = augustus } - } - - immediate = { - if = { - limit = { - scope:previous_holder = { - any_owned_story = { - type = restoring_roman_provinces_story - } - } - } - hidden_effect = { - scope:previous_holder = { - random_owned_story = { - type = restoring_roman_provinces_story - end_story = yes - } - } - create_story = restoring_roman_provinces_story - } - } - - if = { - limit = { scope:previous_holder = { is_alive = yes has_trait = augustus } } - save_scope_as = new_holder - scope:previous_holder = { trigger_event = roman_restoration.0006 } - } - } - - option = { - name = roman_restoration.0005.a - add_trait = augustus - } -} - -# If old holder is still alive, he will lose the trait. -roman_restoration.0006 = { - type = character_event - title = roman_restoration.0006.t - desc = roman_restoration.0006.desc - theme = realm - left_portrait = { - character = root - animation = shame - } - - immediate = { - #This is so sad: Alexios, play dungeonito. - play_music_cue = "mx_cue_prison" - } - - trigger = { - is_alive = yes - has_trait = augustus - } - - option = { - name = roman_restoration.0006.a - remove_trait = augustus - stress_impact = { - base = minor_stress_impact_gain - } - } -} - -################################################## -# Recovering old Provinces. -################################################## - -# All events fired on_yearly pulses, checking for dejure Duchies. -# Mostly just for flavor. - -scripted_trigger roman_restoration_0010_is_valid_roman_empire_trigger = { - is_ai = no - is_roman_emperor_trigger = yes - OR = { - faith.religion = faith:roman_catholic.religion # Either Christian - faith.religion = faith:hellenic_pagan.religion # Or Hellenic - } -} - -# Provincia Syria Palaestina -# Provincia Aegyptus -# Provincia Cyrenaica -# Provincia Africa -# Provincia Illyricum -# Provincia Italia -# Provincia Gallia -# Provincia Germania -# Provincia Britannia -# Provincia Hispania -# Provincia Mauretania -# Provincia Mesopotamia -# Provincia Caledonia -# Provincia Hibernia -# Imperial Borders (all provinces restored) - -# Provincia Syria Palaestina -roman_restoration.0010 = { - type = character_event - title = roman_restoration.0010.t - desc = roman_restoration.0010.desc - theme = realm - left_portrait = { - character = root - animation = personality_honorable - } - - trigger = { - roman_restoration_0010_is_valid_roman_empire_trigger = yes - NOT = { # Only happens once. - is_target_in_global_variable_list = { - name = restored_roman_provinces_variable_list - target = flag:flag_re_restored_syria - } - } - NOT = { has_character_flag = flag_roman_province_cooldown } - completely_controls_region = custom_roman_syria_palestina - } - - immediate = { - add_to_global_variable_list = { - name = restored_roman_provinces_variable_list - target = flag:flag_re_restored_syria - } - hidden_effect = { - add_character_flag = { - flag = flag_roman_province_cooldown - days = 400 - } - } - } - - option = { - name = roman_restoration.0010.a - add_prestige = major_prestige_gain - } -} - -# Provincia Aegyptus -roman_restoration.0011 = { - type = character_event - title = roman_restoration.0011.t - desc = roman_restoration.0011.desc - theme = realm - left_portrait = { - character = root - animation = personality_honorable - } - - trigger = { - roman_restoration_0010_is_valid_roman_empire_trigger = yes - NOT = { # Only happens once. - is_target_in_global_variable_list = { - name = restored_roman_provinces_variable_list - target = flag:flag_re_restored_aegyptus - } - } - NOT = { has_character_flag = flag_roman_province_cooldown } - completely_controls_region = custom_roman_aegyptus - } - - immediate = { - add_to_global_variable_list = { - name = restored_roman_provinces_variable_list - target = flag:flag_re_restored_aegyptus - } - hidden_effect = { - add_character_flag = { - flag = flag_roman_province_cooldown - days = 400 - } - } - } - - option = { - name = roman_restoration.0010.a - add_prestige = major_prestige_gain - } -} -# Provincia Cyrenaica -roman_restoration.0012 = { - type = character_event - title = roman_restoration.0012.t - desc = roman_restoration.0012.desc - theme = realm - left_portrait = { - character = root - animation = personality_honorable - } - - trigger = { - roman_restoration_0010_is_valid_roman_empire_trigger = yes - NOT = { # Only happens once. - is_target_in_global_variable_list = { - name = restored_roman_provinces_variable_list - target = flag:flag_re_restored_cyrenaica - } - } - NOT = { has_character_flag = flag_roman_province_cooldown } - completely_controls_region = custom_roman_cyrenaica - } - - immediate = { - add_to_global_variable_list = { - name = restored_roman_provinces_variable_list - target = flag:flag_re_restored_cyrenaica - } - hidden_effect = { - add_character_flag = { - flag = flag_roman_province_cooldown - days = 400 - } - } - } - - option = { - name = roman_restoration.0010.a - add_prestige = major_prestige_gain - } -} -# Provincia Africa -roman_restoration.0013 = { - type = character_event - title = roman_restoration.0013.t - desc = roman_restoration.0013.desc - theme = realm - left_portrait = { - character = root - animation = personality_honorable - } - - trigger = { - roman_restoration_0010_is_valid_roman_empire_trigger = yes - NOT = { # Only happens once. - is_target_in_global_variable_list = { - name = restored_roman_provinces_variable_list - target = flag:flag_re_restored_africa - } - } - NOT = { has_character_flag = flag_roman_province_cooldown } - completely_controls_region = custom_roman_africa - } - - immediate = { - add_to_global_variable_list = { - name = restored_roman_provinces_variable_list - target = flag:flag_re_restored_africa - } - hidden_effect = { - add_character_flag = { - flag = flag_roman_province_cooldown - days = 400 - } - } - } - - option = { - name = roman_restoration.0010.a - add_prestige = major_prestige_gain - } -} -# Provincia Illyricum -roman_restoration.0014 = { - type = character_event - title = roman_restoration.0014.t - desc = roman_restoration.0014.desc - theme = realm - left_portrait = { - character = root - animation = personality_honorable - } - - trigger = { - roman_restoration_0010_is_valid_roman_empire_trigger = yes - NOT = { # Only happens once. - is_target_in_global_variable_list = { - name = restored_roman_provinces_variable_list - target = flag:flag_re_restored_illyricum - } - } - NOT = { has_character_flag = flag_roman_province_cooldown } - completely_controls_region = custom_roman_illyricum - } - - immediate = { - add_to_global_variable_list = { - name = restored_roman_provinces_variable_list - target = flag:flag_re_restored_illyricum - } - hidden_effect = { - add_character_flag = { - flag = flag_roman_province_cooldown - days = 400 - } - } - } - - option = { - name = roman_restoration.0010.a - add_prestige = major_prestige_gain - } -} -# Provincia Italia -roman_restoration.0015 = { - type = character_event - title = roman_restoration.0015.t - desc = roman_restoration.0015.desc - theme = realm - left_portrait = { - character = root - animation = personality_honorable - } - - trigger = { - roman_restoration_0010_is_valid_roman_empire_trigger = yes - NOT = { # Only happens once. - is_target_in_global_variable_list = { - name = restored_roman_provinces_variable_list - target = flag:flag_re_restored_italia - } - } - NOT = { exists = title:h_roman_empire.var:variable_restored_italy } - NOT = { has_character_flag = flag_roman_province_cooldown } - completely_controls_region = world_europe_south_italy - } - - immediate = { - add_to_global_variable_list = { - name = restored_roman_provinces_variable_list - target = flag:flag_re_restored_italia - } - hidden_effect = { - add_character_flag = { - flag = flag_roman_province_cooldown - days = 400 - } - } - } - - option = { - name = roman_restoration.0010.a - add_prestige = major_prestige_gain - } -} -# Provincia Gallia -roman_restoration.0016 = { - type = character_event - title = roman_restoration.0016.t - desc = roman_restoration.0016.desc - theme = realm - left_portrait = { - character = root - animation = personality_honorable - } - - trigger = { - roman_restoration_0010_is_valid_roman_empire_trigger = yes - NOT = { # Only happens once. - is_target_in_global_variable_list = { - name = restored_roman_provinces_variable_list - target = flag:flag_re_restored_gallia - } - } - NOT = { has_character_flag = flag_roman_province_cooldown } - completely_controls_region = world_europe_west_francia - } - - immediate = { - add_to_global_variable_list = { - name = restored_roman_provinces_variable_list - target = flag:flag_re_restored_gallia - } - hidden_effect = { - add_character_flag = { - flag = flag_roman_province_cooldown - days = 400 - } - } - } - - option = { - name = roman_restoration.0010.a - add_prestige = major_prestige_gain - } -} -# Provincia Germania -roman_restoration.0017 = { - type = character_event - title = roman_restoration.0017.t - desc = roman_restoration.0017.desc - theme = realm - left_portrait = { - character = root - animation = personality_honorable - } - - trigger = { - roman_restoration_0010_is_valid_roman_empire_trigger = yes - NOT = { # Only happens once. - is_target_in_global_variable_list = { - name = restored_roman_provinces_variable_list - target = flag:flag_re_restored_germania - } - } - NOT = { exists = title:h_roman_empire.var:variable_restored_hre } - NOT = { has_character_flag = flag_roman_province_cooldown } - completely_controls_region = world_europe_west_germania - } - - immediate = { - add_to_global_variable_list = { - name = restored_roman_provinces_variable_list - target = flag:flag_re_restored_germania - } - hidden_effect = { - add_character_flag = { - flag = flag_roman_province_cooldown - days = 400 - } - } - } - - option = { - name = roman_restoration.0010.a - add_prestige = major_prestige_gain - } -} -# Provincia Britannia -roman_restoration.0018 = { - type = character_event - title = roman_restoration.0018.t - desc = roman_restoration.0018.desc - theme = realm - left_portrait = { - character = root - animation = personality_honorable - } - - trigger = { - roman_restoration_0010_is_valid_roman_empire_trigger = yes - NOT = { # Only happens once. - is_target_in_global_variable_list = { - name = restored_roman_provinces_variable_list - target = flag:flag_re_restored_britannia - } - } - NOT = { has_character_flag = flag_roman_province_cooldown } - completely_controls_region = custom_wales - completely_controls_region = custom_england - } - - immediate = { - add_to_global_variable_list = { - name = restored_roman_provinces_variable_list - target = flag:flag_re_restored_britannia - } - hidden_effect = { - add_character_flag = { - flag = flag_roman_province_cooldown - days = 400 - } - } - } - - option = { - name = roman_restoration.0010.a - add_prestige = major_prestige_gain - } -} -# Provincia Hispania -roman_restoration.0019 = { - type = character_event - title = roman_restoration.0019.t - desc = roman_restoration.0019.desc - theme = realm - left_portrait = { - character = root - animation = personality_honorable - } - - trigger = { - roman_restoration_0010_is_valid_roman_empire_trigger = yes - NOT = { # Only happens once. - is_target_in_global_variable_list = { - name = restored_roman_provinces_variable_list - target = flag:flag_re_restored_hispania - } - } - NOT = { has_character_flag = flag_roman_province_cooldown } - completely_controls_region = custom_roman_hispania - } - - immediate = { - add_to_global_variable_list = { - name = restored_roman_provinces_variable_list - target = flag:flag_re_restored_hispania - } - hidden_effect = { - add_character_flag = { - flag = flag_roman_province_cooldown - days = 400 - } - } - } - - option = { - name = roman_restoration.0010.a - add_prestige = major_prestige_gain - } -} -# Provincia Mauretania -roman_restoration.0020 = { - type = character_event - title = roman_restoration.0020.t - desc = roman_restoration.0020.desc - theme = realm - left_portrait = { - character = root - animation = personality_honorable - } - - trigger = { - roman_restoration_0010_is_valid_roman_empire_trigger = yes - NOT = { # Only happens once. - is_target_in_global_variable_list = { - name = restored_roman_provinces_variable_list - target = flag:flag_re_restored_mauretania - } - } - NOT = { has_character_flag = flag_roman_province_cooldown } - completely_controls_region = custom_roman_mauretania - } - - immediate = { - add_to_global_variable_list = { - name = restored_roman_provinces_variable_list - target = flag:flag_re_restored_mauretania - } - hidden_effect = { - add_character_flag = { - flag = flag_roman_province_cooldown - days = 400 - } - } - } - - option = { - name = roman_restoration.0010.a - add_prestige = major_prestige_gain - } -} -# Provincia Mesopotamia -roman_restoration.0021 = { - type = character_event - title = roman_restoration.0021.t - desc = roman_restoration.0021.desc - theme = realm - left_portrait = { - character = root - animation = personality_honorable - } - - trigger = { - roman_restoration_0010_is_valid_roman_empire_trigger = yes - NOT = { # Only happens once. - is_target_in_global_variable_list = { - name = restored_roman_provinces_variable_list - target = flag:flag_re_restored_mesopotamia - } - } - NOT = { has_character_flag = flag_roman_province_cooldown } - completely_controls_region = custom_roman_mesopotamia - } - - immediate = { - add_to_global_variable_list = { - name = restored_roman_provinces_variable_list - target = flag:flag_re_restored_mesopotamia - } - hidden_effect = { - add_character_flag = { - flag = flag_roman_province_cooldown - days = 400 - } - } - } - - option = { - name = roman_restoration.0010.a - add_prestige = major_prestige_gain - } -} -# Provincia Caledonia -roman_restoration.0022 = { - type = character_event - title = roman_restoration.0022.t - desc = roman_restoration.0022.desc - theme = realm - left_portrait = { - character = root - animation = personality_honorable - } - - trigger = { - roman_restoration_0010_is_valid_roman_empire_trigger = yes - NOT = { # Only happens once. - is_target_in_global_variable_list = { - name = restored_roman_provinces_variable_list - target = flag:flag_re_restored_caledonia - } - } - NOT = { has_character_flag = flag_roman_province_cooldown } - completely_controls_region = custom_roman_caledonia - } - - immediate = { - add_to_global_variable_list = { - name = restored_roman_provinces_variable_list - target = flag:flag_re_restored_caledonia - } - hidden_effect = { - add_character_flag = { - flag = flag_roman_province_cooldown - days = 400 - } - } - } - - option = { - name = roman_restoration.0010.a - add_prestige = major_prestige_gain - } -} -# Provincia Hibernia -roman_restoration.0023 = { - type = character_event - title = roman_restoration.0023.t - desc = roman_restoration.0023.desc - theme = realm - left_portrait = { - character = root - animation = personality_honorable - } - - trigger = { - roman_restoration_0010_is_valid_roman_empire_trigger = yes - NOT = { # Only happens once. - is_target_in_global_variable_list = { - name = restored_roman_provinces_variable_list - target = flag:flag_re_restored_hibernia - } - } - NOT = { has_character_flag = flag_roman_province_cooldown } - completely_controls_region = custom_roman_hibernia - } - - immediate = { - add_to_global_variable_list = { - name = restored_roman_provinces_variable_list - target = flag:flag_re_restored_hibernia - } - hidden_effect = { - add_character_flag = { - flag = flag_roman_province_cooldown - days = 400 - } - } - } - - option = { - name = roman_restoration.0010.a - add_prestige = major_prestige_gain - } -} - -# Imperial Borders (all provinces restored) -roman_restoration.0024 = { - type = character_event - title = roman_restoration.0024.t - desc = { - desc = roman_restoration.0024.desc.intro - first_valid = { - # Christian Roman Empire - triggered_desc = { - trigger = { - faith.religion = faith:roman_catholic.religion - } - desc = roman_restoration.0024.desc.christian - } - # Hellenic