Bugs fixing
This commit is contained in:
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cb926c39aa
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117 changed files with 59950 additions and 11056 deletions
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##################################################
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#
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# Royal Court Court Grandeur Level & Amenity Decisions List
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#
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# COURT GRANDEUR LEVELS
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#
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# AMENITIES
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# Order Mass Eviction - Pay a little prestige to boot out all the guests from your palace.
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# Exoticise a Grand Hall - Arrange for a fancy new room with decor inspired by a culture you adore.
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#
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##################################################
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#############################################
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# Order Mass Eviction #
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# by Ewan Cowhig Croft #
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#############################################
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# Pay a little prestige to boot out all the guests from your palace.
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### Order Mass Eviction ###
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order_mass_eviction_decision = {
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picture = {
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reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
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}
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ai_check_interval = 0
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sort_order = 79
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desc = order_mass_eviction_decision_desc
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selection_tooltip = order_mass_eviction_decision_tooltip
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is_shown = {
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# Standard filter checks.
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is_playable_character = yes
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has_royal_court = yes
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has_dlc_feature = royal_court
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# Has a suitable lack of rooms.
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amenity_level = {
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target = court_lodging_standards
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value <= medium_amenity_level
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}
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}
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is_valid = {
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# Restate the amenity level requirement so it's visible.
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amenity_level = {
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target = court_lodging_standards
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value <= medium_amenity_level
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}
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# At least one guest if you have more than the minimum amenities.
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trigger_if = {
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limit = {
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amenity_level = {
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target = court_lodging_standards
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value > low_amenity_level
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}
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}
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custom_description = {
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text = AT_LEAST_ONE_GUEST_TRIGGER
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any_pool_guest = { }
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}
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}
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# At least one guest or evictable courtier if you have low amenities.
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trigger_else = {
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OR = {
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custom_description = {
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text = AT_LEAST_ONE_GUEST_TRIGGER
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any_pool_guest = { }
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}
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custom_description = {
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text = AT_LEAST_ONE_UNIMPORTANT_COURTIER_TRIGGER
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any_courtier = {
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order_mass_eviction_decision_evictable_courtier_trigger = yes
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count >= 1
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}
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}
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}
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}
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}
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is_valid_showing_failures_only = {
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is_alive = yes
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not = { exists = involved_activity }
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is_imprisoned = no
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has_contagious_deadly_disease_trigger = no
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}
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effect = {
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show_as_tooltip = { order_mass_eviction_decision_guests_only_effect = yes }
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if = {
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limit = {
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amenity_level = {
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target = court_lodging_standards
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value > low_amenity_level
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}
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}
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custom_tooltip = order_mass_eviction_decision.tt.courtier_option
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}
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trigger_event = ep1_decision.0101
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}
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cost = { prestige = order_mass_eviction_decision_cost_value }
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cooldown = { years = 20 }
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ai_potential = {
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# The AI can use the regular system; this decision is just for players.
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always = no
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}
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ai_will_do = {
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base = 0
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}
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}
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#############################################
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# Exoticise a Grand Hall #
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# by Ewan Cowhig Croft #
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#############################################
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# Arrange for a major room to be remodelled with decor inspired by a more grandiose culture.
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### Exoticize a Grand Hall ###
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exoticise_a_grand_hall_decision = {
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picture = {
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trigger = {
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NOR = {
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government_has_flag = government_is_tribal
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government_has_flag = government_is_theocracy
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government_has_flag = government_is_nomadic
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top_liege ?= { government_has_flag = government_is_tribal }
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top_liege ?= { government_has_flag = government_is_theocracy }
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}
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OR = {
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culture = { has_cultural_pillar = heritage_byzantine }
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top_liege ?= {
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OR = {
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culture = { has_cultural_pillar = heritage_byzantine }
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capital_barony ?= title:b_constantinople
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is_roman_emperor_primary_title_trigger = yes
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}
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}
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}
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}
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reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds"
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}
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picture = {
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trigger = {
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government_has_flag = government_is_nomadic
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}
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reference = "gfx/interface/illustrations/event_scenes/mpo_tent_interior_mongol.dds"
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}
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picture = {
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trigger = {
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government_has_flag = government_is_celestial
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}
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reference = "gfx/interface/illustrations/event_scenes/tgp_asia_throne_room.dds"
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}
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picture = {
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reference = "gfx/interface/illustrations/decisions/decision_knight_kneeling.dds"
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}
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ai_check_interval_by_tier = {
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barony = 0
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county = 0
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duchy = 0
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kingdom = 120
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empire = 120
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hegemony = 120
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}
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sort_order = 80
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desc = exoticise_a_grand_hall_decision_desc
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selection_tooltip = exoticise_a_grand_hall_decision_tooltip
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is_shown = {
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# Standard filter checks.
