Bugs fixing

This commit is contained in:
Heidesommer 2026-05-24 05:01:46 -04:00
parent cb926c39aa
commit ebc206bb1c
117 changed files with 59950 additions and 11056 deletions

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### 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
}
}
}

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###############################################
#
# 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
}
}

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##################################################
######################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
}
}

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##################################################
#
# 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
}
}
}

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##################################################
# 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
}
}

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##################################################
# 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 }
}
}
}

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#############################################
# 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
}
}

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#############################################
# 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
}
}
}

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###################################################
#
## 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
# }
#}
#

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##################################################
# 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
}
}

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#################################
# 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 }
}

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@ -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.
}

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### 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
}
}
}

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### 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
}
}
}

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### 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
}
}

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### 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
}
}
}

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#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
}
}

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#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 }
}
}
}
}

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##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
}
}
}

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# 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
}
}

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#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
}
}

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##########
#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
}
}

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#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 }
}
}
}
}

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#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
}
}
}

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#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 } }
}
}
}