Roman Empire - triggered_desc = { - trigger = { - faith.religion = faith:hellenic_pagan.religion - } - desc = roman_restoration.0024.desc.hellenic - } - # Fallback Roman Empire - triggered_desc = { - trigger = { - NOR = { - faith.religion = faith:roman_catholic.religion - faith.religion = faith:hellenic_pagan.religion - } - } - desc = roman_restoration.0024.desc.fallback - } - } - } - theme = realm - left_portrait = { - character = root - animation = personality_honorable - } - - trigger = { - roman_restoration_0010_is_valid_roman_empire_trigger = yes - is_roman_emperor_excluding_byzantium_trigger = yes - NOT = { # Only happens once. - is_target_in_global_variable_list = { - name = restored_roman_provinces_variable_list - target = flag:flag_re_restored_all - } - } - NOT = { has_character_flag = flag_roman_province_cooldown } - completely_controls_region = custom_roman_full_borders - } - - immediate = { - play_music_cue = "mx_cue_epic_sacral_moment" - add_to_global_variable_list = { - name = restored_roman_provinces_variable_list - target = flag:flag_re_restored_all - } - hidden_effect = { - add_character_flag = { - flag = flag_roman_province_cooldown - days = 400 - } - } - } - - option = { - name = roman_restoration.0010.a - add_prestige = major_prestige_gain - hidden_effect = { - random_owned_story = { - type = restoring_roman_provinces_story - end_story = yes - } - } - } -} - -################################################## -# Schism events. -################################################## - -roman_restoration.0100 = { - type = character_event - title = roman_restoration.0100.t - desc = { - desc = roman_restoration.0100.desc.intro - first_valid = { - # As an Orthodox - triggered_desc = { - trigger = { - faith = faith:orthodox - } - desc = roman_restoration.0100.desc.orthodox - } - # As a Catholic - triggered_desc = { - trigger = { - religion = religion:catholic_religion - } - desc = roman_restoration.0100.desc.catholic - } - # And Everybody else - triggered_desc = { - trigger = { - NOR = { - religion = religion:catholic_religion - faith = faith:orthodox - } - } - desc = roman_restoration.0100.desc.generic - } - } - } - theme = realm - left_portrait = { - character = scope:scoped_emperor - animation = personality_zealous - } - - immediate = { - play_music_cue = "mx_cue_faith_conversion" - save_scope_as = scoped_emperor - faith = { save_scope_as = mending_faith } - mend_great_schism_scripted_effect = yes - if = { - limit = { - scope:mending_faith = faith:orthodox - } - faith:catholic = { - save_scope_as = loser_faith - } - } - else_if = { - limit = { - scope:mending_religion = religion:catholic_religion - } - faith:orthodox = { - save_scope_as = loser_faith - } - } - else = { - religion = { - random_faith = { - limit = { - exists = religious_head - this != scope:mending_faith - } - save_scope_as = loser_faith - } - } - } - legend_seed_great_deed_faith_effect = { - ANTAGONIST = scope:loser_faith.religious_head - OLD_FAITH = scope:loser_faith - } - } - - option = { - name = roman_restoration.0100.a - } -} - -# Ecumenical followers get chance to convert. -roman_restoration.0101 = { - type = character_event - title = roman_restoration.0100.t - desc = { - desc = roman_restoration.0101.desc.intro - first_valid = { - # As an Orthodox - triggered_desc = { - trigger = { - scope:mending_faith = faith:orthodox - } - desc = roman_restoration.0101.desc.orthodox - } - # As a Catholic - triggered_desc = { - trigger = { - scope:mending_religion = religion:catholic_religion - } - desc = roman_restoration.0101.desc.catholic - } - # And Everybody else - triggered_desc = { - trigger = { - NOR = { - scope:mending_religion = religion:catholic_religion - scope:mending_faith = faith:orthodox - } - } - desc = roman_restoration.0101.desc.generic - } - } - } - theme = realm - left_portrait = { - character = scope:scoped_emperor - animation = personality_zealous - } - - immediate = { - play_music_cue = "mx_cue_faith_conversion" - faith = { save_scope_as = old_faith } - } - - option = { - name = roman_restoration.0101.a - trigger = { - OR = { - is_ai = no - NOT = { has_trait = zealous } # Never! - } - } - set_character_faith = scope:mending_faith - if = { - limit = { - scope:mending_faith = { has_doctrine = doctrine_monotheist } - } - custom_description_no_bullet = { text = mandala_monotheist_warning_tt } - } - every_held_title = { - title_tier = county - set_county_faith = scope:mending_faith - } - ai_chance = { - base = 80 - modifier = { # Where the wind blows, I sail. - add = 20 - has_trait = cynical - } - } - } - option = { - name = roman_restoration.0101.b - ai_chance = { - base = 20 - ai_value_modifier = { - ai_zeal = 1.0 - } - modifier = { - add = 20 - has_trait = zealous - } - modifier = { - add = 10 - OR = { - has_title = title:e_byzantium - has_title = title:e_hre - } - } - } - } -} - -# Heretics and Heathens are only notified. -roman_restoration.0102 = { - type = character_event - title = roman_restoration.0100.t - desc = { - desc = roman_restoration.0101.desc.intro - first_valid = { - # As an Orthodox - triggered_desc = { - trigger = { - scope:mending_faith = faith:orthodox - } - desc = roman_restoration.0101.desc.orthodox - } - # As a Catholic - triggered_desc = { - trigger = { - scope:mending_religion = religion:catholic_religion - } - desc = roman_restoration.0101.desc.catholic - } - # And Everybody else - triggered_desc = { - trigger = { - NOR = { - scope:mending_religion = religion:catholic_religion - scope:mending_faith = faith:orthodox - } - } - desc = roman_restoration.0101.desc.generic - } - } - } - theme = realm - left_portrait = { - character = scope:scoped_emperor - animation = personality_zealous - } - - immediate = { - #Even if you're not converting, it's still all rather momentous. - play_music_cue = "mx_cue_faith_conversion" - } - - option = { - name = roman_restoration.0102.a - } -} - -# Faithful players notified. -roman_restoration.0103 = { - type = character_event - title = roman_restoration.0100.t - desc = { - desc = roman_restoration.0100.desc.intro - first_valid = { - # As an Orthodox - triggered_desc = { - trigger = { - scope:mending_faith = faith:orthodox - } - desc = roman_restoration.0100.desc.orthodox - } - # As a Catholic - triggered_desc = { - trigger = { - scope:mending_religion = religion:catholic_religion - } - desc = roman_restoration.0100.desc.catholic - } - # And Everybody else - triggered_desc = { - trigger = { - NOR = { - scope:mending_religion = religion:catholic_religion - scope:mending_faith = faith:orthodox - } - } - desc = roman_restoration.0100.desc.generic - } - } - } - theme = realm - left_portrait = { - character = scope:scoped_emperor - animation = personality_zealous - } - - immediate = { - #Even if you're not converting, it's still all rather momentous. - play_music_cue = "mx_cue_faith_conversion" - } - - option = { - name = roman_restoration.0100.a - } -} - -################################################## -# Flavor for restoring the Pentarchy as the Orthodox ERE. -################################################## - -# All on_yearly_action pulse. - -# Patriarchate of Antioch -# Patriarchate of Jerusalem -# Patriarchate of Alexandria -# Patriarchate of Rome - -scripted_trigger roman_restoration_0104_is_valid_roman_empire_trigger = { - is_roman_emperor_trigger = yes - faith = faith:orthodox - faith = { has_doctrine = special_doctrine_ecumenical_christian } -} - -# on_new_holder hidden event to check title and conqueror. -roman_restoration.0199 = { - type = character_event - hidden = yes - - trigger = { - OR = { - scope:title = title:c_antiocheia - scope:title = title:c_jerusalem - scope:title = title:c_alexandria - scope:title = title:c_roma - } - OR = { - AND = { - roman_restoration_0104_is_valid_roman_empire_trigger = yes - faith = faith:orthodox - } - any_liege_or_above = { - roman_restoration_0104_is_valid_roman_empire_trigger = yes - faith = faith:orthodox - } - } - } - - immediate = { - if = { - limit = { - any_liege_or_above = { - roman_restoration_0104_is_valid_roman_empire_trigger = yes - faith = faith:orthodox - } - } - random_liege_or_above = { - limit = { - roman_restoration_0104_is_valid_roman_empire_trigger = yes - faith = faith:orthodox - } - trigger_event = { - on_action = on_action_orthodox_pentarchy_pulse - } - } - } - else = { - trigger_event = { - on_action = on_action_orthodox_pentarchy_pulse - } - } - } -} - -# Patriarchate of Antioch -roman_restoration.0104 = { - type = character_event - title = roman_restoration.0104.t - desc = roman_restoration.0104.desc - theme = realm - left_portrait = { - character = root - animation = personality_zealous - } - - trigger = { - NOT = { # Only happens once. - is_target_in_global_variable_list = { - name = restored_pentarchy_seants_variable_list - target = flag:flag_re_restored_antioch - } - } - NOT = { has_character_flag = flag_orthodox_patriarchate_cooldown } - roman_restoration_0104_is_valid_roman_empire_trigger = yes - scope:title = title:c_antiocheia - #title:c_antiocheia.holder.faith = root.faith #Not under an infidel vassal. - } - - immediate = { - play_music_cue = "mx_cue_sacredrite" - add_to_global_variable_list = { - name = restored_pentarchy_seants_variable_list - target = flag:flag_re_restored_antioch - } - hidden_effect = { - add_character_flag = { - flag = flag_orthodox_patriarchate_cooldown - days = 400 - } - } - } - - option = { - name = roman_restoration.0104.a - add_piety = major_piety_gain - } -} - -# Patriarchate of Jerusalem -roman_restoration.0105 = { - type = character_event - title = roman_restoration.0105.t - desc = roman_restoration.0105.desc - theme = realm - left_portrait = { - character = root - animation = personality_zealous - } - - trigger = { - NOT = { # Only happens once. - is_target_in_global_variable_list = { - name = restored_pentarchy_seants_variable_list - target = flag:flag_re_restored_jerusalem - } - } - NOT = { has_character_flag = flag_orthodox_patriarchate_cooldown } - roman_restoration_0104_is_valid_roman_empire_trigger = yes - scope:title = title:c_jerusalem - #title:c_jerusalem.holder.faith = root.faith #Not under an infidel vassal. - } - - immediate = { - play_music_cue = "mx_cue_sacredrite" - add_to_global_variable_list = { - name = restored_pentarchy_seants_variable_list - target = flag:flag_re_restored_jerusalem - } - hidden_effect = { - add_character_flag = { - flag = flag_orthodox_patriarchate_cooldown - days = 400 - } - } - } - - option = { - name = roman_restoration.0104.a - add_piety = major_piety_gain - } -} - -# Patriarchate of Alexandria -roman_restoration.0106 = { - type = character_event - title = roman_restoration.0106.t - desc = roman_restoration.0106.desc - theme = realm - left_portrait = { - character = root - animation = personality_zealous - } - - trigger = { - NOT = { # Only happens once. - is_target_in_global_variable_list = { - name = restored_pentarchy_seants_variable_list - target = flag:flag_re_restored_alexandria - } - } - NOT = { has_character_flag = flag_orthodox_patriarchate_cooldown } - roman_restoration_0104_is_valid_roman_empire_trigger = yes - scope:title = title:c_alexandria - #title:c_alexandria.holder.faith = root.faith #Not under an infidel vassal. - } - - immediate = { - play_music_cue = "mx_cue_sacredrite" - add_to_global_variable_list = { - name = restored_pentarchy_seants_variable_list - target = flag:flag_re_restored_alexandria - } - hidden_effect = { - add_character_flag = { - flag = flag_orthodox_patriarchate_cooldown - days = 400 - } - } - } - - option = { - name = roman_restoration.0104.a - add_piety = major_piety_gain - } -} - -# Patriarchate of Rome -roman_restoration.0107 = { - type = character_event - title = roman_restoration.0107.t - desc = roman_restoration.0107.desc - theme = emperor - left_portrait = { - character = root - animation = personality_zealous - } - - trigger = { - NOT = { # Only happens once. - is_target_in_global_variable_list = { - name = restored_pentarchy_seants_variable_list - target = flag:flag_re_restored_roma - } - } - NOT = { has_character_flag = flag_orthodox_patriarchate_cooldown } - roman_restoration_0104_is_valid_roman_empire_trigger = yes - scope:title = title:c_roma - #title:c_roma.holder.faith = root.faith #Not under an infidel vassal. - } - - immediate = { - play_music_cue = "mx_cue_sacredrite" - add_to_global_variable_list = { - name = restored_pentarchy_seants_variable_list - target = flag:flag_re_restored_roma - } - hidden_effect = { - add_character_flag = { - flag = flag_orthodox_patriarchate_cooldown - days = 400 - } - } - } - - option = { - name = roman_restoration.0104.a - add_piety = major_piety_gain - } -} - - - -################################################## -# Imposing Iconoclast Patriarchate -################################################## - -roman_restoration.0120 = { - type = character_event - title = roman_restoration.0120.t - desc = roman_restoration.0120.desc - theme = realm - left_portrait = { - character = root - animation = personality_vengeful - } - right_portrait = { - character = scope:new_pope - animation = personality_zealous - } - - immediate = { - play_music_cue = "mx_cue_sacredrite" - save_scope_as = reformer - if = { # Pick your chaplain first. - limit = { - exists = cp:councillor_court_chaplain - cp:councillor_court_chaplain = { faith = faith:iconoclast } - } - cp:councillor_court_chaplain = { save_scope_as = new_pope } - } - else = { - hidden_effect = { - create_character = { - employer = root - template = religious_leader_character - random_traits = no - save_scope_as = new_pope - dynasty = generate - } - } - scope:new_pope = { - add_trait = education_learning_3 - add_trait = zealous - add_trait = intellect_good_1 - random_list = { - 1 = { add_trait = lustful } - 1 = { add_trait = chaste } - 1 = { add_trait = wrathful } - 1 = { add_trait = diligent } - 1 = { add_trait = impatient } - 1 = { add_trait = arrogant } - 1 = { add_trait = humble } - 1 = { add_trait = gregarious } - } - random_list = { - 1 = { add_trait = honest } - 1 = { add_trait = ambitious } - 1 = { add_trait = just } - 1 = { add_trait = cynical } - 1 = { add_trait = zealous } - 1 = { add_trait = compassionate } - 1 = { add_trait = stubborn } - } - } - } - create_title_and_vassal_change = { - type = returned - save_scope_as = change - add_claim_on_loss = no - } - title:d_iconoclast = { - change_title_holder = { - holder = scope:new_pope - change = scope:change - } - } - resolve_title_and_vassal_change = scope:change - root = { destroy_title = title:k_orthodox } - faith:iconoclast = { - change_fervor = { - value = 15 - desc = fervor_gain_iconoclast_patriarchate - } - if = { - limit = { NOT = { has_doctrine = special_doctrine_ecumenical_christian } } - add_doctrine = special_doctrine_ecumenical_christian - } - } - faith:orthodox = { - change_fervor = { - value = -30 - desc = fervor_loss_iconoclast_patriarchate - } - if = { - limit = { has_doctrine = special_doctrine_ecumenical_christian } - remove_doctrine = special_doctrine_ecumenical_christian - } - } - } - - option = { - name = roman_restoration.0120.a - add_piety = major_piety_gain - every_player = { - limit = { - this != root - faith.religion = faith:orthodox.religion - } - trigger_event = roman_restoration.0121 # Notification. - } - if = { # Vassalize if possible/needed. - limit = { - highest_held_title_tier > scope:new_pope.highest_held_title_tier - NOT = { scope:new_pope = { any_liege_or_above = { this = root } } } - } - create_title_and_vassal_change = { - type = usurped - save_scope_as = change - add_claim_on_loss = no - } - scope:new_pope = { - change_liege = { - liege = root - change = scope:change - } - } - resolve_title_and_vassal_change = scope:change - } - } -} - -# Christians notified. -roman_restoration.0121 = { - type = character_event - title = roman_restoration.0120.t - desc = { - first_valid = { - # Orthodox Reaction - triggered_desc = { - trigger = { - root.faith = faith:orthodox - } - desc = roman_restoration.0121.desc.orthodox - } - # Iconoclast reaction - triggered_desc = { - trigger = { - root.faith = faith:iconoclast - } - desc = roman_restoration.0121.desc.iconoclast - } - # Every other Christian - triggered_desc = { - trigger = { - NOR = { - root.faith = faith:orthodox - root.faith = faith:iconoclast - } - } - desc = roman_restoration.0121.desc.other - } - } - } - theme = realm - left_portrait = { - character = scope:reformer - animation = personality_vengeful - } - right_portrait = { - character = scope:new_pope - animation = personality_zealous - } - - immediate = { - #Iconoclasts consider this great. - if = { - limit = { root.faith = faith:iconoclast } - play_music_cue = "mx_cue_sacredrite" - } - #Orthodox consider it monstrous. - if = { - limit = { root.faith = faith:orthodox } - play_music_cue = "mx_cue_combat_2" - } - } - - option = { - name = { - trigger = { - root.faith = faith:orthodox - } - text = roman_restoration.0121.a - } - name = { - trigger = { - root.faith = faith:iconoclast - } - text = roman_restoration.0121.b - } - if = { - limit = { - root.faith = faith:orthodox - } - stress_impact = { - zealous = medium_stress_impact_gain - } - } - } - option = { - name = roman_restoration.0121.c - fallback = yes - } -} - -################################################## -# Restoring Ecumenical Patriarchate -################################################## - -roman_restoration.0122 = { - type = character_event - title = roman_restoration.0122.t - desc = roman_restoration.0122.desc - theme = realm - left_portrait = { - character = root - animation = personality_vengeful - } - right_portrait = { - character = scope:new_pope - animation = personality_zealous - } - - immediate = { - play_music_cue = "mx_cue_sacredrite" - save_scope_as = reformer - if = { # Pick your chaplain first. - limit = { - exists = cp:councillor_court_chaplain - cp:councillor_court_chaplain = { faith = faith:orthodox } - } - cp:councillor_court_chaplain = { save_scope_as = new_pope } - } - else = { - hidden_effect = { - create_character = { - employer = root - template = religious_leader_character - random_traits = no - save_scope_as = new_pope - dynasty = generate - } - } - scope:new_pope = { - add_trait = education_learning_3 - add_trait = zealous - add_trait = intellect_good_1 - random_list = { - 1 = { add_trait = lustful } - 1 = { add_trait = chaste } - 1 = { add_trait = wrathful } - 1 = { add_trait = diligent } - 1 = { add_trait = impatient } - 1 = { add_trait = arrogant } - 1 = { add_trait = humble } - 1 = { add_trait = gregarious } - } - random_list = { - 1 = { add_trait = honest } - 1 = { add_trait = ambitious } - 1 = { add_trait = just } - 1 = { add_trait = cynical } - 1 = { add_trait = zealous } - 1 = { add_trait = compassionate } - 1 = { add_trait = stubborn } - } - } - } - create_title_and_vassal_change = { - type = returned - save_scope_as = change - add_claim_on_loss = no - } - title:k_orthodox = { - change_title_holder = { - holder = scope:new_pope - change = scope:change - } - } - resolve_title_and_vassal_change = scope:change - root = { destroy_title = title:d_iconoclast } - faith:orthodox = { - change_fervor = { - value = 15 - desc = fervor_gain_ecumenical_patriarchate - } - if = { - limit = { NOT = { has_doctrine = special_doctrine_ecumenical_christian } } - add_doctrine = special_doctrine_ecumenical_christian - } - } - faith:iconoclast = { - change_fervor = { - value = -30 - desc = fervor_loss_ecumenical_patriarchate - } - if = { - limit = { has_doctrine = special_doctrine_ecumenical_christian } - remove_doctrine = special_doctrine_ecumenical_christian - } - } - } - - option = { - name = roman_restoration.0122.a - add_piety = major_piety_gain - every_player = { - limit = { - this != root - faith.religion = faith:orthodox.religion - } - trigger_event = roman_restoration.0123 # Notification. - } - if = { # Vassalize if possible/needed. - limit = { - highest_held_title_tier > scope:new_pope.highest_held_title_tier - NOT = { scope:new_pope = { any_liege_or_above = { this = root } } } - } - create_title_and_vassal_change = { - type = returned - save_scope_as = change - add_claim_on_loss = no - } - scope:new_pope = { - change_liege = { - liege = root - change = scope:change - } - } - resolve_title_and_vassal_change = scope:change - } - } -} - -# Christians notified. -roman_restoration.0123 = { - type = character_event - title = roman_restoration.0122.t - desc = { - first_valid = { - # Orthodox Reaction - triggered_desc = { - trigger = { - root.faith = faith:orthodox - } - desc = roman_restoration.0123.desc.orthodox - } - # Iconoclast reaction - triggered_desc = { - trigger = { - root.faith = faith:iconoclast - } - desc = roman_restoration.0123.desc.iconoclast - } - #Every other Christian - triggered_desc = { - trigger = { - NOR = { - root.faith = faith:orthodox - root.faith = faith:iconoclast - } - } - desc = roman_restoration.0123.desc.other - } - } - } - theme = realm - left_portrait = { - character = scope:reformer - animation = personality_vengeful - } - right_portrait = { - character = scope:new_pope - animation = personality_zealous - } - - immediate = { - #Orthodox consider this great. - if = { - limit = { root.faith = faith:orthodox } - play_music_cue = "mx_cue_sacredrite" - } - #Iconoclasts consider it monstrous. - if = { - limit = { root.faith = faith:iconoclast } - play_music_cue = "mx_cue_combat_2" - } - } - - option = { - name = roman_restoration.0123.a - trigger = { - root.faith = faith:orthodox - } - } - option = { - name = roman_restoration.0123.b - trigger = { - root.faith = faith:iconoclast - } - stress_impact = { - zealous = medium_stress_impact_gain - } - } - option = { - name = roman_restoration.0123.c - trigger = { - NOR = { - root.faith = faith:orthodox - root.faith = faith:iconoclast - } - } - } -} - -################################################## -# Restoring Papacy -################################################## - -roman_restoration.0124 = { - type = character_event - title = roman_restoration.0124.t - desc = roman_restoration.0124.desc - theme = realm - left_portrait = { - character = root - animation = personality_vengeful - } - right_portrait = { - character = scope:new_pope - animation = personality_zealous - } - - immediate = { - play_music_cue = "mx_cue_sacredrite" - restore_papacy_scripted_effect = yes - } - - option = { - name = roman_restoration.0124.a - add_piety = major_piety_gain - every_player = { - limit = { - this != root - faith.religion = faith:roman_catholic.religion - } - trigger_event = roman_restoration.0125 # Notification. - } - if = { # Vassalize if possible/needed. - limit = { - highest_held_title_tier > scope:new_pope.highest_held_title_tier - NOT = { scope:new_pope = { any_liege_or_above = { this = root } } } - } - create_title_and_vassal_change = { - type = returned - save_scope_as = change - add_claim_on_loss = no - } - scope:new_pope = { - change_liege = { - liege = root - change = scope:change - } - } - resolve_title_and_vassal_change = scope:change - } - } -} - -# Christians notified. -roman_restoration.0125 = { - type = character_event - title = roman_restoration.0124.t - desc = { - first_valid = { - # Catholic Reaction - triggered_desc = { - trigger = { - root.religion = religion:catholic_religion - } - desc = roman_restoration.0125.desc.catholic - } - # Every other Christian - triggered_desc = { - trigger = { - NOT = { - root.religion = religion:catholic_religion - } - - } - desc = roman_restoration.0125.desc.other - } - } - } - theme = realm - left_portrait = { - character = scope:reformer - animation = personality_vengeful - } - right_portrait = { - character = scope:new_pope - animation = personality_zealous - } - - immediate = { - #Catholics are happy! - if = { - limit = { religion = religion:catholic_religion } - play_music_cue = "mx_cue_sacredrite" - } - } - - option = { - name = roman_restoration.0125.a - trigger = { - root.religion = religion:catholic_religion - } - } - option = { - name = roman_restoration.0125.b - trigger = { - NOT = { - root.religion = religion:catholic_religion - } - } - } -} - -################################################## -# Destroying the Papacy as a Muslim/Pagan -################################################## - -roman_restoration.0130 = { - type = character_event - title = roman_restoration.0130.t - desc = { - first_valid = { - # Muslim Reaction - triggered_desc = { - trigger = { - root.faith.religion = faith:aqlani.religion - } - desc = roman_restoration.0130.desc.muslim - } - # Hellenic Reaction - triggered_desc = { - trigger = { - root.faith.religion = faith:hellenic_pagan.religion - } - desc = roman_restoration.0130.desc.hellenic - } - # And the rest - triggered_desc = { - trigger = { - NOR = { - root.faith.religion = faith:aqlani.religion - root.faith.religion = faith:hellenic_pagan.religion - } - } - desc = roman_restoration.0130.desc.fallback - } - } - first_valid = { - # No current Pope - triggered_desc = { - trigger = { - NOT = { - exists = scope:scoped_pope - } - } - desc = roman_restoration.0130.desc.no_pope - } - # Current Pope is crucified - triggered_desc = { - trigger = { - root.faith.religion = faith:hellenic_pagan.religion - } - desc = roman_restoration.0130.desc.pope.crucifixion - } - # Current Pope is sacrificed - triggered_desc = { - trigger = { - root.faith = { - has_doctrine_parameter = human_sacrifice_active - } - } - desc = roman_restoration.0130.desc.pope.sacrificed - } - # Current Pope converts - desc = roman_restoration.0130.desc.pope.submission - } - } - theme = faith - override_background = { - trigger = { - root.faith = { - OR = { - religion = faith:hellenic_pagan.religion - has_doctrine_parameter = human_sacrifice_active - } - } - } - reference = burning_building - } - left_portrait = { - character = scope:scoped_destroyer - animation = schadenfreude - } - right_portrait = { - character = scope:scoped_pope - animation = fear - } - - immediate = { - play_music_cue = "mx_cue_sacredrite" - save_scope_as = scoped_destroyer - if = { - limit = { exists = title:k_papal_state.holder } - title:k_papal_state.holder = { save_scope_as = scoped_pope } - } - faith:roman_catholic = { save_scope_as = catholic } - destroy_papacy_scripted_effect = yes - } - - option = { - name = { - trigger = { - faith.religion = faith:aqlani.religion - } - text = roman_restoration.0130.a.a - } - name = { - trigger = { - faith.religion = faith:hellenic_pagan.religion - } - text = roman_restoration.0130.a.b - } - name = { - trigger = { - NOR = { - faith.religion = faith:aqlani.religion - faith.religion = faith:hellenic_pagan.religion - } - } - text = roman_restoration.0130.a.c - } - every_player = { - limit = { - this != root - OR = { - faith.religion = faith:roman_catholic.religion - faith.religion = root.faith.religion - } - } - trigger_event = roman_restoration.0131 # Notification. - } - } -} - -# Other players notified. -roman_restoration.0131 = { - type = character_event - title = roman_restoration.0130.t - desc = { - first_valid = { - # Muslim/Pagan Reaction - triggered_desc = { - trigger = { - root.faith.religion = scope:scoped_destroyer.faith.religion - } - desc = roman_restoration.0131.desc.faithful - } - # Christian Reaction - triggered_desc = { - trigger = { - root.faith.religion = faith:roman_catholic.religion - } - desc = roman_restoration.0131.desc.christians - } - # Fallback - triggered_desc = { - trigger = { - NOR = { - root.faith.religion = faith:roman_catholic.religion - root.faith.religion = scope:scoped_destroyer.faith.religion - } - } - desc = roman_restoration.0131.desc.fallback - } - } - } - theme = faith - override_background = { - trigger = { - scope:scoped_destroyer.faith = { - OR = { - religion = faith:hellenic_pagan.religion - has_doctrine_parameter = human_sacrifice_active - } - } - } - reference = burning_building - } - left_portrait = { - character = scope:scoped_destroyer - animation = schadenfreude - } - right_portrait = { - character = scope:scoped_pope - animation = fear - } - - immediate = { play_music_cue = "mx_cue_combat_2" } - - option = { - name = { - trigger = { - faith.religion = scope:scoped_destroyer.faith.religion - } - text = roman_restoration.0131.a.a - } - name = { - trigger = { - faith.religion = faith:catholic.religion - } - text = roman_restoration.0131.a.b - } - name = { - trigger = { - NOR = { - faith.religion = faith:roman_catholic.religion - faith.religion = scope:scoped_destroyer.faith.religion - } - } - text = roman_restoration.0131.a.c - } - if = { - limit = { - root.religion = religion:catholic_religion - NOT = { has_trait = cynical } - } - add_opinion = { - target = scope:scoped_destroyer - modifier = destroyed_papacy_opinion - } - stress_impact = { - base = minor_stress_impact_gain - zealous = minor_stress_impact_gain - } - } - } -} - -################################################## -# Unifying Italy as Italian. -################################################## -scripted_effect add_innovation_if_missing_effect = { - if = { - limit = { - NOT = { - has_innovation = $INNOVATION$ - } - } - add_innovation = $INNOVATION$ - } -} - - -roman_restoration.0140 = { - type = character_event - title = roman_restoration.0140.t - desc = roman_restoration.0140.desc - theme = realm - left_portrait = { - character = root - animation = personality_greedy - } - - immediate = { - play_music_cue = "mx_cue_positive_effect" - save_scope_as = scoped_ruler - # De jure shifts. - hidden_effect = { - title:d_istria = { # Bite Croatia. - set_de_jure_liege_title = title:k_italy - } - title:d_slovenia = { - set_de_jure_liege_title = title:k_italy - } - title:d_tyrol = { - set_de_jure_liege_title = title:k_italy - } - title:d_carinthia = { - set_de_jure_liege_title = title:k_italy - } - title:k_sicily = { # Then shift all Kingdoms. - set_de_jure_liege_title = title:e_italy - } - title:k_italy = { - set_de_jure_liege_title = title:e_italy - } - title:k_venice = { - set_de_jure_liege_title = title:e_italy - } - title:k_croatia = { - set_de_jure_liege_title = title:e_italy - } - title:k_serbia = { - set_de_jure_liege_title = title:e_italy - } - } - } - option = { - name = roman_restoration.0140.a - add_prestige = major_prestige_gain - - every_culture_global = { - limit = { has_cultural_pillar = heritage_latin } - - add_innovation_if_missing_effect = { INNOVATION = innovation_men_at_arms } - add_innovation_if_missing_effect = { INNOVATION = innovation_pike_columns } - add_innovation_if_missing_effect = { INNOVATION = innovation_guilds } - } - - # Send narrative fluff to other players (if any). - every_player = { - limit = { - this != root - capital_province = { geographical_region = world_europe_west } - } - trigger_event = roman_restoration.0141 - } - hidden_effect = { # Latins chance to convert to French. - every_vassal = { - limit = { - capital_province = { - geographical_region = world_europe_south_italy - } - is_ai = yes - } - random = { - chance = 50 - set_culture_same_as = root - capital_county = { - set_county_culture = root.culture - } - } - } - } - legend_seed_great_deed_region_effect = { - REGION = geographical_region:world_europe_south_italy - } - } -} - -roman_restoration.0141 = { - type = character_event - title = roman_restoration.0140.t - desc = roman_restoration.0141.desc - theme = realm - left_portrait = { - character = scope:scoped_ruler - animation = personality_greedy - } - - immediate = { play_music_cue = "mx_cue_positive_effect" } - - option = { - name = roman_restoration.0141.a - trigger = { - OR = { - has_title = title:e_hre - is_roman_emperor_trigger = yes - } - } - } - - option = { - name = roman_restoration.0141.b - trigger = { - NOR = { - has_title = title:e_hre - is_roman_emperor_trigger = yes - } - } - } -} - -################################################## -# Italian Roman Empire rises -################################################## - -roman_restoration.0150 = { - type = character_event - title = roman_restoration.0150.t - desc = { - desc = roman_restoration.0150.desc # Introduction. - first_valid = { - # Doing it as Christians. - triggered_desc = { - trigger = { - NOT = { - faith.religion = faith:hellenic_pagan.religion - } - } - desc = roman_restoration.0001.desc.christians - } - # Doing it as Hellenics - triggered_desc = { - trigger = { - faith.religion = faith:hellenic_pagan.religion - } - desc = roman_restoration.0001.desc.hellenics - } - desc = roman_restoration.0001.desc.fallback - } - } - theme = realm - left_portrait = { - character = scope:scoped_emperor - animation = personality_bold - } - - immediate = { - play_music_cue = "mx_cue_epic_sacral_moment" - save_scope_as = scoped_emperor - create_roman_empire_italy_scripted_effect = yes - } - - option = { - name = roman_restoration.0150.a - set_nickname_effect = { NICKNAME = nick_the_glorious } - # Send narrative fluff to other players (if any). - every_player = { - limit = { - this != root - is_within_diplo_range = { CHARACTER = root } - } - trigger_event = roman_restoration.0151 - } - } -} - -# Players informed of (Italian) Roman Empire being reborn. -roman_restoration.0151 = { - type = character_event - title = roman_restoration.0151.t - desc = { - first_valid = { - # Reaction of the Byzantines (if they are even still around) - triggered_desc = { - trigger = { - OR = { - has_title = title:e_byzantium - any_liege_or_above = { - has_title = title:e_byzantium - } - } - } - desc = roman_restoration.0151.desc.byzantines - } - # Everybody else. - triggered_desc = { - trigger = { - NOR = { - has_title = title:e_byzantium - any_liege_or_above = { - has_title = title:e_byzantium - } - } - } - desc = roman_restoration.0151.desc.others - } - first_valid = { - # Regular. - triggered_desc = { - trigger = { - NOT = { - scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } - faith.religion = faith:roman_catholic.religion - } - } - desc = roman_restoration.0002.desc.christians - } - # Christians freaking out. - triggered_desc = { - trigger = { - scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } - faith.religion = faith:roman_catholic.religion - } - desc = roman_restoration.0002.desc.hellenics - } - } - } - } - theme = realm - left_portrait = { - character = scope:scoped_emperor - animation = personality_bold - } - - option = { # Regular - name = roman_restoration.0002.a - trigger = { - NOT = { - scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } - faith.religion = faith:roman_catholic.religion - } - NOR = { - has_title = title:e_byzantium - has_title = title:e_hre - } - } - } - option = { # Regular vs Byzantium/HRE - name = roman_restoration.0002.b - trigger = { - NOT = { - scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } - faith.religion = faith:roman_catholic.religion - } - OR = { - has_title = title:e_byzantium - has_title = title:e_hre - } - } - } - option = { # Crazy Hellenics - name = roman_restoration.0002.c - trigger = { - scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } - faith.religion = faith:roman_catholic.religion - NOR = { - has_title = title:e_byzantium - has_title = title:e_hre - } - } - } - option = { # Crazy Hellenics vs Byzantium/HRE - name = roman_restoration.0002.d - trigger = { - scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion } - faith.religion = faith:roman_catholic.religion - OR = { - has_title = title:e_byzantium - has_title = title:e_hre - } - } - stress_impact = { - zealous = minor_stress_impact_gain - } - } -} - -################################################## -# Byzantium/Roman Empire challenges HRE. -################################################## - -roman_restoration.0160 = { - type = character_event - title = roman_restoration.0160.t - desc = roman_restoration.0160.desc - theme = war - left_portrait = { - character = scope:byz_emperor - animation = anger - } - right_portrait = { - character = scope:hre_emperor - animation = disgust - } - - immediate = { - play_music_cue = "mx_cue_combat_2" - save_scope_as = byz_emperor - title:e_hre.holder = { - save_scope_as = hre_emperor - trigger_event = roman_restoration.0161 - } - hidden_effect = { - add_character_flag = { - flag = flag_emperor_challenging_hre - } - } - } - option = { - name = roman_restoration.0160.a - start_war = { - casus_belli = dismantle_holy_pretender_cb - target = title:e_hre.holder - } - } -} - -# HRE notified. -roman_restoration.0161 = { - type = character_event - title = roman_restoration.0161.t - desc = roman_restoration.0161.desc - theme = war - left_portrait = { - character = scope:byz_emperor - animation = disgust - } - right_portrait = { - character = scope:hre_emperor - animation = anger - } - - immediate = { play_music_cue = "mx_cue_combat_2" } - - option = { - name = roman_restoration.0161.a - } -} - -# War is over: -# Byz is victorious. Byz notified. -roman_restoration.0162 = { - type = character_event - title = roman_restoration.0162.t - desc = roman_restoration.0162.desc - theme = war - left_portrait = { - character = scope:byz_emperor - animation = schadenfreude - } - right_portrait = { - character = scope:hre_emperor - animation = grief - } - - immediate = { play_music_cue = "mx_cue_epic_sacral_moment" } - - option = { - name = roman_restoration.0162.a - } -} - -# Byz is victorious. HRE notified. -roman_restoration.0163 = { - type = character_event - title = roman_restoration.0163.t - desc = roman_restoration.0163.desc - theme = war - left_portrait = { - character = scope:byz_emperor - animation = schadenfreude - } - right_portrait = { - character = scope:hre_emperor - animation = grief - } - - immediate = { play_music_cue = "mx_cue_stress" } - - option = { - name = roman_restoration.0163.a - stress_impact = { - base = minor_stress_impact_gain - } - } -} - -# Byz is defeated. Byz notified. -roman_restoration.0164 = { - type = character_event - title = roman_restoration.0164.t - desc = roman_restoration.0164.desc - theme = war - left_portrait = { - character = scope:byz_emperor - animation = grief - } - right_portrait = { - character = scope:hre_emperor - animation = schadenfreude - } - - immediate = { play_music_cue = "mx_cue_stress" } - - option = { - name = roman_restoration.0164.a - stress_impact = { - base = medium_stress_impact_gain - } - } -} - -# Byz is defeated. HRE notified. -roman_restoration.0165 = { - type = character_event - title = roman_restoration.0165.t - desc = roman_restoration.0165.desc - theme = war - left_portrait = { - character = scope:byz_emperor - animation = grief - } - right_portrait = { - character = scope:hre_emperor - animation = schadenfreude - } - - immediate = { play_music_cue = "mx_cue_epic_sacral_moment" } - - option = { - name = roman_restoration.0165.a - } -} - -################################################## -# Byzantium/Roman Empire challenges HRE. -################################################## - -roman_restoration.0170 = { - type = character_event - title = roman_restoration.0170.t - desc = roman_restoration.0170.desc - theme = war - left_portrait = { - character = scope:hre_emperor - animation = anger - } - right_portrait = { - character = scope:byz_emperor - animation = disgust - } - - immediate = { - play_music_cue = "mx_cue_combat_2" - save_scope_as = hre_emperor - title:e_byzantium.holder = { - save_scope_as = byz_emperor - trigger_event = roman_restoration.0171 - } - hidden_effect = { - add_character_flag = { - flag = flag_emperor_challenging_byz - } - } - } - option = { - name = roman_restoration.0170.a - start_war = { - casus_belli = dismantle_byz_pretender_cb - target = title:e_byzantium.holder - } - } -} - -# HRE notified. -roman_restoration.0171 = { - type = character_event - title = roman_restoration.0171.t - desc = roman_restoration.0171.desc - theme = war - left_portrait = { - character = scope:hre_emperor - animation = disgust - } - right_portrait = { - character = scope:byz_emperor - animation = anger - } - - immediate = { play_music_cue = "mx_cue_combat_2" } - - option = { - name = roman_restoration.0171.a - } -} - -# War is over: -# HRE is victorious. HRE notified. -roman_restoration.0172 = { - type = character_event - title = roman_restoration.0172.t - desc = roman_restoration.0172.desc - theme = war - left_portrait = { - character = scope:hre_emperor - animation = schadenfreude - } - right_portrait = { - character = scope:byz_emperor - animation = grief - } - - immediate = { play_music_cue = "mx_cue_epic_sacral_moment" } - - option = { - name = roman_restoration.0172.a - } -} - -# HRE is victorious. Byz notified. -roman_restoration.0173 = { - type = character_event - title = roman_restoration.0173.t - desc = roman_restoration.0173.desc - theme = war - left_portrait = { - character = scope:hre_emperor - animation = schadenfreude - } - right_portrait = { - character = scope:byz_emperor - animation = grief - } - - immediate = { play_music_cue = "mx_cue_stress" } - - option = { - name = roman_restoration.0173.a - stress_impact = { - base = minor_stress_impact_gain - } - } -} - -# Byz is defeated. HRE notified. -roman_restoration.0174 = { - type = character_event - title = roman_restoration.0174.t - desc = roman_restoration.0174.desc - theme = war - left_portrait = { - character = scope:hre_emperor - animation = grief - } - right_portrait = { - character = scope:byz_emperor - animation = schadenfreude - } - - immediate = { play_music_cue = "mx_cue_stress" } - - option = { - name = roman_restoration.0174.a - stress_impact = { - base = medium_stress_impact_gain - } - } -} - -# HRE is defeated. Byz notified. -roman_restoration.0175 = { - type = character_event - title = roman_restoration.0175.t - desc = roman_restoration.0175.desc - theme = war - left_portrait = { - character = scope:hre_emperor - animation = grief - } - right_portrait = { - character = scope:byz_emperor - animation = schadenfreude - } - - immediate = { play_music_cue = "mx_cue_epic_sacral_moment" } - - option = { - name = roman_restoration.0175.a - } -} - -############################ -# Byz Emp reclaims Constantinople -# by Joe Parkin -############################ - -roman_restoration.1200 = { - type = character_event - title = roman_restoration.1200.t - desc = roman_restoration.1200.desc - theme = realm - left_portrait = { - character = root - animation = personality_bold - } - override_background = { reference = ep3_constantinople } - override_effect_2d = legend_glow - - cooldown = { years = 10 } - - trigger = { - has_ep3_dlc_trigger = yes - is_roman_emperor_trigger = yes - scope:county = { - # Constantinople only - this = title:c_byzantion - previous_holder = { - NOR = { - root.primary_title.previous_holder ?= this - root.top_liege.primary_title.previous_holder ?= this - } - } - } - } - - immediate = { - play_music_cue = "mx_cue_epic_sacral_moment" - add_prestige = major_prestige_gain - if = { - limit = { - culture = { has_cultural_parameter = holds_triumphs } - } - custom_tooltip = { - text = free_triumph_tooltip - add_character_flag = free_triumph_flag - } - } - if = { - limit = { - culture = { has_cultural_parameter = hosts_chariot_races } - } - custom_tooltip = { - text = half_price_chariot_race_tooltip - add_character_flag = half_price_chariot_race_flag - } - } - } - - option = { - name = roman_restoration.1200.a - trigger = { - NOT = { capital_county = title:c_byzantion } - } - if = { - limit = { government_allows = administrative } - change_influence = medium_influence_gain - } - add_legitimacy = minor_legitimacy_gain - set_realm_capital = title:c_byzantion - } - - option = { - name = { - text = roman_restoration.1200.b.rome - trigger = { - is_roman_emperor_excluding_byzantium_trigger = yes - } - } - name = { - text = roman_restoration.1200.b - trigger = { - is_roman_emperor_excluding_byzantium_trigger = no - } - } - } -} - -################################################# -# Byz Emp reclaims Constantinople from you (you wretched boy!) by Isabella Welch -################################################# - -roman_restoration.1204 = { - type = letter_event - opening = roman_restoration.1204.t - sender = scope:byz_emp - desc = roman_restoration.1204.desc_vassal - - trigger = { - - } - - immediate = { - title:e_byzantium.holder = { - save_scope_as = byz_emp - } - } - - option = { - name = roman_restoration.1204.a - scope:byz_emp = { - add_opinion = { - modifier = grateful_opinion - target = root - opinion = 30 - } - } - } - - option = { - name = roman_restoration.1204.b - scope:byz_emp = { - add_opinion = { - modifier = angry_opinion - target = root - opinion = -30 - } - } - } -} -# ^I have no idea if Isabeau chose this ID on purpose but it's bloody hilarious. - -################################################## -# Byzantium is Booted out of Sicily -# by Ewan Cowhig Croft -# 1211 - 1220 -################################################## - -scripted_trigger roman_restoration_1211_ai_choice_trigger = { - OR = { - culture = { has_cultural_pillar = heritage_arabic } - culture = { has_cultural_pillar = heritage_berber } - religion = religion:islam_religion - capital_county.title_province = { geographical_region = world_africa_north } - } -} - -scripted_effect roman_restoration_1211_piss_off_big_e_effect = { - add_opinion = { - target = scope:taker - modifier = outraged_opinion - opinion = -80 - } - if = { - limit = { - can_set_relation_potential_rival_trigger = { CHARACTER = scope:taker } - } - set_relation_potential_rival = scope:taker - } -} - -# Scope:taker chooses where their allegiances lie. -roman_restoration.1211 = { - type = character_event - title = roman_restoration.1211.t - desc = { - desc = roman_restoration.1211.desc.intro - first_valid = { - triggered_desc = { - trigger = { exists = scope:emperor } - desc = roman_restoration.1211.desc.body.emperor_exists - } - desc = roman_restoration.1211.desc.body.emperor_absent - } - desc = roman_restoration.1211.desc.outro - } - theme = realm - left_portrait = { - character = scope:taker - animation = marshal - } - right_portrait = { - character = scope:emperor - animation = rage - } - immediate = { - add_prestige_experience = rebuke_roman_revanchism_sicily_fame_reward_value - # Try to grab the emperor. - title:e_byzantium.holder ?