Bugs fixing
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372
common/decisions/test_decision.txt
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372
common/decisions/test_decision.txt
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### Wild Goose Chase ###
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wild_goose_chase_decision = {
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decision_group_type = debug
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picture = {
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reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
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}
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is_shown = {
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debug_only = yes
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}
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is_valid_showing_failures_only = {
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is_available_adult_or_is_commanding = yes
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}
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effect = {
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custom_tooltip = wild_goose_chase_decision_effect_tooltip
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remove_short_term_gold = 13
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add_stress = 20
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gain_trait_or_experience_effect = { TRAIT = confucian_education AMOUNT = 5 }
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if = {
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limit = { has_trait = confucian_education }
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add_trait_xp = {
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trait = confucian_education
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value = 5
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}
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}
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else = {
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add_trait = confucian_education
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}
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if = {
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limit = { has_trait = pilgrim }
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add_trait_xp = {
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trait = pilgrim
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value = 5
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}
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}
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else = {
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add_trait = pilgrim
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}
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}
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ai_check_interval = 0
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}
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# Have our own house become the leading house of the confederation
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### Become the Leading House ###
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become_leading_house_of_the_confederation_decision = {
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decision_group_type = debug
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picture = {
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reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
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}
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is_shown = {
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debug_only = yes
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exists = confederation
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confederation.leading_house != root.house
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}
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effect = {
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confederation = {
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tgp_set_house_bloc_leading_house_effect = { LEADER = root.house }
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}
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}
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ai_check_interval = 0
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}
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# Rid our beloved of any bossy 'leading house'
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### Do away with Leading House ###
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clear_our_confederations_leading_house_decision = {
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decision_group_type = debug
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picture = {
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reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
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}
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is_shown = {
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debug_only = yes
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confederation ?= {
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has_leading_house = yes
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}
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}
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effect = {
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confederation = {
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clear_leading_house = yes
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}
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}
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ai_check_interval = 0
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}
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# Change the cohesion for the confederation/bloc that the acting character is in.
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### Adjust confederation/bloc cohesion ###
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adjust_confederation_cohesion_decision = {
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decision_group_type = debug
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picture = {
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reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
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}
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is_shown = {
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always = no # use debug_change_bloc_cohesion
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debug_only = yes
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confederation ?= {
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has_cohesion = yes
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}
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}
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effect = {
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confederation = {
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change_cohesion = 17
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#set_cohesion = 0
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#set_cohesion = 50
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#set_cohesion = 100
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#change_cohesion = 30
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#change_cohesion = -30
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#^ uncomment to test different variants
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}
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}
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ai_check_interval = 0
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}
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# Change all relations of the acting characters house by one whole step.
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### Change all House Relations ###
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change_all_house_relations_decision = {
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decision_group_type = debug
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is_shown = {
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debug_only = yes
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}
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picture = {
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reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
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}
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widget = {
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gui = "decision_view_widget_option_list_generic"
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controller = decision_option_list_controller
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decision_to_second_step_button = "change_all_house_relations_decision_confirm"
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show_from_start = yes
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# Increase a by full step
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item = {
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value = improve_house_relation_by_full_step
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is_valid = { always = yes }
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localization = improve_house_relation_by_full_step
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icon = "gfx/interface/icons/message_feed/activity.dds"
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ai_chance = { value = 0 }
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}
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# Increase a by two thirds third of a step
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item = {
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value = improve_house_relation_by_two_thirds_of_a_step
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is_valid = { always = yes }
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localization = improve_house_relation_by_two_thirds_of_a_step
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icon = "gfx/interface/icons/message_feed/activity.dds"
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ai_chance = { value = 0 }
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}
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# Deteriorate a by two thirds third of a step
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item = {
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value = deteriorate_house_relation_by_two_thirds_of_a_step
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is_valid = { always = yes }
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localization = deteriorate_house_relation_by_two_thirds_of_a_step
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icon = "gfx/interface/icons/message_feed/activity.dds"
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ai_chance = { value = 0 }
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}
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# Deteriorate a by full step
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item = {
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value = deteriorate_house_relation_by_full_step
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is_valid = { always = yes }
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localization = deteriorate_house_relation_by_full_step