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is_playable_character = yes
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has_royal_court = yes
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has_dlc_feature = royal_court
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# Has suitably amazing rooms.
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amenity_level = {
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target = court_lodging_standards
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value >= very_high_amenity_level
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}
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# Grandeur requirements.
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OR = {
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# AI need to border a player or an empire.
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AND = {
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is_ai = yes
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OR = {
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any_player = {
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has_royal_court = yes
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any_neighboring_and_across_water_realm_same_rank_owner = { this = root }
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any_neighboring_and_across_water_top_liege_realm_owner = { this = root }
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}
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any_neighboring_and_across_water_top_liege_realm_owner = { this.primary_title.tier = tier_empire }
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}
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}
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# Players handle this in the is_valid block.
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is_ai = no
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}
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}
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is_valid = {
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# Players just have to have royal courts nicer than theirs.
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trigger_if = {
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limit = { is_ai = no }
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OR = {
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custom_description = {
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text = exoticise_a_grand_hall_decision.tt.any_valid_empire
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any_empire = { exoticise_a_grand_hall_decision_list_builder_guts_trigger = yes }
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}
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custom_description = {
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text = exoticise_a_grand_hall_decision.tt.any_valid_kingdom
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any_kingdom = { exoticise_a_grand_hall_decision_list_builder_guts_trigger = yes }
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}
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}
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}
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}
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is_valid_showing_failures_only = {
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is_alive = yes
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not = { exists = involved_activity }
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is_imprisoned = no
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}
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effect = {
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# Save the current gold count for refund purposes.
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## Since this is a large & variable gold cost, we use a firmer refund system to prevent player market manipulation.
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set_variable = {
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name = exoticise_a_grand_hall_decision_refund_value
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value = exoticise_a_grand_hall_decision_cost_value
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}
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# Trigger the decision.
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trigger_event = ep1_decision.0111
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# And some flavour.
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custom_tooltip = exoticise_a_grand_hall_decision.tt.you_ponder
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}
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cost = { gold = exoticise_a_grand_hall_decision_cost_value }
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cooldown = { years = 10 }
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ai_potential = {
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# Keep this restricted to a few likely types
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OR = {
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has_trait = humble
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has_trait = gregarious
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has_trait = profligate
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has_trait = adventurer
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}
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# And they need the gold to make the purchase at all.
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short_term_gold >= exoticise_a_grand_hall_decision_cost_value
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}
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ai_will_do = {
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base = 0
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# We add 25% per each of the qualifying traits they have.
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modifier = {
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add = 25
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has_trait = humble
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}
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modifier = {
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add = 25
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has_trait = gregarious
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}
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modifier = {
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add = 25
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has_trait = profligate
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}
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modifier = {
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add = 25
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has_trait = adventurer
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}
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}
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}
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545
common/decisions/dlc_decisions/ep_1/00_ep1_other_decisions.txt
Normal file
545
common/decisions/dlc_decisions/ep_1/00_ep1_other_decisions.txt
Normal file
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##################################################
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# Royal Court Other Decisions List
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# Adopt Puppy - doot a puppo
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# Introduce a Fashion at Court - make a bold fashion statement
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##################################################
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#############################################
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# Have the Jester Entertain You
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#############################################
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### Be Entertained by the Court Jester ###
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jester_entertainment_decision = {
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picture = { reference = "gfx/interface/illustrations/decisions/decision_pet_dog.dds" }
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desc = jester_entertainment_decision_desc
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selection_tooltip = jester_entertainment_decision_tooltip
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ai_check_interval_by_tier = {
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barony = 0
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county = 60
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duchy = 24
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kingdom = 24
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empire = 24
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hegemony = 24
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}
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sort_order = 150
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cooldown = { years = 2 }
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ai_potential = {
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stress > 0
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}
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is_shown = {
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highest_held_title_tier >= tier_duchy
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is_landed_or_landless_administrative = yes
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employs_court_position = court_jester_court_position
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}
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is_valid_showing_failures_only = {
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age >= 12
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court_position:court_jester_court_position ?= {
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is_physically_able_ai_adult = yes
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}
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NOR = {
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is_available = no
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is_incapable = yes
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}
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}
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effect = {
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custom_tooltip = jester_decision_rewards
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trigger_event = {
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on_action = jester_ongoing
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}
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close_view = {
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view = decisions
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player = root
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}
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}
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ai_will_do = {
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base = 100
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}
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}
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#############################################
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# Adopt Puppy #
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# by Joe Parkin #
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#############################################
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### Adopt Puppy Decision ###
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adopt_puppy_decision = {
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title = adopt_puppy_decision_name
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picture = {
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reference = "gfx/interface/illustrations/decisions/decision_pet_dog.dds"
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}
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desc = adopt_puppy_decision_desc
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selection_tooltip = adopt_puppy_decision_tooltip
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cooldown = { years = 5 }
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sort_order = 89
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is_shown = {
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is_landed_or_landless_administrative = yes
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is_lowborn = no
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OR = {
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any_owned_story = { type = debug_test_story }
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# House has the Dog Lovers modifier from Hold Court event
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house ?= { has_house_modifier = hold_court_8140_house_modifier }
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# Or the character has the Kennel upgrade in their Estate
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domicile ?= { has_domicile_parameter = estate_unlock_adopt_puppy_decision }
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}
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}
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is_valid_showing_failures_only = {
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# Does not already have a pet.