= { - save_scope_as = emperor - # And piss them off. - roman_restoration_1211_piss_off_big_e_effect = yes - } - } - - # We belong with Italy, forever. - option = { - name = roman_restoration.1211.a - - title:k_sicily = { set_de_jure_liege_title = title:e_italy } - save_scope_value_as = { - name = new_empire - value = flag:italia - } - - # No stress here. - ai_chance = { - base = 0 - # Anyone who isn't strongly affiliated to North Africa prefers Italy. - modifier = { - add = 1 - roman_restoration_1211_ai_choice_trigger = no - } - } - } - - # Sicily's destiny lies, as it always has, across the sea. - option = { - name = roman_restoration.1211.b - - title:k_sicily = { set_de_jure_liege_title = title:e_maghreb } - save_scope_value_as = { - name = new_empire - value = flag:maghreb - } - - # No stress here. - ai_chance = { - base = 0 - # Berbers, Arabs, Muslims, and folks with their capital in North Africa prefer the Maghreb. - modifier = { - add = 1 - roman_restoration_1211_ai_choice_trigger = yes - } - } - } - - # Why, with _me_ of course! - option = { - name = roman_restoration.1211.c - trigger = { rebuke_roman_revanchism_sicily_controls_unlisted_empire_trigger = yes } - show_as_unavailable = { always = yes } - - title:k_sicily = { set_de_jure_liege_title = root.primary_title } - save_scope_value_as = { - name = new_empire - value = flag:own - } - - # No stress here. - # If the AI can take this, then they probably should. - ai_chance = { base = 1000 } - } - - after = { - # If we've got one, inform the emperor. - scope:emperor = { trigger_event = roman_restoration.1212 } - # Then inform every player in Sicily. - every_player = { - limit = { - any_held_title = { - title_tier = county - title_province = { geographical_region = custom_sicily } - } - } - trigger_event = roman_restoration.1213 - } - } -} - -# Scope:emperor is informed. -roman_restoration.1212 = { - type = character_event - title = roman_restoration.1212.t - desc = { - desc = roman_restoration.1212.desc.intro - first_valid = { - triggered_desc = { - trigger = { scope:new_empire = flag:italia } - desc = roman_restoration.1212.desc.new_empire.italia - } - triggered_desc = { - trigger = { scope:new_empire = flag:maghreb } - desc = roman_restoration.1212.desc.new_empire.maghreb - } - triggered_desc = { - trigger = { scope:new_empire = flag:own } - desc = roman_restoration.1212.desc.new_empire.own - } - } - first_valid = { - triggered_desc = { - trigger = { - any_county_in_region = { - region = custom_sicily - rebuke_roman_revanchism_counties_controlled_by_ere_trigger = yes - } - } - desc = roman_restoration.1212.desc.outro.territory_left - } - desc = roman_restoration.1212.desc.outro.no_territory_left - } - } - theme = realm - left_portrait = { - character = scope:emperor - animation = rage - } - right_portrait = { - character = scope:taker - animation = marshal - } - - immediate = { - show_as_tooltip = { roman_restoration_1211_piss_off_big_e_effect = yes } - # Mark us as not needing a second notification if we've got any land left. - add_character_flag = { - flag = informed_about_sicily_flag - days = 7 - } - } - - # That presumptuous lout! - option = { - name = roman_restoration.1212.a - - # No stress, no AI. - } -} - -# Scope:emperor is informed. -roman_restoration.1213 = { - type = character_event - title = roman_restoration.1213.t - desc = { - desc = roman_restoration.1213.desc.intro - first_valid = { - triggered_desc = { - trigger = { scope:new_empire = flag:italia } - desc = roman_restoration.1213.desc.new_empire.italia - } - triggered_desc = { - trigger = { scope:new_empire = flag:maghreb } - desc = roman_restoration.1213.desc.new_empire.maghreb - } - triggered_desc = { - trigger = { scope:new_empire = flag:own } - desc = roman_restoration.1213.desc.new_empire.own - } - } - first_valid = { - triggered_desc = { - trigger = { exists = scope:emperor } - desc = roman_restoration.1213.desc.body.emperor_exists - } - desc = roman_restoration.1213.desc.body.emperor_absent - } - first_valid = { - triggered_desc = { - trigger = { - any_county_in_region = { - region = custom_sicily - rebuke_roman_revanchism_counties_controlled_by_ere_trigger = yes - } - } - desc = roman_restoration.1213.desc.outro.territory_left - } - desc = roman_restoration.1213.desc.outro.no_territory_left - } - } - theme = realm - left_portrait = { - character = scope:taker - animation = marshal - } - right_portrait = { - character = scope:emperor - animation = rage - } - - trigger = { - NOR = { - has_character_flag = informed_about_sicily_flag - this = scope:taker - } - } - - # Good riddance! - option = { - name = roman_restoration.1213.a - - # No stress, no AI. - } - - # What dark times we live in... - option = { - name = roman_restoration.1213.b - - # No stress, no AI. - } -} +# +#roman_restoration.1204 = { +# type = letter_event +# opening = roman_restoration.1204.t +# sender = scope:byz_emp +# desc = roman_restoration.1204.desc_vassal +# +# trigger = { +# +# } +# +# immediate = { +# title:e_byzantium.holder = { +# save_scope_as = byz_emp +# } +# } +# +# option = { +# name = roman_restoration.1204.a +# scope:byz_emp = { +# add_opinion = { +# modifier = grateful_opinion +# target = root +# opinion = 30 +# } +# } +# } +# +# option = { +# name = roman_restoration.1204.b +# scope:byz_emp = { +# add_opinion = { +# modifier = angry_opinion +# target = root +# opinion = -30 +# } +# } +# } +#} +## ^I have no idea if Isabeau chose this ID on purpose but it's bloody hilarious. +# +################################################### +## Byzantium is Booted out of Sicily +## by Ewan Cowhig Croft +## 1211 - 1220 +################################################### +# +#scripted_trigger roman_restoration_1211_ai_choice_trigger = { +# OR = { +# culture = { has_cultural_pillar = heritage_arabic } +# culture = { has_cultural_pillar = heritage_berber } +# religion = religion:islam_religion +# capital_county.title_province = { geographical_region = world_africa_north } +# } +#} +# +#scripted_effect roman_restoration_1211_piss_off_big_e_effect = { +# add_opinion = { +# target = scope:taker +# modifier = outraged_opinion +# opinion = -80 +# } +# if = { +# limit = { +# can_set_relation_potential_rival_trigger = { CHARACTER = scope:taker } +# } +# set_relation_potential_rival = scope:taker +# } +#} +# +## Scope:taker chooses where their allegiances lie. +#roman_restoration.1211 = { +# type = character_event +# title = roman_restoration.1211.t +# desc = { +# desc = roman_restoration.1211.desc.intro +# first_valid = { +# triggered_desc = { +# trigger = { exists = scope:emperor } +# desc = roman_restoration.1211.desc.body.emperor_exists +# } +# desc = roman_restoration.1211.desc.body.emperor_absent +# } +# desc = roman_restoration.1211.desc.outro +# } +# theme = realm +# left_portrait = { +# character = scope:taker +# animation = marshal +# } +# right_portrait = { +# character = scope:emperor +# animation = rage +# } +# immediate = { +# add_prestige_experience = rebuke_roman_revanchism_sicily_fame_reward_value +# # Try to grab the emperor. +# title:e_byzantium.holder ?= { +# save_scope_as = emperor +# # And piss them off. +# roman_restoration_1211_piss_off_big_e_effect = yes +# } +# } +# +# # We belong with Italy, forever. +# option = { +# name = roman_restoration.1211.a +# +# title:k_sicily = { set_de_jure_liege_title = title:e_italy } +# save_scope_value_as = { +# name = new_empire +# value = flag:italia +# } +# +# # No stress here. +# ai_chance = { +# base = 0 +# # Anyone who isn't strongly affiliated to North Africa prefers Italy. +# modifier = { +# add = 1 +# roman_restoration_1211_ai_choice_trigger = no +# } +# } +# } +# +# # Sicily's destiny lies, as it always has, across the sea. +# option = { +# name = roman_restoration.1211.b +# +# title:k_sicily = { set_de_jure_liege_title = title:e_maghreb } +# save_scope_value_as = { +# name = new_empire +# value = flag:maghreb +# } +# +# # No stress here. +# ai_chance = { +# base = 0 +# # Berbers, Arabs, Muslims, and folks with their capital in North Africa prefer the Maghreb. +# modifier = { +# add = 1 +# roman_restoration_1211_ai_choice_trigger = yes +# } +# } +# } +# +# # Why, with _me_ of course! +# option = { +# name = roman_restoration.1211.c +# trigger = { rebuke_roman_revanchism_sicily_controls_unlisted_empire_trigger = yes } +# show_as_unavailable = { always = yes } +# +# title:k_sicily = { set_de_jure_liege_title = root.primary_title } +# save_scope_value_as = { +# name = new_empire +# value = flag:own +# } +# +# # No stress here. +# # If the AI can take this, then they probably should. +# ai_chance = { base = 1000 } +# } +# +# after = { +# # If we've got one, inform the emperor. +# scope:emperor = { trigger_event = roman_restoration.1212 } +# # Then inform every player in Sicily. +# every_player = { +# limit = { +# any_held_title = { +# title_tier = county +# title_province = { geographical_region = custom_sicily } +# } +# } +# trigger_event = roman_restoration.1213 +# } +# } +#} +# +## Scope:emperor is informed. +#roman_restoration.1212 = { +# type = character_event +# title = roman_restoration.1212.t +# desc = { +# desc = roman_restoration.1212.desc.intro +# first_valid = { +# triggered_desc = { +# trigger = { scope:new_empire = flag:italia } +# desc = roman_restoration.1212.desc.new_empire.italia +# } +# triggered_desc = { +# trigger = { scope:new_empire = flag:maghreb } +# desc = roman_restoration.1212.desc.new_empire.maghreb +# } +# triggered_desc = { +# trigger = { scope:new_empire = flag:own } +# desc = roman_restoration.1212.desc.new_empire.own +# } +# } +# first_valid = { +# triggered_desc = { +# trigger = { +# any_county_in_region = { +# region = custom_sicily +# rebuke_roman_revanchism_counties_controlled_by_ere_trigger = yes +# } +# } +# desc = roman_restoration.1212.desc.outro.territory_left +# } +# desc = roman_restoration.1212.desc.outro.no_territory_left +# } +# } +# theme = realm +# left_portrait = { +# character = scope:emperor +# animation = rage +# } +# right_portrait = { +# character = scope:taker +# animation = marshal +# } +# +# immediate = { +# show_as_tooltip = { roman_restoration_1211_piss_off_big_e_effect = yes } +# # Mark us as not needing a second notification if we've got any land left. +# add_character_flag = { +# flag = informed_about_sicily_flag +# days = 7 +# } +# } +# +# # That presumptuous lout! +# option = { +# name = roman_restoration.1212.a +# +# # No stress, no AI. +# } +#} +# +## Scope:emperor is informed. +#roman_restoration.1213 = { +# type = character_event +# title = roman_restoration.1213.t +# desc = { +# desc = roman_restoration.1213.desc.intro +# first_valid = { +# triggered_desc = { +# trigger = { scope:new_empire = flag:italia } +# desc = roman_restoration.1213.desc.new_empire.italia +# } +# triggered_desc = { +# trigger = { scope:new_empire = flag:maghreb } +# desc = roman_restoration.1213.desc.new_empire.maghreb +# } +# triggered_desc = { +# trigger = { scope:new_empire = flag:own } +# desc = roman_restoration.1213.desc.new_empire.own +# } +# } +# first_valid = { +# triggered_desc = { +# trigger = { exists = scope:emperor } +# desc = roman_restoration.1213.desc.body.emperor_exists +# } +# desc = roman_restoration.1213.desc.body.emperor_absent +# } +# first_valid = { +# triggered_desc = { +# trigger = { +# any_county_in_region = { +# region = custom_sicily +# rebuke_roman_revanchism_counties_controlled_by_ere_trigger = yes +# } +# } +# desc = roman_restoration.1213.desc.outro.territory_left +# } +# desc = roman_restoration.1213.desc.outro.no_territory_left +# } +# } +# theme = realm +# left_portrait = { +# character = scope:taker +# animation = marshal +# } +# right_portrait = { +# character = scope:emperor +# animation = rage +# } +# +# trigger = { +# NOR = { +# has_character_flag = informed_about_sicily_flag +# this = scope:taker +# } +# } +# +# # Good riddance! +# option = { +# name = roman_restoration.1213.a +# +# # No stress, no AI. +# } +# +# # What dark times we live in... +# option = { +# name = roman_restoration.1213.b +# +# # No stress, no AI. +# } +#} +# \ No newline at end of file diff --git a/events/dlc/bp2/bp2_adult_education_activity_events.txt b/events/dlc/bp2/bp2_adult_education_activity_events.txt index 5d77ff7b..c5667efb 100644 --- a/events/dlc/bp2/bp2_adult_education_activity_events.txt +++ b/events/dlc/bp2/bp2_adult_education_activity_events.txt @@ -872,15 +872,14 @@ scripted_effect bp2_learn_lithurgical_language_effect = { } else_if = { limit = { - scope:activity.activity_location.county.faith = faith:catholic + scope:activity.activity_location.county.faith.religion = religion:catholic_religion } learn_language = language_latin } else_if = { limit = { OR = { - scope:activity.activity_location.county.faith = faith:orthodox - scope:activity.activity_location.county.faith = faith:coptic + scope:activity.activity_location.county.faith.religion = religion:eastern_orthodox_religion } } learn_language = language_greek @@ -914,10 +913,8 @@ bp2_adult_education.1011 = { OR = { scope:activity.activity_location.county.faith.religion = religion:islam_religion scope:activity.activity_location.county.faith.religion = religion:judaism_religion - scope:activity.activity_location.county.faith = faith:catholic - scope:activity.activity_location.county.faith = faith:orthodox - scope:activity.activity_location.county.faith = faith:coptic - scope:activity.activity_location.county.faith = faith:nestorian + scope:activity.activity_location.county.faith.religion = religion:eastern_orthodox_religion + scope:activity.activity_location.county.faith.religion = religion:catholic_religion } trigger_if = { limit = { @@ -929,23 +926,19 @@ bp2_adult_education.1011 = { limit = { OR = { scope:activity.activity_location.county.faith.religion = religion:judaism_religion - scope:activity.activity_location.county.faith = faith:nestorian } } NOT = { knows_language = language_aramaic } } trigger_else_if = { limit = { - scope:activity.activity_location.county.faith = faith:catholic + scope:activity.activity_location.county.faith.religion = religion:catholic_religion } NOT = { knows_language = language_latin } } trigger_else_if = { limit = { - OR = { - scope:activity.activity_location.county.faith = faith:orthodox - scope:activity.activity_location.county.faith = faith:coptic - } + scope:activity.activity_location.county.faith.religion = religion:eastern_orthodox_religion } NOT = { knows_language = language_greek } } diff --git a/events/dlc/ep3/ep3_emperor_yearly_2.txt b/events/dlc/ep3/ep3_emperor_yearly_2.txt index 06b1071d..336cf36a 100644 --- a/events/dlc/ep3/ep3_emperor_yearly_2.txt +++ b/events/dlc/ep3/ep3_emperor_yearly_2.txt @@ -5868,12 +5868,7 @@ ep3_emperor_yearly.2230 = { # An obnoxious "scholar" close to you keeps quoting the Classics out of place scripted_trigger ep3_valid_greek_culture_trigger = { - OR = { - has_cultural_pillar = heritage_byzantine - has_cultural_pillar = heritage_caucasian - this = culture:greek - any_parent_culture_or_above = { this = culture:greek } - } + has_cultural_pillar = heritage_greek } scripted_trigger ep3_2240_valid_courtier_trigger = { diff --git a/events/dlc/ep3/ep3_governor_yearly_3.txt b/events/dlc/ep3/ep3_governor_yearly_3.txt index e25cf2b7..a9390ab4 100644 --- a/events/dlc/ep3/ep3_governor_yearly_3.txt +++ b/events/dlc/ep3/ep3_governor_yearly_3.txt @@ -5278,87 +5278,87 @@ ep3_governor_yearly.3060 = { } desc = ep3_governor_yearly.3060.desc_regent_acclaim } - triggered_desc = { - trigger = { - scope:emperor = { - religion = { - OR = { - this = religion:eastern_orthodox_religion - this = religion:catholic_religion - this = religion:protestant_religion - } - } - primary_title = { - this = title:e_byzantium - } - #is either a Byzantine themselves or has a byzantine around to indicate any interest in Byzantine traditions - OR = { - culture = { - has_cultural_pillar = heritage_byzantine - OR = { - any_parent_culture_or_above = { - this = culture:greek - } - this = culture:greek - } - } - any_vassal = { - culture = { - OR = { - has_cultural_pillar = heritage_byzantine - any_parent_culture_or_above = { - this = culture:greek - } - this = culture:greek - } - } - } - } - is_female = no - } - } - desc = ep3_governor_yearly.3060.desc_byzantine - } - triggered_desc = { - trigger = { - scope:emperor = { - religion = { - OR = { - this = religion:eastern_orthodox_religion - this = religion:catholic_religion - this = religion:protestant_religion - } - } - primary_title = { - this = title:e_byzantium - } - OR = { - culture = { - has_cultural_pillar = heritage_byzantine - OR = { - any_parent_culture_or_above = { - this = culture:greek - } - this = culture:greek - } - } - any_vassal = { - culture = { - OR = { - has_cultural_pillar = heritage_byzantine - any_parent_culture_or_above = { - this = culture:greek - } - this = culture:greek - } - } - } - } - is_female = yes - } - } - desc = ep3_governor_yearly.3060.desc_byzantine_femme - } +# triggered_desc = { +# trigger = { +# scope:emperor = { +# religion = { +# OR = { +# this = religion:eastern_orthodox_religion +# this = religion:catholic_religion +# this = religion:protestant_religion +# } +# } +# primary_title = { +# this = title:e_byzantium +# } +# #is either a Byzantine themselves or has a byzantine around to indicate any interest in Byzantine traditions +# OR = { +# culture = { +# has_cultural_pillar = heritage_byzantine +# OR = { +# any_parent_culture_or_above = { +# this = culture:greek +# } +# this = culture:greek +# } +# } +# any_vassal = { +# culture = { +# OR = { +# has_cultural_pillar = heritage_byzantine +# any_parent_culture_or_above = { +# this = culture:greek +# } +# this = culture:greek +# } +# } +# } +# } +# is_female = no +# } +# } +# desc = ep3_governor_yearly.3060.desc_byzantine +# } +# triggered_desc = { +# trigger = { +# scope:emperor = { +# religion = { +# OR = { +# this = religion:eastern_orthodox_religion +# this = religion:catholic_religion +# this = religion:protestant_religion +# } +# } +# primary_title = { +# this = title:e_byzantium +# } +# OR = { +# culture = { +# has_cultural_pillar = heritage_byzantine +# OR = { +# any_parent_culture_or_above = { +# this = culture:greek +# } +# this = culture:greek +# } +# } +# any_vassal = { +# culture = { +# OR = { +# has_cultural_pillar = heritage_byzantine +# any_parent_culture_or_above = { +# this = culture:greek +# } +# this = culture:greek +# } +# } +# } +# } +# is_female = yes +# } +# } +# desc = ep3_governor_yearly.3060.desc_byzantine_femme +# } desc = ep3_governor_yearly.3060.desc_generic } #Emperor's legitimacy diff --git a/events/dlc/ep3/ep3_laamp_decision_events.txt b/events/dlc/ep3/ep3_laamp_decision_events.txt index e2c76796..8fa5e3ae 100644 --- a/events/dlc/ep3/ep3_laamp_decision_events.txt +++ b/events/dlc/ep3/ep3_laamp_decision_events.txt @@ -639,7 +639,7 @@ ep3_laamp_decision_event.1000 = { scope:visiting_location = { geographical_region = world_europe NOT = { geographical_region = world_europe_north } - faith = { religion_tag = christianity_religion } + NEOW_religion_is_broadly_christian_trigger = yes } } desc = ep3_laamp_decision_event.1000.desc_outro_regional_europe_returned_03 @@ -1868,7 +1868,7 @@ ep3_laamp_decision_event.1001 = { scope:visiting_location = { geographical_region = world_europe NOT = { geographical_region = world_europe_north } - faith = { religion_tag = christianity_religion } + NEOW_religion_is_broadly_christian_trigger = yes } } desc = ep3_laamp_decision_event.1000.desc_outro_regional_europe_returned_03 diff --git a/events/dlc/ep3/ep3_travel_events_3.txt b/events/dlc/ep3/ep3_travel_events_3.txt index 6a6a570a..c8279144 100644 --- a/events/dlc/ep3/ep3_travel_events_3.txt +++ b/events/dlc/ep3/ep3_travel_events_3.txt @@ -502,11 +502,7 @@ ep3_travel_events.3001 = { scripted_trigger ep3_travel_events_3002_byzantine_root_trigger = { culture = { - has_cultural_pillar = heritage_byzantine - OR = { - any_parent_culture_or_above = { this = culture:greek } - this = culture:greek - } + has_cultural_pillar = heritage_greek } } @@ -1094,18 +1090,8 @@ ep3_travel_events.3003 = { scripted_trigger ep3_travel_events_3010_anatolian_native_trigger = { OR = { - has_cultural_pillar = heritage_byzantine - AND = { - has_cultural_pillar = heritage_caucasian - any_parent_culture_or_above = { this = culture:armenian } - this = culture:armenian - } - } - OR = { - any_parent_culture_or_above = { this = culture:greek } - this = culture:greek - any_parent_culture_or_above = { this = culture:armenian } - this = culture:armenian + has_cultural_pillar = heritage_greek + has_cultural_pillar = heritage_turkish } } diff --git a/events/dlc/ep3/ep3_yearly_1.txt b/events/dlc/ep3/ep3_yearly_1.txt index 528ca641..01a60ac1 100644 --- a/events/dlc/ep3/ep3_yearly_1.txt +++ b/events/dlc/ep3/ep3_yearly_1.txt @@ -30,7 +30,7 @@ ep3_yearly.1010 = { desc = { desc = ep3_yearly.1010.intro triggered_desc = { - trigger = { culture = culture:greek } + trigger = { culture = { has_cultural_pillar = heritage_greek }} desc = ep3_yearly.1010.greek_flavor } desc = ep3_yearly.1010.outro diff --git a/events/dlc/fp3/fp3_misc_decision_events.txt b/events/dlc/fp3/fp3_misc_decision_events.txt index 2aa13e37..e4eb31b8 100644 --- a/events/dlc/fp3/fp3_misc_decision_events.txt +++ b/events/dlc/fp3/fp3_misc_decision_events.txt @@ -91,22 +91,22 @@ fp3_misc_decisions.0010 = { desc = { desc = fp3_misc_decisions.0010.desc_intro # If the Persian Struggle is still ongoing, comment on that - triggered_desc = { - trigger = { - exists = struggle:persian_struggle - scope:actor ?= title:d_sunni.holder - } - desc = fp3_misc_decisions.0010.desc_struggle - } +# triggered_desc = { +# trigger = { +# exists = struggle:persian_struggle +# scope:actor ?= title:d_sunni.holder +# } +# desc = fp3_misc_decisions.0010.desc_struggle +# } } sender = scope:recipient immediate = { show_as_tooltip = { - if = { - limit = { scope:piety_cost_reduction ?= yes } - add_piety = massive_piety_loss - } +# if = { +# limit = { scope:piety_cost_reduction ?= yes } +# add_piety = massive_piety_loss +# } add_hook = { target = scope:recipient type = caliphal_submission_hook diff --git a/events/dlc/mpo/mpo_events_tova.txt b/events/dlc/mpo/mpo_events_tova.txt index 8bcc2fb4..31f784cb 100644 --- a/events/dlc/mpo/mpo_events_tova.txt +++ b/events/dlc/mpo/mpo_events_tova.txt @@ -758,9 +758,7 @@ mpo_events_tova.0003 = { #Peasants mock ruler and face deadly consequences. if = { limit = { - root.faith = { - religion_tag = christianity_religion - } + NEOW_religion_is_broadly_christian_trigger = yes has_trait = zealous } add_stress = medium_stress_loss diff --git a/events/dlc/mpo/mpo_nomads_flavour_events.txt b/events/dlc/mpo/mpo_nomads_flavour_events.txt index d453428a..e593358e 100644 --- a/events/dlc/mpo/mpo_nomads_flavour_events.txt +++ b/events/dlc/mpo/mpo_nomads_flavour_events.txt @@ -2879,7 +2879,7 @@ nomad_events.0140 = { location = root.location template = merchant_template gender_female_chance = root_faith_dominant_gender_adjusted_female_chance - faith = faith:ashari + faith = faith:aqlani culture = culture:bolghar save_scope_as = merchant } @@ -5038,7 +5038,7 @@ nomad_events.0250 = { random_list = { 10 = { trigger = { - NOT = { faith = faith:ashari } + NOT = { faith = faith:aqlani } NOT = { any_character_situation = { this = situation:game_rule_extra_nomads_sami } } } modifier = { @@ -5049,7 +5049,7 @@ nomad_events.0250 = { location = root.location template = priest_character_template gender_female_chance = root_faith_clergy_gender_female_chance - faith = faith:ashari + faith = faith:aqlani culture = culture:bolghar save_scope_as = priest } diff --git a/events/dlc/tgp/tgp_japan_yearly_events_ariana.txt b/events/dlc/tgp/tgp_japan_yearly_events_ariana.txt index 33ef72f5..344e2c6b 100644 --- a/events/dlc/tgp/tgp_japan_yearly_events_ariana.txt +++ b/events/dlc/tgp/tgp_japan_yearly_events_ariana.txt @@ -934,13 +934,13 @@ tgp_japan_yearly_events.1030 = { character = root triggered_animation = { trigger = { - faith.religion ?= religion:christianity_religion + NEOW_religion_is_broadly_christian_trigger = yes } animation = prayer } triggered_animation = { trigger = { - NOT = { faith.religion ?= religion:christianity_religion } + NEOW_religion_is_broadly_christian_trigger = no } animation = personality_zealous } diff --git a/events/lifestyles/scholarship_lifestyle/learning_medicine_events.txt b/events/lifestyles/scholarship_lifestyle/learning_medicine_events.txt index 5204fce8..0fd0e304 100644 --- a/events/lifestyles/scholarship_lifestyle/learning_medicine_events.txt +++ b/events/lifestyles/scholarship_lifestyle/learning_medicine_events.txt @@ -640,124 +640,39 @@ learning_medicine.2010 = { #by Mathilda Bjarnehed random_valid = { triggered_desc = { trigger = { - is_valid_for_east_asian_events_trigger = no NOR = { - has_culture = culture:greek - scope:court_physician = { has_culture = culture:greek } + culture = { has_cultural_parameter = anglic_group_language_param } + scope:court_physician = { culture = { has_cultural_parameter = anglic_group_language_param } } } } - desc = learning_medicine.2010.galen.desc - } - triggered_desc = { - trigger = { - is_valid_for_east_asian_events_trigger = no - NOR = { - has_culture = culture:greek - scope:court_physician = { has_culture = culture:greek } - } - } - desc = learning_medicine.2010.hippocrates.desc - } - triggered_desc = { - trigger = { - is_valid_for_east_asian_events_trigger = no - NOR = { - has_culture = culture:greek - scope:court_physician = { has_culture = culture:greek } - } - } - desc = learning_medicine.2010.herophilus.desc - } - triggered_desc = { - trigger = { - OR = { - is_valid_for_east_asian_events_trigger = yes # Culture is Japanese, Chinese or Korean - scope:court_physician = { is_valid_for_east_asian_events_trigger = yes } - } - NOR = { - culture = { has_cultural_pillar = heritage_chinese } - scope:court_physician.culture = { has_cultural_pillar = heritage_chinese } - } - } - desc = learning_medicine.2010.bianque.desc - } - triggered_desc = { - trigger = { - OR = { - culture = { has_cultural_pillar = heritage_chinese } - scope:court_physician.culture = { has_cultural_pillar = heritage_chinese } - } - } - desc = learning_medicine.2010.sun_simiao.desc - } - triggered_desc = { - trigger = { - OR = { - culture = { has_cultural_pillar = heritage_chinese } - scope:court_physician.culture = { has_cultural_pillar = heritage_chinese } - } - } - desc = learning_medicine.2010.zhan_zhongjing.desc - } - triggered_desc = { - trigger = { - OR = { - location = { geographical_region = world_asia } - is_valid_for_east_asian_events_trigger = yes # Culture is Japanese, Chinese or Korean - scope:court_physician.culture = { is_valid_for_east_asian_events_trigger = yes } - } - } - desc = learning_medicine.2010.hua_tuo.desc - } - triggered_desc = { - trigger = { - current_date >= 984.1.1 - OR = { - culture = { has_cultural_pillar = heritage_japonic } - scope:court_physician.culture = { has_cultural_pillar = heritage_japonic } - } - } - desc = learning_medicine.2010.tamba_yasuyori.desc - } - triggered_desc = { - trigger = { - current_date >= 1120.1.1 - location = { - geographical_region = world_europe - } - } - desc = learning_medicine.2010.hildegard.desc - } - triggered_desc = { - trigger = { - current_date >= 1316.12.30 - location = { - geographical_region = world_europe - } - } - desc = learning_medicine.2010.mundinus.desc + desc = learning_medicine.2010.grey.desc } triggered_desc = { trigger = { NOR = { - culture = { has_cultural_pillar = heritage_arabic } - scope:court_physician = { culture = { has_cultural_pillar = heritage_arabic } } - faith = { religion_tag = islam_religion } - scope:court_physician.faith = { religion_tag = islam_religion } + culture = { has_cultural_parameter = anglic_group_language_param } + scope:court_physician = { culture = { has_cultural_parameter = anglic_group_language_param } } } - current_date >= 1225.1.1 } - desc = learning_medicine.2010.avicenna.desc + desc = learning_medicine.2010.schwartz.desc } triggered_desc = { trigger = { NOR = { - has_culture = culture:italian - scope:court_physician = { has_culture = culture:italian } + culture = { has_cultural_parameter = anglic_group_language_param } + scope:court_physician = { culture = { has_cultural_parameter = anglic_group_language_param } } } - current_date >= 1150.1.1 } - desc = learning_medicine.2010.trota.desc + desc = learning_medicine.2010.cecil.desc + } + triggered_desc = { + trigger = { + NOR = { + culture = { has_cultural_parameter = anglic_group_language_param } + scope:court_physician = { culture = { has_cultural_parameter = anglic_group_language_param } } + } + } + desc = learning_medicine.2010.merck.desc } } desc = learning_medicine.2010.fallback.desc diff --git a/events/yearly_events/yearly_events_sahara.txt b/events/yearly_events/yearly_events_sahara.txt index 6ed2a4a4..e6ef4f75 100644 --- a/events/yearly_events/yearly_events_sahara.txt +++ b/events/yearly_events/yearly_events_sahara.txt @@ -232,7 +232,7 @@ yearly_saharan.0001 = { #Not syncretised with Christianity. AND = { root.faith = { has_doctrine_parameter = christian_syncretic_actor_opinion_active } - scope:source_county.faith = { religion_tag = christianity_religion } + scope:source_county = { NEOW_religion_is_broadly_christian_trigger = yes } } #Not syncretised with Islam. AND = { diff --git a/history/characters/NEOW_e_baltic.txt b/history/characters/NEOW_e_baltic.txt index a2da481b..f61857e1 100644 --- a/history/characters/NEOW_e_baltic.txt +++ b/history/characters/NEOW_e_baltic.txt @@ -140,7 +140,7 @@ baltic0010 = { stacks = 8 } men_at_arms = { - type = bowmen_unit + type = bowmen stacks = 8 } location = province:101 diff --git a/history/provinces/e_alps.txt b/history/provinces/e_alps.txt index 15e45941..e8b95005 100644 --- a/history/provinces/e_alps.txt +++ b/history/provinces/e_alps.txt @@ -453,7 +453,7 @@ holding = none } ###c_vaucluse -2068 = +2068 = { holding = castle_holding culture = provencal religion = simurghi diff --git a/history/provinces/e_italy.txt b/history/provinces/e_italy.txt index c51ea151..bb28a451 100644 --- a/history/provinces/e_italy.txt +++ b/history/provinces/e_italy.txt @@ -348,10 +348,6 @@ religion = orthodox holding = castle_holding special_building = palermo_cathedral_01 - 856.9.1 = { - culture = maghrebi - religion = ashari - } 1071.1.1 = { culture = sicilian religion = roman_catholic @@ -361,10 +357,6 @@ culture = greek religion = orthodox holding = castle_holding - 874.1.24 = { - culture = maghrebi - religion = ashari - } 1102.1.1 = { culture = sicilian religion = roman_catholic @@ -406,10 +398,6 @@ culture = greek religion = orthodox holding = castle_holding - 904.1.1 = { - culture = maghrebi - religion = ashari - } 1066.1.1 = { buildings = { common_tradeport_01 @@ -465,10 +453,6 @@ culture = greek religion = orthodox holding = city_holding - 895.1.1 = { - culture = maghrebi - religion = ashari - } 1127.1.1 = { religion = roman_catholic culture = maltese diff --git a/history/titles/k_italy.txt b/history/titles/k_italy.txt index d50c6ca6..11a959ee 100644 --- a/history/titles/k_italy.txt +++ b/history/titles/k_italy.txt @@ -50,13 +50,6 @@ c_monferrato = { } } -c_brescia = { - 2539.12.6 = { - holder = italy0019 - } -} - - c_cremona = { 2539.12.6 = { holder = italy0019 diff --git a/history/titles/k_krete.txt b/history/titles/k_krete.txt index 6aa00b3c..baa0f487 100644 --- a/history/titles/k_krete.txt +++ b/history/titles/k_krete.txt @@ -29,7 +29,7 @@ c_rhodope = { } } -c_evaros = { +c_evros = { 2554.1.1 = { holder = greece0031 } diff --git a/history/titles/k_silesia.txt b/history/titles/k_silesia.txt index 1763efc0..9707efc9 100644 --- a/history/titles/k_silesia.txt +++ b/history/titles/k_silesia.txt @@ -78,10 +78,6 @@ c_ratibor = { } } -d_imperial_silesia = { - -} - c_opava = { 2500.1.1 = { change_development_level = 8 diff --git a/history/titles/k_white_rus.txt b/history/titles/k_white_rus.txt index 994a724b..8a32900c 100644 --- a/history/titles/k_white_rus.txt +++ b/history/titles/k_white_rus.txt @@ -72,8 +72,8 @@ c_braslau = { # } #} -c_orsha= { - 2550.1.1 = { - holder = russia0014 - } -} \ No newline at end of file +#c_orsha= { +# 2550.1.1 = { +# holder = russia0014 +# } +#} \ No newline at end of file diff --git a/localization/english/replace/NEOW_cosmetic_titles_l_english.yml b/localization/english/replace/NEOW_cosmetic_titles_l_english.yml index f6818037..3a8790ae 100644 --- a/localization/english/replace/NEOW_cosmetic_titles_l_english.yml +++ b/localization/english/replace/NEOW_cosmetic_titles_l_english.yml @@ -1,5 +1,6 @@ -e_carolingia_cosmetic:0 "Carolingia" -e_carolingia_cosmetic_adj:0 "Carolingian" +l_english: + e_carolingia_cosmetic:0 "Carolingia" + e_carolingia_cosmetic_adj:0 "Carolingian" -e_gallia_cosmetic:0 "Gallia" -e_gallia_cosmetic_adj:0 "Gallian" \ No newline at end of file + e_gallia_cosmetic:0 "Gallia" + e_gallia_cosmetic_adj:0 "Gallian" \ No newline at end of file diff --git a/localization/english/replace/event_localization/lifestyle/scholarship/learning_medicine_events_l_english.yml b/localization/english/replace/event_localization/lifestyle/scholarship/learning_medicine_events_l_english.yml new file mode 100644 index 00000000..b369b61f --- /dev/null +++ b/localization/english/replace/event_localization/lifestyle/scholarship/learning_medicine_events_l_english.yml @@ -0,0 +1,258 @@ +l_english: + +# Become a herbalist, by Mathilda Bjarnehed + learning_medicine.2001.t:0 "Secrets of Nature" + learning_medicine.2001.pool.desc:0 "I have received an offer from [herbalist.Custom2('MyCharacterIntroductionNoComma', ROOT.Char)]. If the letter is to be believed, [herbalist.GetSheHe] is an experienced herbalist who would be willing to share [herbalist.GetHerHis] knowledge in return for [ROOT.Char.Custom('GetRoom')] and