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icon = "gfx/interface/icons/message_feed/activity.dds"
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ai_chance = { value = 0 }
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}
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}
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effect = {
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house = {
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every_house_relation = {
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# Increase a by full step
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if = {
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limit = { scope:improve_house_relation_by_full_step = yes }
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change_house_relation_level = {
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steps = 1
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description = house_relation_changed_by_debug_decision
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}
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}
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# Increase a by two thirds of a step
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else_if = {
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limit = { scope:improve_house_relation_by_two_thirds_of_a_step = yes }
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change_house_relation_level = {
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steps = 0.67
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description = house_relation_changed_by_debug_decision
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}
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}
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# Decrease a by two thirds of a step
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else_if = {
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limit = { scope:deteriorate_house_relation_by_two_thirds_of_a_step = yes }
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change_house_relation_level = {
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steps = -0.67
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description = house_relation_changed_by_debug_decision
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}
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}
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# Decrease a by full step
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else_if = {
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limit = { scope:deteriorate_house_relation_by_full_step = yes }
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change_house_relation_level = {
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steps = -1
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description = house_relation_changed_by_debug_decision
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}
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}
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}
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}
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}
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ai_check_interval = 0
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}
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### Add Concubines ###
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chinese_concubines_decision = {
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decision_group_type = debug
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picture = {
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reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
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}
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is_shown = {
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debug_only = yes
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allowed_concubines = yes
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}
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is_valid_showing_failures_only = {
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has_title = title:h_china
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}
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effect = {
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custom_tooltip = {
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text = give_me_concubines.tt
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#Since this is a debug decision we don't think too hard about performance
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while = {
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limit = {
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allowed_more_concubines = yes
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}
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random_vassal = {
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limit = {
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any_courtier_or_guest = {
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is_adult = yes
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is_concubine = no
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is_married = no
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trigger_if = {
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limit = { root = { is_female = no } }
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is_female = yes
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}
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trigger_else = {
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is_female = no
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}
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}
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}
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random_courtier_or_guest = {
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limit = {
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is_adult = yes
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is_concubine = no
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is_married = no
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trigger_if = {
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limit = { root = { is_female = no } }
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is_female = yes
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}
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trigger_else = {
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is_female = no
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}
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}
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root = { make_concubine = prev }
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}
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}
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}
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}
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}
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ai_check_interval = 0
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}
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# Add a random geographical region to a random situation sub-region of 'The Great Steppe'.
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### Add to Steppe ###
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add_to_steppe_decision = {
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decision_group_type = debug
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is_shown = {
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debug_only = yes
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}
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is_valid_showing_failures_only = {
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always = yes
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}
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picture = {
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reference = "gfx/interface/illustrations/decisions/decision_misc.dds"
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}
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effect = {
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situation:the_great_steppe = {
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random_situation_sub_region = {
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save_scope_as = the_sub_region
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}
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}
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random_geographical_region = {
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save_scope_as =the_geo_region
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}
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scope:the_sub_region = {
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add_geographical_region = scope:the_geo_region
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}
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debug_log_scopes = yes
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}
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ai_check_interval = 0
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}
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# Remove a random geographical region from 'The Great Steppe' to see that things are updated properly.
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### Remove from Steppe ###
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remove_from_steppe_decision = {
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decision_group_type = debug
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is_shown = {
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debug_only = yes
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}
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is_valid_showing_failures_only = {
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always = yes
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}
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picture = {
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reference = "gfx/interface/illustrations/decisions/decision_misc.dds"
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}
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effect = {
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situation:the_great_steppe = {
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random_situation_sub_region = {
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save_scope_as = the_sub_region
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}
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}
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scope:the_sub_region = {
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random_situation_sub_region_geographical_region = {
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save_scope_as = the_geo_region
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}
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}
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scope:the_sub_region = {
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remove_geographical_region = scope:the_geo_region
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}
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debug_log_scopes = yes
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}
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ai_check_interval = 0
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}
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