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

View file

@ -41,18 +41,17 @@ apa_leveraging_language_skills = {
scope:province.religion = religion:catholic_religion
knows_language = language_latin
}
AND = {
scope:province.faith = faith:armenian_apostolic
knows_language = language_armenian
}
AND = {
scope:province.faith = faith:lamaism
knows_language = language_tibetan
}
AND = {
scope:province.religion = religion:bon_religion
knows_language = language_tibetan
}
# scope:province.faith = faith:armenian_apostolic
# knows_language = language_armenian
# }
# AND = {
# scope:province.faith = faith:lamaism
# knows_language = language_tibetan
# }
# AND = {
# scope:province.religion = religion:bon_religion
# knows_language = language_tibetan
# }
AND = {
scope:province.religion = religion:taoism_religion
knows_language = language_chinese
@ -64,10 +63,6 @@ apa_leveraging_language_skills = {
religion = religion:catholic_religion
religion = religion:protestant_religion
}
NOR = { #Non-Greek
religion = religion:catholic_religion
faith = faith:armenian_apostolic
}
}
knows_language = language_greek #General Christian Fallback
}

File diff suppressed because it is too large Load diff

View file

@ -1146,28 +1146,28 @@ offer_vassalization_interaction = {
}
#HISTORICALLY ADMIN PEOPLES WANT TO BE ADMIN
modifier = {
add = 30
scope:actor = {
government_has_flag = government_is_administrative
}
scope:recipient = {
culture = {
OR = {
this = culture:greek
any_parent_culture_or_above = {
this = culture:greek
}
this = culture:han
any_parent_culture_or_above = {
this = culture:han
}
}
}
}
desc = "HISTORICAL_ADMIN_REASON"
}
# modifier = {
# add = 30
# scope:actor = {
# government_has_flag = government_is_administrative
# }
# scope:recipient = {
# culture = {
# OR = {
# this = culture:greek
# any_parent_culture_or_above = {
# this = culture:greek
# }
# this = culture:han
# any_parent_culture_or_above = {
# this = culture:han
# }
# }
# }
# }
#
# desc = "HISTORICAL_ADMIN_REASON"
# }
modifier = { # AI-only weights, keep the pope from vassalizing too fast
trigger = {

View file

@ -308,14 +308,14 @@ arrange_marriage_interaction = {
}
}
piety = {
value = 0
if = {
limit = { scope:piety_cost_reduction = yes }
add = scope:actor.medium_piety_value
desc = STRUGGLE_MARRIAGE_ACCEPTANCE_USING_PIETY_AS_CURRENCY
}
}
# piety = {
# value = 0
# if = {
# limit = { scope:piety_cost_reduction = yes }
# add = scope:actor.medium_piety_value
# desc = STRUGGLE_MARRIAGE_ACCEPTANCE_USING_PIETY_AS_CURRENCY
# }
# }
influence = {
value = 0

View file

@ -5844,15 +5844,15 @@ release_from_prison_interaction = {
OR = {
culture = {
OR = {
# Historical cultures
this = culture:greek
any_parent_culture_or_above = {
this = culture:greek
}
this = culture:han
any_parent_culture_or_above = {
this = culture:han
}
# # Historical cultures
# this = culture:greek
# any_parent_culture_or_above = {
# this = culture:greek
# }
# this = culture:han
# any_parent_culture_or_above = {
# this = culture:han
# }
# Bureaucratic culture
has_cultural_pillar = ethos_bureaucratic
}
@ -5871,14 +5871,14 @@ release_from_prison_interaction = {
culture = {
OR = {
# Historical cultures
this = culture:greek
any_parent_culture_or_above = {
this = culture:greek
}
this = culture:han
any_parent_culture_or_above = {
this = culture:han
}
# this = culture:greek
# any_parent_culture_or_above = {
# this = culture:greek
# }
# this = culture:han
# any_parent_culture_or_above = {
# this = culture:han
# }
# Bureaucratic culture
has_cultural_pillar = ethos_bureaucratic
}
@ -5903,14 +5903,14 @@ release_from_prison_interaction = {
culture = {
OR = {
# Historical cultures
this = culture:greek
any_parent_culture_or_above = {
this = culture:greek
}
this = culture:han
any_parent_culture_or_above = {
this = culture:han
}
# this = culture:greek
# any_parent_culture_or_above = {
# this = culture:greek
# }
# this = culture:han
# any_parent_culture_or_above = {
# this = culture:han
# }
# Bureaucratic culture
has_cultural_pillar = ethos_bureaucratic
}