board." + learning_medicine.2001.no_pool.desc:0 "[herbalist.Custom2('MyCharacterIntroductionNoComma', ROOT.Char)|U] is a skilled herbalist, knowledgeable about healing and harmful plants alike. At more than one occasion, [herbalist.GetSheHe] has offered to share [herbalist.GetHerHis] expertise with me." + learning_medicine.2001.chaplain_hates_herbs.desc:1 "\n\nThe offer is intriguing, but I know [chaplain_hates_herbs.GetCouncilTitle] [chaplain_hates_herbs.GetFirstName] is distrustful of charms and potions. [chaplain_hates_herbs.GetSheHe|U] believes that [ROOT.Char.GetFaith.DevilName] uses them for [ROOT.Char.GetFaith.DevilHerHis] own nefarious purposes... " + + learning_medicine.2001.a:0 "I am always eager to learn something new." + learning_medicine.2001.b:0 "A rare flower would brighten [flower_receiver.GetFirstNamePossessiveNoTooltip] day." + learning_medicine.2001.c:0 "[herbalist.GetSheHe|U] could plant a garden of sacred herbs." + learning_medicine.2001.d:1 "I don't have time to muck around with dirt and plants." + learning_medicine.2001.d.chaplain_hates_herbs:0 "I trust [chaplain_hates_herbs.GetCouncilTitle] [chaplain_hates_herbs.GetNamePossessiveNoTooltip] judgment on this matter." + + learning_medicine.2002.start.desc:0 "[herbalist.GetFirstName] and I are spending another late night categorizing plants and brewing potions. I am paging through one of [herbalist.GetHerHis] worn tomes when I discover" + learning_medicine.2002.chaplain_hates_herbs.desc:0 "a paragraph which would make [chaplain_hates_herbs.GetCouncilTitle] [chaplain_hates_herbs.GetFirstName] froth at the mouth!" + learning_medicine.2002.not_witchcraft_accepted.desc:0 "a paragraph which would make the [ROOT.Char.Custom('DefaultPriestTitlePlural')] froth at the mouth!" + learning_medicine.2002.witchcraft_accepted.desc:0 "a most intriguing recipe. I did not know mere herbs possessed such power..." + learning_medicine.2002.a:0 "I must delve deeper into this hidden knowledge!" + learning_medicine.2002.a.success.t:0 "[herbalist.GetFirstNameNoTooltip] is a witch" + learning_medicine.2002.a.failure.t:0 "[herbalist.GetFirstNameNoTooltip] is appalled by my insinuations" + learning_medicine.2002.b:0 "If [herbalist.GetSheHe] is keeping secrets, I will find out." + learning_medicine.2002.b.success.t:0 "I find out the truth about [herbalist.GetFirstNameNoTooltip]" + learning_medicine.2002.b.success.tt:0 "If [herbalist.GetShortUIName] has a Witch Secret, it will be revealed to me" + learning_medicine.2002.b.success.witch.t:0 "[herbalist.GetFirstNameNoTooltip] is a witch" + learning_medicine.2002.b.success.no_witch.t:0 "[herbalist.GetFirstNameNoTooltip] is not a witch" + learning_medicine.2002.b.success.no_witch.desc:1 "I am certain of [herbalist.GetTitledFirstNamePossessive] innocence" + learning_medicine.2002.b.inconclusive.t:0 "My investigation is inconclusive" + learning_medicine.2002.b.inconclusive.desc:0 "I find no proof of witchcraft" + learning_medicine.2002.b.failure.t:0 "[herbalist.GetFirstNameNoTooltip] catches me snooping" + learning_medicine.2002.c:0 "I will not be distracted by myths and hearsay." + + learning_medicine.2003.desc:0 ""This is what I wish to learn," I say as I hand [herbalist.GetFirstName] the tome. "Will you teach me?"\n\n[herbalist.GetSheHe|U] takes a long, hard look at me. "Are you truly ready, [ROOT.Char.GetFirstNameNoTooltip]? Will you devote yourself to [herbalist.GetFaith.WitchGodName] in return for [herbalist.GetFaith.WitchGodHerHis|U] blessings?"" + learning_medicine.2003.a:0 "There is nothing I desire more." + +# Improve the skills of your court physician, by Mathilda Bjarnehed + learning_medicine.2010.t:0 "A Troubling Translation" + learning_medicine.2010.start.desc:0 "As I step over the threshold to my [ROOT.Char.Custom2('RelationToMeShort', SCOPE.sC('court_physician'))] [court_physician.GetFirstNamePossessive] office, I find [court_physician.GetHerHim] bent deeply over a book.\n\n"This translation of" + learning_medicine.2010.grey.desc:0 "#EMP Grey's Anatomy#!" + learning_medicine.2010.schwartz.desc:0 "#EMP Schwartz's Principles of Surgery#!" + learning_medicine.2010.cecil.desc:0 "#EMP Cecil Textbook of Medicine#!" + learning_medicine.2010.merck.desc:0 "#EMP The Merck Manuals#!" + learning_medicine.2010.galen.desc:0 "Galen" + learning_medicine.2010.hippocrates.desc:0 "Hippocrates" + learning_medicine.2010.herophilus.desc:0 "Herophilus" + learning_medicine.2010.hildegard.desc:0 "Hildegard of Bingen" + learning_medicine.2010.mundinus.desc:0 "Mundinus" + learning_medicine.2010.avicenna.desc:0 "Avicenna" + learning_medicine.2010.trota.desc:0 "Trota of Salerno" + learning_medicine.2010.sun_simiao.desc: "Sun Simiao" + learning_medicine.2010.zhan_zhongjing.desc: "Zhang Zhongjing" + learning_medicine.2010.hua_tuo.desc: "Hua Tuo" + learning_medicine.2010.tamba_yasuyori.desc: "Tamba Yasuyori" + learning_medicine.2010.bianque.desc: "[Glossary( 'Bian Que', 'BIAN_QUE_GLOSS' )]" + learning_medicine.2010.fallback.desc:0 "an autopsy report" + learning_medicine.2010.end.desc:0 "is atrocious," [court_physician.GetSheHe] says with a sigh. "If I were to follow these instructions, I am as likely to cure my patient as I am to kill them outright."" + + learning_medicine.2010.a:0 "Let me have a look..." + learning_medicine.2010.a.success.desc:0 "I help [court_physician.GetFirstNameNoTooltip] translate the text" + learning_medicine.2010.a.failure.desc:0 "I make a fool of myself" + learning_medicine.2010.b:0 "I will buy you a better translation." + learning_medicine.2010.c:0 "You should look to the [ROOT.Char.GetFaith.ReligiousText] for guidance." + + # Fertility treatment, by Mathilda Bjarnehed + learning_medicine.2021.t:0 "To the [ROOT.Char.Custom('FormalComplimentAdjective')] [ROOT.Char.GetTitledFirstNameNoTooltip]," + learning_medicine.2021.desc:0 "My name is [physician.GetTitledFirstNameNoTooltip], and I am a trained physician specializing in issues of fertility.\n\nPerhaps my discreet counsel would benefit my [ROOT.Char.GetLadyLord]? I would be honored to serve — for a nominal fee." + learning_medicine.2021.a:0 "I could use your help..." + learning_medicine.2021.a.tt:0 "You accept the fertility treatment" + learning_medicine.2021.b:0 "A trained medical [physician.GetWomanMan] is always welcome." + learning_medicine.2021.b.tt:0 "You decline the fertility treatment" + learning_medicine.2021.c:0 "I have no such #EMP issues!#!" + + learning_medicine.2022.t:0 "Issues of Fertility" + learning_medicine.2022.old_physician.desc:0 "I have seen [physician.GetTitledFirstName] handle everything from leeches to rotting bodies, but the discomfort on [physician.GetHerHis] face is something entirely new.\n\n"As your physician, I am the guardian of your health," [physician.GetSheHe] says, staring down at [physician.GetHerHis] shoes. "That also includes your... #EMP reproductive#! health. I could make a tincture that might help you and your [spouse.Custom('WifeHusband')]. I have also read about some experimental treatments with promising results."" + learning_medicine.2022.new_physician.desc:0 "I wanted to give my new physician time to settle in, but mere hours after [physician.GetHerHis] arrival, [physician.GetFirstName] bursts into my office with a great case in tow. [physician.GetSheHe|U] heaves it on top of my desk with an unsettling #EMP clank#!.\n\n"You and your [spouse.Custom('WifeHusband')] have several options, [ROOT.Char.Custom('FormOfAddressForLiege')]. There are tinctures which are tried and true — but I also have some experimental treatments under development."" + learning_medicine.2022.b:0 "A simple tincture seems sensible." + learning_medicine.2022.b.success:0 "The treatment is successful" + learning_medicine.2022.b.failure:0 "The treatment is unsuccessful" + learning_medicine.2022.a:0 "The future of the realm is at stake! I'll try anything!" + learning_medicine.2022.a.success:0 "The treatment is very successful" + learning_medicine.2022.a.unexpected:0 "The treatment has strange side effects" + learning_medicine.2022.a.failure:0 "The treatment has bad side effects" + learning_medicine.2022.c:0 "I actually just want some... advice." + learning_medicine.2022.a.unexpected.tt:0 "Something unexpected might happen" + + learning_medicine.2023.urine.desc:0 ""Your bodies are not synchronized, [ROOT.Char.Custom('FormOfAddressForLiege')], but I have a remedy for that. You must drink your [spouse.Custom('WifeHusbandPossessive')] urine, and [spouse.GetSheHe] yours. Every night before bed, for a week. Then your energies are sure to align!"\n\nIt was a long week." + learning_medicine.2023.unpleasant_end.desc:0 "\n\nEven though the treatment itself was less than pleasant," + learning_medicine.2023.pig_testicles.desc:0 ""I have acquired the most virile hog in all of [location.GetNameNoTooltip] and had his testicles dried and powdered. Drink it in wine for a fortnight, and your fertility shall increase tenfold!"" + learning_medicine.2023.pig_testicles_end.desc:0 "\n\nEven though the powder gave the wine a musty tinge, it was on the whole a surprisingly pleasant experience." + learning_medicine.2023.udder.desc:0 ""Milk gives life, and so we must go to its source. The cooks will make stewed cow's udder for the both of you. Eat nothing else for a week, and you are sure to be rewarded."\n\nIt was a long week." + learning_medicine.2023.female_orgasm.start.desc:0 ""As you might know, the woman's pleasure is just as important as the man's." + learning_medicine.2023.female_orgasm.female.desc:1 "Your seed must spring forth and mix with your [spouse.Custom('WifeHusbandPossessive')]. [spouse.GetSheHe|U] should read this tome about techniques for the bed [ROOT.Char.Custom('GetChamber')]."\n\nI could not have hoped for a better treatment.\n\n" + learning_medicine.2023.female_orgasm.male.desc:0 "You must make your [spouse.Custom('WifeHusbandPossessive')] seed spring forth, so it can mix with your own. You should read this tome about techniques for the bed [ROOT.Char.Custom('GetChamber')]."\n\nIt was a lot of work to master the unfamiliar methods, but master them I did — at least if [spouse.GetFirstNamePossessive] reaction was any indication!\n\n" + learning_medicine.2023.milk_bath.desc:0 ""All milk gives life, and goat's milk is especially potent. Whenever you and your [spouse.Custom('WifeHusband')] try to conceive, you should bathe in goat's milk first. You might even have a go in the tub!"" + learning_medicine.2023.milk_bath_end.desc:0 "\n\nEven though the milk had a distinct #EMP odor#!," + learning_medicine.2023.end.desc:0 "[physician.GetFirstNameNoTooltip] is very positive about the results, and I feel excellent! [physician.GetSheHe|U] tells us to be patient, but I think we can expect a new family member soon." + learning_medicine.2023.a:0 "Let us retreat to my [ROOT.Char.Custom('GetChamber')], [spouse.GetFirstNameNoTooltip]..." + + learning_medicine.2024.end.desc:0 "\n\nEven though I followed [physician.GetFirstNamePossessive] advice to the letter, and [physician.GetSheHe] tells me to be patient, my misgivings are strong. I feel nauseous and faint, and [spouse.GetFirstName] has been bedbound for three days straight." + learning_medicine.2024.a:0 "I just want to rest..." + learning_medicine.2024.b:0 "Guards! Imprison the charlatan!" + + learning_medicine.2025.start.desc:0 ""[ROOT.Char.Custom('FormOfAddressForLiege')|U], I have great news! It is early yet, but your [spouse.Custom('WifeHusband')] shows all the signs of being with child!"\n\nFirst, happiness and relief wash over me, but confusion follows quickly in its wake. "But you have not administered your treatment yet, [physician.GetFirstName]," I say pointedly.\n\n" + learning_medicine.2025.fertilitygod.desc:0 ""[physician.GetFaith.FertilityGodName]" + learning_medicine.2025.the_universe.desc:0 ""The universe" + learning_medicine.2025.end.desc:0 "works in mysterious ways, [ROOT.Char.Custom('FormOfAddressForLiege')]. Sometimes it is better to embrace your blessings rather than trying to explain them."" + learning_medicine.2025.b:0 "Wise words!" + learning_medicine.2025.a:0 "[spouse.GetFirstNameNoTooltip]. We need to talk. In private." + learning_medicine.2025.a.tt:0 "I confront [spouse.GetShortUIName]" + + #Healthy coping mechanism: becoming a confider + learning_medicine.2030.t:0 "A Heavy Crown" + learning_medicine.2030.desc:0 "At times, my responsibilities as [ROOT.Char.GetTitleAsNameNoTooltip] feel utterly overwhelming. How can one [ROOT.Char.GetWomanMan] carry all of [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip] on [ROOT.Char.GetHerHis] shoulders?\n\nPerhaps there are some burdens I do not have to deal with alone. If I only had someone to confide in..." + learning_medicine.2030.a:0 "[confider_target.GetFirstNamePossessiveNoTooltip] advice is always soothing." + learning_medicine.2030.a.message:0 "Confiding eases my stress" + learning_medicine.2030.b:0 "[confider_target_2.GetFirstNameNoTooltip] is such a good listener." + learning_medicine.2030.c:0 "We can guard each other's darkest secrets." + learning_medicine.2030.d:0 "Relying on others would only make me weak." + learning_medicine.2030.c.tt:0 "If [confider_target.GetShortUIName] has a [secret|E], [confider_target.GetSheHe] will reveal it to me" + learning_medicine.2030.c.message:0 "[confider_target.GetFirstNameNoTooltip] reveals a secret" + + #Healthy coping mechanism: journaller or athletic, by Mathilda Bjarnehed + learning_medicine.2040.t:0 "Mind and Body" + learning_medicine.2040.start.desc:0 "The further I delve into my studies, the more apparent the link between mind and body becomes. Too much worry can make you sick, and the mind is no stronger than its vessel!\n\n" + learning_medicine.2040.athletic_friend.desc:0 "My wise friend [friend.GetTitledFirstName] swears that vigorous movement helps [friend.GetHerHim] keep [friend.GetHerHim] stress in check. I have also read about the benefits of journaling to soothe anxiety." + learning_medicine.2040.journaller_friend.desc:0 "My wise friend [friend.GetTitledFirstName] journals about [friend.GetHerHis] worries and swears it eases [friend.GetHerHis] mind. I have also read about the benefits of vigorous movement to soothe frayed nerves." + learning_medicine.2040.no_friend.desc:0 "I need a healthy outlet to cope with the strains of ruling. I have read about the benefits of vigorous movement as well as journaling to soothe frayed nerves." + learning_medicine.2040.a:0 "Exercise together with [friend.GetFirstNameNoTooltip]." + learning_medicine.2040.b:0 "Ask [friend.GetFirstNameNoTooltip] for journaling advice." + learning_medicine.2040.c:0 "Go for a run." + learning_medicine.2030.c.trait:0 "The exercise calms me" + learning_medicine.2030.c.modifier:0 "I do not feel relaxed, but do get stronger" + learning_medicine.2040.d:0 "Spend the afternoon journaling." + learning_medicine.2030.d.trait:0 "Journaling calms me" + learning_medicine.2030.d.modifier:0 "I do not feel relaxed, but my writing is improved" + learning_medicine.2040.e:0 "Take the entire day off." + + #Helping healing hand (medicine friend), by Mathilda Bjarnehed + learning_medicine.2050.t:0 "Bleeding Out" + learning_medicine.2050.start.desc:0 "I am inspecting the [Select_CString(IsLandlessAdventurer(ROOT.Char),'camps','barracks')] infirmary when a severely injured soldier is brought in. "[soldier.GetSheHe|U] is losing too much blood! Where is the physician?!"\n\n" + learning_medicine.2050.physician.desc:0 "[physician.GetTitledFirstName] is nowhere to be found." + learning_medicine.2050.no_physician.desc:0 "The healer is nowhere to be found." + learning_medicine.2050.end.desc:0 "A chill runs down my spine. #EMP I#! might be this [soldier.Custom('WomanManPossessive')] only hope.