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custom_tooltip = {
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text = adopt_puppy_decision_already_pet_tt
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NOR = {
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any_owned_story = { type = story_cycle_pet_dog }
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any_owned_story = { type = story_cycle_pet_cat }
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has_character_modifier = dog_story_modifier
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has_character_modifier = cat_story_modifier
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}
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}
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}
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effect = {
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show_as_tooltip = { start_dog_story_cycle_effect = yes }
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trigger_event = hold_court.8142
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}
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cost = { gold = minor_gold_value }
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ai_check_interval_by_tier = {
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barony = 0
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county = 60
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duchy = 60
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kingdom = 60
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empire = 60
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hegemony = 60
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}
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ai_potential = {
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# Has enough gold.
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short_term_gold >= minor_gold_value
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NOR = {
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has_trait = lazy
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has_trait = callous
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}
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}
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ai_will_do = {
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base = 100
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# You're richer.
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modifier = {
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add = 50
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faith = { has_doctrine_parameter = gruesome_festivals_active }
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short_term_gold >= massive_gold_value
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}
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modifier = {
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add = 50
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faith = { has_doctrine_parameter = gruesome_festivals_active }
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short_term_gold >= monumental_gold_value
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}
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}
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}
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#############################################
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# Introduce a New Fashion at Court #
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# by James Beaumont #
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#############################################
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### Introduce a New Fashion at Court ###
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introduce_a_new_fashion_at_court_decision = {
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picture = {
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trigger = {
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NOR = {
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government_has_flag = government_is_tribal
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government_has_flag = government_is_theocracy
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government_has_flag = government_is_nomadic
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top_liege ?= { government_has_flag = government_is_tribal }
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top_liege ?= { government_has_flag = government_is_theocracy }
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}
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OR = {
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culture = { has_cultural_pillar = heritage_byzantine }
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top_liege ?= {
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OR = {
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culture = { has_cultural_pillar = heritage_byzantine }
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capital_barony ?= title:b_constantinople
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primary_title ?= title:e_byzantium
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primary_title ?= title:h_roman_empire
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primary_title ?= title:h_eastern_roman_empire
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}
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}
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}
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}
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reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds"
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}
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picture = {
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trigger = {
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government_has_flag = government_is_nomadic
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}
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reference = "gfx/interface/illustrations/event_scenes/mpo_tent_interior_mongol.dds"
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}
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picture = {
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reference = "gfx/interface/illustrations/decisions/decision_knight_kneeling.dds"
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}
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desc = introduce_a_new_fashion_at_court_decision_desc
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selection_tooltip = introduce_a_new_fashion_at_court_decision_tooltip
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cooldown = { years = 5 }
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sort_order = 80
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is_shown = {
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NOT = { has_title = title:k_fashion } # Kingdom of Fashion is very much the end-game of this interaction
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NOT = { faith = { has_doctrine_parameter = naked_adherents_active } } # Must wear clothes
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NOT = { culture = { has_cultural_parameter = naked_culture_active } } # Must wear clothes
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is_available_at_peace_adult = yes
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is_landed = yes
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# Either has a royal court with high fashion or is part of a royal court with high fashion
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OR = {
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AND = {
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has_royal_court = yes
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has_dlc_feature = royal_court
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OR = {
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amenity_level = {
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target = court_fashion
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value >= 4
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}
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has_nickname = nick_prince_of_fashion
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}
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}
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AND = {
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liege = { has_royal_court = yes }
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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
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OR = {
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liege = {
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amenity_level = {
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target = court_fashion
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value >= 4
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}
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}
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has_nickname = nick_prince_of_fashion
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}
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}
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}
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trigger_if = {
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limit = {
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OR = {
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government_has_flag = government_is_celestial
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government_has_flag = government_is_meritocratic
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}
|
||||
}
|
||||
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
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue