Bugs fixing
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413
common/decisions/10_nomad_other_decisions.txt
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413
common/decisions/10_nomad_other_decisions.txt
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### Recruit [ROOT.Char.Custom('GetCourtierTypePlural')|U] from Yurt ###
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recruit_from_nomadic_capital_decision = {
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ai_check_interval_by_tier = {
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barony = 0
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county = 0
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duchy = 12
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kingdom = 12
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empire = 12
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hegemony = 12
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}
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picture = {
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reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_tribal_welcome.dds"
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}
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sort_order = 100
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decision_group_type = nomad_minor
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cooldown = { years = 2 }
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is_shown = {
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government_has_flag = government_is_nomadic
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exists = domicile
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}
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is_valid = {
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}
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is_valid_showing_failures_only = {
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}
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desc = recruit_from_nomadic_capital_decision_desc
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cost = {
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herd = {
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value = domicile.minor_herd_value
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}
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}
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widget = {
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gui = "decision_view_widget_option_list_generic"
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controller = decision_option_list_controller
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decision_to_second_step_button = "CHOOSE_NOMAD_COURTIER_DECISION_NEXT_STEP_BUTTON"
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item = {
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value = recruit_hunters_decision
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current_description = recruit_hunters_decision
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localization = recruit_hunters_decision
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icon = "gfx/interface/icons/regimenttypes/armenian_archers.dds"
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ai_chance = {
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value = 100
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}
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}
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item = {
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value = recruit_knights_decision
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current_description = recruit_knights_decision
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localization = recruit_knights_decision
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icon = "gfx/interface/icons/casus_bellis/migration_cb.dds"
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is_valid = {
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domicile ?= {
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has_domicile_building_or_higher = character_warfare_yurt_03
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}
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}
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ai_chance = {
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value = 100
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}
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}
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item = {
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value = recruit_commanders_decision
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current_description = recruit_commanders_decision
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localization = recruit_commanders_decision
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icon = "gfx/interface/icons/regimenttypes/kheshig.dds"
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is_valid = {
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domicile ?= {
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has_domicile_building_or_higher = character_warfare_yurt_03
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}
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}
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ai_chance = {
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value = 100
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}
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}
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item = {
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value = recruit_shepherds_decision
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current_description = recruit_shepherds_decision
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localization = recruit_shepherds_decision
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icon = "gfx/interface/icons/government_types/herder_government.dds"
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ai_chance = {
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value = 0
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}
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}
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item = {
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value = recruit_brides_decision
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current_description = recruit_brides_decision
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localization = recruit_brides_decision
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is_valid = {
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custom_tooltip = {
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text = faith_dominant_gender_male_or_equal_tt
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faith_dominant_gender_male_or_equal = yes
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}
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}
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icon = "gfx/interface/icons/marriage.dds"
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ai_chance = {
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value = 0
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if = {
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limit = {
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is_male = yes
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is_married = no
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}
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add = 100
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}
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}
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}
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item = {
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value = recruit_husbands_decision
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current_description = recruit_husbands_decision
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localization = recruit_husbands_decision
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is_valid = {
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custom_tooltip = {
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text = faith_dominant_gender_female_or_equal_tt
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faith_dominant_gender_female_or_equal = yes
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}
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}
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icon = "gfx/interface/icons/marriage.dds"
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ai_chance = {
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value = 0
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if = {
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limit = {
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is_female = yes
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is_married = no
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}
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add = 100
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}
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}
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}
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}
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effect = {
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custom_tooltip = recruit_from_nomadic_capital_decision_tooltip
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hidden_effect = {
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if = {
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limit = { scope:recruit_hunters_decision = yes }
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recruit_three_nomadic_capital_characters_effect = {
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NOMAD_TEMPLATE_CHARACTER = nomadic_hunter_template
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}
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}
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else_if = {
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limit = { scope:recruit_commanders_decision = yes }
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recruit_three_nomadic_capital_characters_effect = {
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NOMAD_TEMPLATE_CHARACTER = nomadic_commander_template
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}
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}
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else_if = {
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limit = { scope:recruit_shepherds_decision = yes }
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recruit_three_nomadic_capital_characters_effect = {
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NOMAD_TEMPLATE_CHARACTER = seasoned_pastor_character
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}
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}
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else_if = {
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limit = { scope:recruit_brides_decision = yes }
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recruit_three_nomadic_capital_characters_effect = {
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NOMAD_TEMPLATE_CHARACTER = nomadic_bride_template
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}
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}
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else_if = {
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limit = { scope:recruit_husbands_decision = yes }
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recruit_three_nomadic_capital_characters_effect = {
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NOMAD_TEMPLATE_CHARACTER = nomadic_husband_template
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}
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}
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else_if = {
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limit = { scope:recruit_knights_decision = yes }
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recruit_three_nomadic_capital_characters_effect = {
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NOMAD_TEMPLATE_CHARACTER = nomadic_knight_template
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}
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}
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}
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close_view = {
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view = decisions
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player = root
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}
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}
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ai_potential = {
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government_has_flag = government_is_nomadic
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highest_held_title_tier >= tier_duchy
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exists = domicile
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OR = {
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AND = {
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is_at_war = no
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any_courtier = {
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count < 10
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}
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}
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NOT = { exists = cp:councillor_kurultai_1 }
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NOT = { exists = cp:councillor_kurultai_2 }
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NOT = { exists = cp:councillor_kurultai_3 }
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NOT = { exists = cp:councillor_kurultai_4 }
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}
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}
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ai_will_do = { base = 100 }
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}
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### Summon Fair Courtiers ###
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summon_fair_courtiers_decision = {
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ai_check_interval_by_tier = {
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barony = 0
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county = 0
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duchy = 0
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kingdom = 48
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empire = 48
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hegemony = 48
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}
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picture = {
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reference = "gfx/interface/illustrations/event_scenes/mpo_city_steppe.dds"
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}
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sort_order = 100
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decision_group_type = courtier
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cooldown = { years = 2 }
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is_shown = {
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any_sub_realm_barony = {
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title_province = {
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has_building = pleasure_dome
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}
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}
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}
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is_valid_showing_failures_only = {
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is_available = yes
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}
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desc = summon_fair_courtiers_decision_desc
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cost = {
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prestige = {
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value = minor_prestige_value
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}
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}
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widget = {
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gui = "decision_view_widget_option_list_generic"
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controller = decision_option_list_controller
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decision_to_second_step_button = "CHOOSE_SUMMON_FAIR_COURTIERS_DECISION_NEXT_STEP_BUTTON"
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item = {
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value = summon_maidens_decision
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current_description = summon_maidens_decision
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localization = summon_maidens_decision
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icon = "gfx/interface/icons/traits/beauty_good_2.dds"
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ai_chance = {
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value = 0
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if = {
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limit = {
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is_male = yes
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is_married = no
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}
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add = 100
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}
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}
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}
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item = {
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value = call_men_decision
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current_description = call_men_decision
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localization = call_men_decision
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icon = "gfx/interface/icons/traits/beauty_good_2.dds"
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ai_chance = {
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value = 0
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if = {
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limit = {
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is_female = yes
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is_married = no
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}
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add = 100
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}
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}
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}
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}
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effect = {
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custom_tooltip = summon_fair_courtiers_decision_tooltip
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hidden_effect = {
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if = {
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limit = { scope:summon_maidens_decision = yes }
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summon_three_fair_courtiers_effect = {
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NOMAD_TEMPLATE_CHARACTER = beautiful_maiden_character
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}
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}
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else_if = {
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limit = { scope:call_men_decision = yes }
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summon_three_fair_courtiers_effect = {
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NOMAD_TEMPLATE_CHARACTER = beautiful_man_character
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}
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}
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}
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close_view = {
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view = decisions
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player = root
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}
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}
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ai_potential = {
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any_courtier = {
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count < 10
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}
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}
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}
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###########################################
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##Create Cossack kingdom Decision##
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## By: Björn S
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###########################################
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## The Choice of creating a new culture and kingdom
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create_cossack_kingdom_decision = {
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picture = {
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reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_hostility.dds"
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}
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desc = create_cossack_kingdom_decision_desc
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selection_tooltip = create_cossack_kingdom_decision_tooltip
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decision_group_type = adventurer
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## Player is a landless adventurer or have the veteran adventurer trait + a culture suitable for the area.
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## Player also have to have the right cultural heritage.
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is_shown = {
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is_playable_character = yes
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OR = {
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is_landless_adventurer = yes
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has_trait = adventurer
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}
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culture = {
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OR = {
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has_cultural_pillar = heritage_turkic
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has_cultural_pillar = heritage_east_slavic
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has_cultural_pillar = heritage_west_slavic
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has_cultural_pillar = heritage_south_slavic
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has_cultural_pillar = heritage_tungusic
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}
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}
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## Not repeatable
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NOT = {
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is_target_in_global_variable_list = {
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name = unavailable_unique_decisions
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target = flag:flag_create_cossack_kingdom
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}
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}
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}
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is_valid = {
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prestige_level >= high_prestige_level
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has_trait = adventurer
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has_government = nomad_government
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is_independent_ruler = yes
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AND = {
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completely_controls = title:d_tana
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completely_controls = title:d_don_valley
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OR = {
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completely_controls = title:d_itil
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completely_controls = title:d_red_levedia
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completely_controls = title:d_levedia
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}
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}
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}
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cost = {
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prestige = 1000
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gold = 300
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}
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is_valid_showing_failures_only = {
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is_landed = yes
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is_capable_adult = yes
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is_imprisoned = no
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}
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effect = {
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show_as_tooltip = {
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create_cossack_scripted_effect = yes
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}
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hidden_effect = {
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add_to_global_variable_list = {
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name = unavailable_unique_decisions
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target = flag:flag_create_cossack_kingdom
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}
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}
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trigger_event = major_decisions.3600
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}
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ai_potential = {
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always = yes
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}
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ai_will_do = {
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base = 100
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}
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ai_check_interval_by_tier = {
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barony = 0
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county = 0
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duchy = 120
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kingdom = 0
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empire = 0
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hegemony = 0
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}
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}
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