\n\nSuddenly, as if [helper.GetSheHe] stepped out of thin air, [helper.Custom2('MyCharacterIntroduction', ROOT.Char)] is at my side. [helper.GetSheHe|U] rolls up [helper.GetHerHis] sleeves and looks at me." + learning_medicine.2050.a:0 "Hand me the tourniquet!" + learning_medicine.2050.a.success:0 "[helper.GetFirstNameNoTooltip] and I save the soldier" + learning_medicine.2050.a.failure:0 "Despite our efforts, we lose [soldier.GetHerHim]" + learning_medicine.2050.b:0 "#EMP Step back#!! This is #EMP my#! patient!" + learning_medicine.2050.b.success:0 "I save the soldier all by myself" + learning_medicine.2050.b.failure:0 "I am unable to save [soldier.GetHerHim]" + learning_medicine.2050.c:0 "Let [soldier.GetHerHim] bleed. [soldier.GetSheHe|U] deserves no better." + + learning_medicine.2051.start_our.desc:0 "Our" + learning_medicine.2051.start.desc:0 "patient screams and thrashes. Even though three grown [soldier.GetWomenMen] weigh [soldier.GetHerHim] down, every step of the way is a battle." + learning_medicine.2051.middle.desc:0 "But [helper.GetTitledFirstName] remains calm, and eventually, a quiet focus settles over us.\n\nI am not sure how we managed, but in the end, it seems like the soldier will live. "That was an impressive feat," + learning_medicine.2051.my_ladylord.desc:0 ""[ROOT.Char.Custom('FormOfAddressForLiege')|U],"" + learning_medicine.2051.firstname.desc:1 "[ROOT.Char.GetFirstNameNoTooltip],"" + learning_medicine.2051.end.desc:0 "[helper.GetFirstNameNoTooltip] says with a tired smile. "It was an honor to serve at your side."" + learning_medicine.2051.a:0 "I could not have done it without you." + + learning_medicine.2052.middle.desc:0 "\n\nWe work frantically, shouting orders over the chaos, but it is hopeless. The [soldier.GetWomanMan] only grows weaker, [soldier.GetHerHis] lifeblood gushing out over our fingers.\n\n"We did everything we could," + learning_medicine.2052.end.desc:0 "[helper.GetFirstNameNoTooltip] says with a heavy sigh as they carry off the body. "That [soldier.GetWomanMan] was doomed long before we set eyes on [soldier.GetHerHim]."" + learning_medicine.2052.a:0 "You're right. Thank you, [helper.GetFirstNameNoTooltip]." + learning_medicine.2052.b:0 "I don't need your pity!" + + learning_medicine.2053.start_my.desc:0 "My" + learning_medicine.2053.desc:0 "But my knowledge does not fail me, and my hands remain steady.\n\nI am not sure how I managed, but in the end, it seems like the soldier will live. [soldier.GetHerHis|U] comrades pat my back, decorum lost to relief. "Thank you, [ROOT.Char.Custom('FormOfAddressForLiege')]. We would have lost [soldier.GetFirstName] without you!"" + learning_medicine.2053.a:0 "I saved a life today!" + + learning_medicine.2054.desc:0 "\n\nI work frantically, shouting orders over the chaos, but it is hopeless. The [soldier.GetWomanMan] only grows weaker, [soldier.GetHerHis] lifeblood gushing out over my fingers.\n\nAs they carry off the body, [helper.GetFirstName] looks at me with" + learning_medicine.2054.disgust.desc:0 "undisguised disgust." + learning_medicine.2054.pity.desc:0 "pity." + learning_medicine.2054.a:0 "I... If I had only..." + + #A vassal (or your liege) wants to eat some hashish while visiting your capital, by Ewan Cowhig Croft. + learning_medicine.2110.t:0 "Conversation over Cakes" + learning_medicine.2110.desc:0 "My entourage and I are strolling back from a short foray into [capital.GetNameNoTooltip], when we unexpectedly run across [hashish_vassal_or_liege.Custom2('MyCharacterIntroduction', ROOT.Char)] and [hashish_vassal_or_liege.GetHerHis] retinue, skulking around my capital on unannounced business.\n\n" + learning_medicine.2110.desc_good_terms:0 ""Ah, [ROOT.Char.GetFirstNameNoTooltip]! I was hoping I'd run into you. Come, I've found the most delightful little taverna just a short ways from here. Would you care to join me for some [ROOT.Char.Custom('GetExpensiveDrink')] and hashish-suffused cakes?"" + learning_medicine.2110.desc_bad_terms:0 "The tension in the air is palpable, our respective guards both bristling for a fight. "[ROOT.Char.Custom('FormOfAddressForLiege')|U]", chirps a nervous young soldier behind me, "perhaps we could all calm down over some hashish cakes in that little taverna there?"\n\nSilence falls over our two groups as [hashish_vassal_or_liege.GetFirstNameNoTooltip] awaits my response." + learning_medicine.2110.desc_neutral_terms:0 "Caught by surprise, a few moments of uncomfortable silence pass before [hashish_vassal_or_liege.GetFirstNamePossessiveNoTooltip] eyes settle on something behind me.\n\n"Ah, my [hashish_vassal_or_liege.Custom2('RelationToMe', ROOT.Char)], perhaps you would join me in forgetting this over some [ROOT.Char.Custom('GetExpensiveDrink')] and hashish-suffused cakes?"" + learning_medicine.2110.a.good_terms:0 "Apologies, but I must be on my way." + learning_medicine.2110.a.bad_terms:0 "With this cur? Never!" + learning_medicine.2110.a.neutral_terms:0 "I am afraid I have places to be." + learning_medicine.2110.b.good_terms:0 "I could be persuaded to indulge a little..." + learning_medicine.2110.b.bad_terms:0 "Fine. But #EMP just one#! cake." + learning_medicine.2110.b.neutral_terms:0 "Perhaps we could take a cake or two..." + learning_medicine.2110.b.flavour:0 "One cake becomes two, then three, then five..." + cosmic_insights_modifier:0 "Cosmic Insights" + cosmic_insights_modifier_desc:0 "A long night of hashish consumption has truly given this character insight into the nature of reality." + learning_medicine.2110.c.good_terms:0 "Just try to keep up, friend!" + learning_medicine.2110.c.bad_terms:0 "My tolerance is legendary!" + learning_medicine.2110.c.neutral_terms:0 "We shall make a decadent night of it!" + learning_medicine.2110.c.tt_success:0 "Hashish causes [hashish_vassal_or_liege.GetHerHim] to talk too freely" + learning_medicine.2110.c.tt_fail:0 "Over-indulgence makes me indiscreet" + +########## +#learning_medicine_special +########### + +# Study human cadavers, by Linnéa Thimrén and Flavio Verna + learning_medicine_special.1001.t:0 "Secrets of the Body" + learning_medicine_special.1001.desc:0 "I find myself fascinated by the human body and all the secrets that it still keeps from us. Questions of life and death are constantly on my mind.\n\nTo read texts on the topic is all well and good, but I cannot help but feel like I would learn a lot more from hands-on research." + learning_medicine_special.1001.a:0 "I will study the ravages of disease on a corpse." + learning_medicine_special.1001.b:0 "The bodies of the dead deserve our respect!" + + learning_medicine_special.1002.desc:0 "I try to hold my breath as I sift through the tangled mess of slimy, swollen entrails sprouting from the corpse's belly, but it is to no avail. The putrid stench of decay slowly finds its way to my lungs, making me gag.\n\nSomething then tears open, and a stream of viscous, yellowish ichor spills all over the operating table.\n\n "What was #EMP that#!?"" + learning_medicine_special.1002.a:0 "Maybe [scoped_physician.GetTitledFirstNameNoTooltip] can help me?" + learning_medicine_special.1002.a.good:0 "[scoped_physician.GetTitledFirstName] aides me in my research" + learning_medicine_special.1002.a.bad:0 "[scoped_physician.GetTitledFirstName] is appalled by my experiments" + learning_medicine_special.1002.b:0 "I just need to find more bodies... Somehow." + learning_medicine_special.1002.c:0 "Enough! This is unseemly!" + + learning_medicine_special.1003.desc_physician:0 "[scoped_physician.GetTitledFirstName] was ecstatic to learn about my newfound interest in anatomy. With [scoped_physician.GetHerHis] help, I have significantly deepened my understanding of the human body." + learning_medicine_special.1003.desc_fallback:0 "With the help of a few well-placed coins and a tightly-lipped servant, I have ensured a steady supply of bodies to experiment on. Regrettably, I end up butchering most of them, yet, how can one learn without making a mistake or a dozen?" + learning_medicine_special.1003.desc_ending:0 "\n\nI only wish there could be some way to stave off the smell... I am starting to fear all this exposure to bad air might not be good for my health." + learning_medicine_special.1003.a:0 "Perhaps some flowers could help?" + learning_medicine_special.1003.a.good:0 "My precautions safeguard me from illness" + learning_medicine_special.1003.a.bad:0 "The smell of the cadavers starts affecting my humors" + learning_medicine_special.1003.b:0 "I think I have learned enough as is." + + learning_medicine_special.1004.desc:0 "[scoped_physician.GetTitledFirstName] was none too pleased to learn of my experiments. [scoped_physician.GetSheHe|U] refused to provide any assistance and admonished me that this sort of endeavors do not fall under the purview of a [ROOT.Char.GetTitleTierName]." + learning_medicine_special.1004.unavailable.desc:0 "With [scoped_physician.GetTitledFirstName] no longer able to provide any assistance to me, I have been unable to continue my experiments with human anatomy." + learning_medicine_special.1004.a:0 "Perhaps you are right..." + learning_medicine_special.1004.unavailable.a:0 "Alas." + learning_medicine_special.1004.unavailable.tt:0 "You cease studying human cadavers" + + learning_medicine_special.1005.desc:0 "Thankfully, proper use of flower patches, incense and aeration seems to have helped lessen the effects that the bad vapors emanated by the cadavers were having on my body.\n\nI can finally focus on my studies without fear of repercussions on my own humoral balance." + learning_medicine_special.1005.a:0 "Nothing stands in the way of knowledge!" + + learning_medicine_special.1006.desc_opening:0 "As I stand over one of the bodies I have had for days in my study I am suddenly struck by vertigo — again." + learning_medicine_special.1006.desc_death:0 "The coughing follows not long after, and as I bend over from the pain I can feel blood dribble from between my lips.\n\nI blink, and find myself on the floor. I take a rattling breath, and find I can take no more. I close my eyes..." + learning_medicine_special.1006.desc:0 "I can no longer deny my own body's needs, I have to end this and lay down for a while..." + learning_medicine_special.1006.a:0 "The smell of death has affected my humors!" + + + + #You consume a hallucinogenic fish, by Ewan Cowhig Croft. + learning_medicine_special.2100.t:0 "A Most Miraculous Fish" + learning_medicine_special.2100.desc:1 "A local fisher[fish_alchemist.GetWomanMan] from [hallucinogenic_fish_county.GetNameNoTierNoTooltip], [fish_alchemist.GetName], has come before me claiming to be able to cook an enchanted supper.\n\nSupposedly, [fish_alchemist.GetSheHe] catches dreamfish from a secret spot and performs strange rituals upon them. [fish_alchemist.GetSheHe|U] then serves their heads, with each fish inspiring ecstatic visions for days after consumption.\n\nThe fisher[fish_alchemist.GetWomanMan] wrings [fish_alchemist.GetHerHis] hands as [fish_alchemist.GetSheHe] looks at me, eyes alight with greed and fear." + learning_medicine_special.2100.a:0 "Prepare me one of your magical fish." + learning_medicine_special.2100.a.tt_success:0 "I receive divine revelations about [ROOT.Char.GetFaith.PositiveAfterLife]" + hallucinogenic_visions_uplifting_modifier:0 "Uplifting Visions of the Afterlife" + hallucinogenic_visions_uplifting_modifier_desc:0 "This character has received mind-altering revelations of the bliss that awaits the chosen in the hereafter." + learning_medicine_special.2100.a.tt_failure:0 "I am subjected to nightmares of [ROOT.Char.GetFaith.NegativeAfterLife]" + hallucinogenic_visions_terrifying_modifier:0 "Horrifying Visions of the Afterlife" + hallucinogenic_visions_terrifying_modifier_desc:0 "This character is tortured by mind-scarring visions of the horrors that await the unworthy in the hereafter." + learning_medicine_special.2100.b:0 "This ritual, you must teach it to me..." + learning_medicine_special.2100.b.tt_success:0 "The peasant reveals [fish_alchemist.GetHerHis] secrets" + learning_medicine_special.2100.b.tt_success.tt:0 "[fish_alchemist.GetShortUINameNoTooltip] joins my court as a loyal servant" + learning_medicine_special.2100.b.tt_fail:0 "I get into a blazing row with the commoner" + learning_medicine_special.2100.b.tt_failure.tt:0 "[fish_alchemist.GetShortUINameNoTooltip] flees my court, incensed" + associates_with_strange_peasants_modifier:0 "Associates with Strange Peasants" + associates_with_strange_peasants_modifier_desc:0 "This character is known to have engaged in strange arguments with those far below their station." + learning_medicine_special.2100.c:0 "Suffer not the witch to live!" + learning_medicine_special.2100.c.tt:0 "[fish_alchemist.GetShortUINameNoTooltip] is burned at the stake" + learning_medicine_special.2100.d:0 "Can someone kindly remove this commoner?" + learning_medicine_special.2100.d.tt:0 "[fish_alchemist.GetShortUINameNoTooltip] is thrown from my court, embittered" + aloof_from_the_commoners_modifier:0 "Aloof from the Commoners" + aloof_from_the_commoners_modifier_desc:0 "This character has a reputation for turning away time-wasting peasants." diff --git a/map_data/geographical_regions/10_natural_disaster_regions.txt b/map_data/geographical_regions/10_natural_disaster_regions.txt index 960a98c0..329d1422 100644 --- a/map_data/geographical_regions/10_natural_disaster_regions.txt +++ b/map_data/geographical_regions/10_natural_disaster_regions.txt @@ -60,9 +60,9 @@ niger_river_region = { # Niger River } } ### EUROPE -po_river_region = { # Po River +po_river_region = { # Po River (revised) counties = { - c_pavia c_tortona c_cremona c_mantua c_verona c_polesine c_ferrara c_parma c_bologna + c_pavia c_cremona c_mantua c_verona c_polesine c_ferrara c_parma c_bologna c_reggio_emilia c_piacenza } } rhine_river_region = { # Rhine River @@ -75,22 +75,22 @@ elbe_river_region = { # Elbe River c_dessau c_magdeburg c_stendal c_potsdam c_havelberg c_dannenberg c_schwerin c_luneburg c_hamburg c_stade c_ditmarschen } } -rhone_river_region = { # Rhone River +rhone_river_region = { # Rhone River (revised) counties = { - c_montpellier c_uses c_ardeche c_lyon c_viennois c_valentinois c_venaissin + c_camargue c_montpellier c_vaucluse c_drome c_ardeche c_isere c_loire c_rhone } } -garonne_river_region = { # Garonne River +garonne_river_region = { # Garonne River (revised) counties = { - c_agenais c_armagnac c_marsan c_albret c_bordeaux c_saintonge c_toulouse + c_aunis c_saintonge c_libourne c_bordeaux c_marsan c_agenais c_armagnac c_tarn-et-garonne } } -seine_river_region = { # Seine River +seine_river_region = { # Seine River (revised) counties = { - c_eu c_rouen c_evreux c_beaumont c_ile_de_france + c_rouen c_evreux c_beaumont c_yvelines c_ile_de_france } } -loire_river_region = { # Loire River +loire_river_region = { # Loire River (revised) counties = { c_nantes c_anjou c_saumur c_tourraine } @@ -105,14 +105,14 @@ danube_river_region = { # Danube River c_poszony c_gyor c_komarom c_visegrad c_hont c_szekesfehervar c_tolna c_bodrog c_baranya c_bacs c_osijek c_srem c_keve c_beograd c_branicevo c_krasso c_severin c_vidin c_calafat c_vratsa c_craiova c_nikopolis c_giurgiu c_turnovo c_silistra c_calarasi c_constanta c_braila c_galati c_tigheci c_chilia } } -dniester_river_region = { # Dniester River +dniester_river_region = { # Dniester River (revised) counties = { - c_odessa c_cetatea_alba c_lapusna c_orhei c_ladyzyn c_soroca c_ushytsia c_hotin c_terebovl c_halych c_lviv + c_odessa c_cetatea_alba c_lapusna c_tiraspol c_rybnitsa c_orhei c_vinnytsia c_soroca c_khmelnytskyi c_cernauti c_hotin c_ternopil c_ivano_frankivsk c_lviv } } -dnieper_river_region = { # Dnieper River +dnieper_river_region = { # Dnieper River (revised) counties = { - c_kherson c_oleshye c_lower_dniepr c_khortytsia c_dnipro c_samar c_hradyzk c_cherkassy c_voin c_kiev c_pereyaslavl c_chornobyl c_chernigov c_babruysk c_roslavl c_orsha c_smolensk c_gnezdovo + c_kherson c_oleshky c_kryvyi_rih c_zaporizhzhia c_dnipro c_pavlohrad c_samar c_kirovohrad c_poltava c_kremenchuk c_cherkassy c_choronbai c_livoberezhna c_kyiv c_chornobyl c_chernihiv c_zhlobin c_babruysk c_gomel c_babruysk c_vitebsk c_smolensk c_gnezdovo } } daugava_river_region = { # Daugava River