View file

@ -2711,10 +2711,7 @@ learn_language_interaction = {
modifier = { # Coptic/Orthodox clergy/pious people want to learn greek
add = 50
scope:actor = {
OR = {
faith = faith:orthodox
faith = faith:coptic
}
faith.religion = religion:eastern_orthodox_religion
OR = {
has_trait = zealous
has_trait = humble

View file

@ -9422,28 +9422,28 @@ mpo_offer_submission_or_ruin = {
}
#HISTORICALLY ADMIN PEOPLES WANT TO BE ADMIN
modifier = {
add = 30
scope:actor = {
government_has_flag = government_is_administrative
}
scope:recipient = {
culture = {
OR = {
this = culture:greek
any_parent_culture_or_above = {
this = culture:greek
}
this = culture:han
any_parent_culture_or_above = {
this = culture:han
}
}
}
}
desc = "HISTORICAL_ADMIN_REASON"
}
# modifier = {
# add = 30
# scope:actor = {
# government_has_flag = government_is_administrative
# }
# scope:recipient = {
# culture = {
# OR = {
# this = culture:greek
# any_parent_culture_or_above = {
# this = culture:greek
# }
# this = culture:han
# any_parent_culture_or_above = {
# this = culture:han
# }
# }
# }
# }
#
# desc = "HISTORICAL_ADMIN_REASON"
# }
modifier = { # AI-only weights, keep the pope from vassalizing too fast
trigger = {

View file

@ -953,35 +953,6 @@ task_conversion = {
}
}
}
# Ash'ari in Spain tend to not convert Muwhalladi often
trigger_if = {
limit = {
scope:councillor_liege = {
is_ai = yes
faith = faith:ashari
capital_province ?= { geographical_region = world_europe_west_iberia }
scope:county.faith = faith:muwalladi
}
scope:county = {
title_province = { geographical_region = world_europe_west_iberia }
}
}
OR = {
scope:councillor_liege = {
has_character_flag = vassal_directive_convert_faith
vassal_is_valid_and_follows_directive_trigger = { VASSAL = this LIEGE = liege }
}
scope:councillor_liege = { ai_zeal >= 50 }
scope:county = { county_opinion <= -20 }
scope:county = { # Always convert holy sites
any_county_province = {
barony = {
is_holy_site_of = scope:councillor_liege.faith
}
}
}
}
}
# If a ruler has Jizya tax, they'll only convert the same *religious family* when ai_zeal is really high, they're converting unreformed pagans, counties in a kingdom with a Holy Site, or others of the same religion
trigger_if = {
limit = {

View file

@ -952,26 +952,26 @@ task_promote_culture = {
desc = GAME_RULE_FASTER_REASON
}
}
# Faster conversion for FP2 Hostility ending, if county is in Iberia and culture was involved
if = {
limit = {
any_in_global_list = {
variable = fp2_struggle_ending_culture_list
this = scope:county.culture
}
scope:county.title_province = { geographical_region = world_europe_west_iberia }
scope:councillor.liege.house = {
OR = {
has_house_modifier = fp2_struggle_hostility_house_culture_modifier
has_house_modifier = fp2_struggle_hostility_house_combined_modifier
}
}
}
multiply = {
value = fp2_struggle_hostility_conversion_value
desc = fp2_struggle_hostility_culture_conversion_task_desc
}
}
# # Faster conversion for FP2 Hostility ending, if county is in Iberia and culture was involved
# if = {
# limit = {
# any_in_global_list = {
# variable = fp2_struggle_ending_culture_list
# this = scope:county.culture
# }
# scope:county.title_province = { geographical_region = world_europe_west_iberia }
# scope:councillor.liege.house = {
# OR = {
# has_house_modifier = fp2_struggle_hostility_house_culture_modifier
# has_house_modifier = fp2_struggle_hostility_house_combined_modifier
# }
# }
# }
# multiply = {
# value = fp2_struggle_hostility_conversion_value
# desc = fp2_struggle_hostility_culture_conversion_task_desc
# }
# }
if = {
limit = {
scope:councillor_liege = {
@ -983,18 +983,18 @@ task_promote_culture = {
desc = bp2_devoted_to_tradition_modifier_conversion_task_desc
}
}
if = {
limit = {
scope:councillor_liege = {
has_title = title:c_byzantion
title:c_byzantion = { has_county_modifier = pandidakterion_university_modifier }
}
}
multiply = {
value = 1.25
desc = pandidakterion_university_modifier
}
}
# if = {
# limit = {
# scope:councillor_liege = {
# has_title = title:c_byzantion
# title:c_byzantion = { has_county_modifier = pandidakterion_university_modifier }
# }
# }
# multiply = {
# value = 1.25
# desc = pandidakterion_university_modifier
# }
# }
if = {
limit = {
scope:county = { has_county_modifier = improve_promote_culture_modifier }
@ -1031,18 +1031,18 @@ task_promote_culture = {
}
}
}
NAND = { # Princes in the HRE tend to not convert each other's cultures
exists = title:e_hre.holder
scope:councillor_liege.top_liege = title:e_hre.holder
OR = {
scope:councillor_liege.culture = culture:czech
scope:councillor_liege.culture = { has_cultural_pillar = heritage_central_germanic }
}
OR = {
scope:county.culture = culture:czech
scope:county.culture = { has_cultural_pillar = heritage_central_germanic }
}
}
# NAND = { # Princes in the HRE tend to not convert each other's cultures
# exists = title:e_hre.holder
# scope:councillor_liege.top_liege = title:e_hre.holder
# OR = {
# scope:councillor_liege.culture = culture:czech
# scope:councillor_liege.culture = { has_cultural_pillar = heritage_central_germanic }
# }
# OR = {
# scope:county.culture = culture:czech
# scope:county.culture = { has_cultural_pillar = heritage_central_germanic }
# }
# }
NOT = { # Do not eliminate the Basques
scope:county.culture = {
this = culture:basque
@ -1058,18 +1058,18 @@ task_promote_culture = {
cultural_acceptance = { target = scope:councillor_liege.culture value >= 50 }
}
}
scope:county = {
this = title:c_maragha
culture = culture:turkish
}
# scope:county = {
# this = title:c_maragha
# culture = culture:turkish
# }
culture = { # All AI's are motivated to spread new Hybrid/Divergent cultures
OR = {
is_hybrid_culture = yes
is_divergent_culture = yes
}
NOT = { # Leave the Welsh alone!
this = culture:anglo_saxon
}
# NOT = { # Leave the Welsh alone!
# this = culture:anglo_saxon
# }
any_parent_culture = {
this = scope:county.culture
}
@ -1079,51 +1079,51 @@ task_promote_culture = {
count < 10
}
}
scope:county.culture = { # 'dead' small cultures can go away
OR = {
is_hybrid_culture = yes
is_divergent_culture = yes
}
any_culture_county = {
count < 10
}
OR = {
NOT = { exists = culture_head }
any_culture_county = {
count < 5
}
}
}
AND = {
# Scottish rulers should convert counties of 'old' cultures to the new one.
culture = culture:scottish
OR = {
scope:county.culture = culture:anglo_saxon
scope:county.culture = culture:gaelic
scope:county.culture = culture:cumbrian
scope:county.culture = culture:pictish
}
}
AND = {
# English rulers should convert counties of 'old' cultures to the new one.
culture = culture:english
OR = {
scope:county.culture = culture:anglo_saxon
scope:county.culture = culture:norman
}
}
AND = {
# German rulers want to convert the sorbians
culture = { has_cultural_pillar = heritage_central_germanic }
scope:county.culture = culture:sorbian
NOT = { scope:councillor_liege.primary_title = title:e_hre }
}
AND = {
# Japanese rulers should convert Emishi counties
culture = culture:japanese
scope:county.culture = culture:emishi
}
# scope:county.culture = { # 'dead' small cultures can go away
# OR = {
# is_hybrid_culture = yes
# is_divergent_culture = yes
# }
# any_culture_county = {
# count < 10
# }
# OR = {
# NOT = { exists = culture_head }
# any_culture_county = {
# count < 5
# }
# }
# }
# AND = {
# # Scottish rulers should convert counties of 'old' cultures to the new one.
# culture = culture:scottish
# OR = {
# scope:county.culture = culture:anglo_saxon
# scope:county.culture = culture:gaelic
# scope:county.culture = culture:cumbrian
# scope:county.culture = culture:pictish
# }
# }
# AND = {
# # English rulers should convert counties of 'old' cultures to the new one.
# culture = culture:english
# OR = {
# scope:county.culture = culture:anglo_saxon
# scope:county.culture = culture:norman
# }
# }
# AND = {
# # German rulers want to convert the sorbians
# culture = { has_cultural_pillar = heritage_central_germanic }
# scope:county.culture = culture:sorbian
# NOT = { scope:councillor_liege.primary_title = title:e_hre }
# }
#
# AND = {
# # Japanese rulers should convert Emishi counties
# culture = culture:japanese
# scope:county.culture = culture:emishi
# }
}
OR = {
is_independent_ruler = yes
@ -1142,21 +1142,21 @@ task_promote_culture = {
count < 10
}
}
scope:county.culture = { # 'dead' small cultures can go away
OR = {
is_hybrid_culture = yes
is_divergent_culture = yes
}
any_culture_county = {
count < 10
}
OR = {
NOT = { exists = culture_head }
any_culture_county = {
count < 5
}
}
}
# scope:county.culture = { # 'dead' small cultures can go away
# OR = {
# is_hybrid_culture = yes
# is_divergent_culture = yes
# }
# any_culture_county = {
# count < 10
# }
# OR = {
# NOT = { exists = culture_head }
# any_culture_county = {
# count < 5
# }
# }
# }
culture = { # Imperious cultures want to grow to a certain size
culture_head ?= {
is_independent_ruler = yes
@ -1362,30 +1362,30 @@ task_promote_culture = {
gold > 0
OR = {
gold >= steward_convert_culture_value
AND = {
culture = culture:scottish
top_liege.primary_title = title:k_scotland
capital_county.kingdom = title:k_scotland
}
AND = {
culture = culture:english
top_liege.primary_title = title:k_england
capital_county.kingdom = title:k_england
}
AND = {
culture = { has_cultural_pillar = heritage_central_germanic }
top_liege.primary_title = title:e_hre
OR = {
capital_county.kingdom = title:k_sorbia
capital_county.kingdom = title:k_east_francia
capital_county.kingdom = title:k_saxony
capital_county.kingdom = title:k_pomerania
}
}
AND = {
culture = culture:japanese
capital_county.empire = title:e_japan
}
# AND = {
# culture = culture:scottish
# top_liege.primary_title = title:k_scotland
# capital_county.kingdom = title:k_scotland
# }
# AND = {
# culture = culture:english
# top_liege.primary_title = title:k_england
# capital_county.kingdom = title:k_england
# }
# AND = {
# culture = { has_cultural_pillar = heritage_central_germanic }
# top_liege.primary_title = title:e_hre
# OR = {
# capital_county.kingdom = title:k_sorbia
# capital_county.kingdom = title:k_east_francia
# capital_county.kingdom = title:k_saxony
# capital_county.kingdom = title:k_pomerania
# }
# }
# AND = {
# culture = culture:japanese
# capital_county.empire = title:e_japan
# }
AND = {
culture = {
OR = {

View file

@ -5765,7 +5765,7 @@ GetAdventureNameSuffix = {
OR = {
NOT = { exists = scope:new_landless_adventurer }
scope:new_landless_adventurer ?= {
faith = faith:ashari
faith = faith:aqlani
}
}
}
@ -5988,20 +5988,7 @@ GetAdventureNameSuffix = {
OR = {
NOT = { exists = scope:new_landless_adventurer }
scope:new_landless_adventurer ?= {
OR = {
culture = culture:greek
culture = culture:roman
culture = {
any_parent_culture_or_above = {
this = culture:greek
}
}
culture = {
any_parent_culture_or_above = {
this = culture:roman
}
}
}
culture = { has_cultural_pillar = heritage_greek }
}
}
}
@ -6955,14 +6942,7 @@ GetAdventureNameSuffix = {
OR = {
NOT = { exists = scope:new_landless_adventurer }
scope:new_landless_adventurer ?= {
culture = {
OR = {
this = culture:greek
any_parent_culture_or_above = {
this = culture:greek
}
}
}
culture = { has_cultural_pillar = heritage_greek }
}
}
}
@ -7495,18 +7475,7 @@ GetAdventureNameSuffix = {
OR = {
NOT = { exists = scope:new_landless_adventurer }
scope:new_landless_adventurer ?= {
culture = {
OR = {
has_cultural_era_or_later = culture_era_early_medieval
this = culture:greek
this = culture:roman
any_parent_culture_or_above = {
this = culture:greek
}
any_parent_culture_or_above = {
this = culture:roman
}
}
culture = { has_cultural_pillar = heritage_greek }
}
}
}

View file

@ -433,97 +433,97 @@ RandomSaint = { # Used for statue artifact
localization_key = west_christian_water_god_name
}
text = {
trigger = {
OR = {
faith = faith:coptic
faith = faith:armenian_apostolic
}
}
localization_key = east_christian_fertility_god_name
}
text = {
trigger = {
OR = {
faith = faith:coptic
faith = faith:armenian_apostolic
}
}
localization_key = east_christian_wealth_god_name
}
text = {
trigger = {
OR = {
faith = faith:coptic
faith = faith:armenian_apostolic
}
}
localization_key = east_christian_household_god_name
}
text = {
trigger = {
OR = {
faith = faith:coptic
faith = faith:armenian_apostolic
}
}
localization_key = east_christian_knowledge_god_name
}
text = {
trigger = {
OR = {
faith = faith:coptic
faith = faith:armenian_apostolic
}
}
localization_key = east_christian_war_god_name
}
text = {
trigger = {
faith = faith:insular_celtic
}
localization_key = insular_celtic_fertility_god_name
}
text = {
trigger = {
faith = faith:insular_celtic
}
localization_key = insular_celtic_wealth_god_name
}
text = {
trigger = {
faith = faith:insular_celtic
}
localization_key = insular_celtic_household_god_name
}
text = {
trigger = {
faith = faith:insular_celtic
}
localization_key = insular_celtic_knowledge_god_name
}
text = {
trigger = {
faith = faith:insular_celtic
}
localization_key = insular_celtic_war_god_name
}
text = {
trigger = {
faith = faith:insular_celtic
}
localization_key = insular_celtic_water_god_name
}
# text = {
# trigger = {
# OR = {
# faith = faith:coptic
# faith = faith:armenian_apostolic
# }
# }
# localization_key = east_christian_fertility_god_name
# }
#
# text = {
# trigger = {
# OR = {
# faith = faith:coptic
# faith = faith:armenian_apostolic
# }
# }
# localization_key = east_christian_wealth_god_name
# }
#
# text = {
# trigger = {
# OR = {
# faith = faith:coptic
# faith = faith:armenian_apostolic
# }
# }
# localization_key = east_christian_household_god_name
# }
#
# text = {
# trigger = {
# OR = {
# faith = faith:coptic
# faith = faith:armenian_apostolic
# }
# }
# localization_key = east_christian_knowledge_god_name
# }
#
# text = {
# trigger = {
# OR = {
# faith = faith:coptic
# faith = faith:armenian_apostolic
# }
# }
# localization_key = east_christian_war_god_name
# }
#
# text = {
# trigger = {
# faith = faith:insular_celtic
# }
# localization_key = insular_celtic_fertility_god_name
# }
#
# text = {
# trigger = {
# faith = faith:insular_celtic
# }
# localization_key = insular_celtic_wealth_god_name
# }
#
# text = {
# trigger = {
# faith = faith:insular_celtic
# }
# localization_key = insular_celtic_household_god_name
# }
#
# text = {
# trigger = {
# faith = faith:insular_celtic
# }
# localization_key = insular_celtic_knowledge_god_name
# }
#
# text = {
# trigger = {
# faith = faith:insular_celtic
# }
# localization_key = insular_celtic_war_god_name
# }
#
# text = {
# trigger = {
# faith = faith:insular_celtic
# }
# localization_key = insular_celtic_water_god_name
# }
}
RandomSaintName = { # Used for other artifacts

View file

@ -0,0 +1,328 @@
#############################################
### Scripted Localization for German Loc ##
#### BY Kai Bagehorn ###
#############################################
#
#DE_1_HandHands = {
# log_loc_errors = no
# type = character
#
# text = {
# trigger = { has_trait = maimed }
# localization_key = CustomLoc_DE_1_handhands_hand
# }
#
# text = {
# trigger = {
# NOT = { has_trait = maimed }
# }
# localization_key = CustomLoc_DE_1_handhands_hands
# fallback = yes
# }
#}
#
#DE_2_HandHands = {
# log_loc_errors = no
# type = character
#
# text = {
# trigger = { has_trait = maimed }
# localization_key = CustomLoc_DE_2_handhands_hand
# }
#
# text = {
# trigger = {
# NOT = { has_trait = maimed }
# }
# localization_key = CustomLoc_DE_2_handhands_hands
# fallback = yes
# }
#}
#
#DE_1_ArmArms = {
# log_loc_errors = no
# type = character
#
# text = {
# trigger = { has_trait = maimed }
# localization_key = CustomLoc_DE_1_armarms_arm
# }
#
# text = {
# trigger = {
# NOT = { has_trait = maimed }
# }
# localization_key = CustomLoc_DE_1_armarms_arms
# fallback = yes
# }
#}
#
#DE_2_ArmArms = {
# log_loc_errors = no
# type = character
#
# text = {
# trigger = { has_trait = maimed }
# localization_key = CustomLoc_DE_2_armarms_arm
# }
#
# text = {
# trigger = {
# NOT = { has_trait = maimed }
# }
# localization_key = CustomLoc_DE_2_armarms_arms
# fallback = yes
# }
#}
#
#DE_3_ArmArms = {
# log_loc_errors = no
# type = character
#
# text = {
# trigger = { has_trait = maimed }
# localization_key = CustomLoc_DE_3_armarms_arm
# }
#
# text = {
# trigger = {
# NOT = { has_trait = maimed }
# }
# localization_key = CustomLoc_DE_3_armarms_arms
# fallback = yes
# }
#}
#
#DE_1_EyeEyes = {
# log_loc_errors = no
# type = character
#
# text = {
# trigger = { has_trait = one_eyed }
# localization_key = CustomLoc_DE_1_eyeeyes_eye
# }
#
# text = {
# trigger = {
# NOT = { has_trait = one_eyed }
# }
# localization_key = CustomLoc_DE_1_eyeeyes_eyes
# fallback = yes
# }
#}
#
#DE_2_EyeEyes = {
# log_loc_errors = no
# type = character
#
# text = {
# trigger = { has_trait = one_eyed }
# localization_key = CustomLoc_DE_2_eyeeyes_eye
# }
#
# text = {
# trigger = {
# NOT = { has_trait = one_eyed }
# }
# localization_key = CustomLoc_DE_2_eyeeyes_eyes
# fallback = yes
# }
#}
#
#DE_3_EyeEyes = {
# log_loc_errors = no
# type = character
#
# text = {
# trigger = { has_trait = one_eyed }
# localization_key = CustomLoc_DE_3_eyeeyes_eye
# }
#
# text = {
# trigger = {
# NOT = { has_trait = one_eyed }
# }
# localization_key = CustomLoc_DE_3_eyeeyes_eyes
# fallback = yes
# }
#}
#
#DE_4_EyeEyes = {
# log_loc_errors = no
# type = character
#
# text = {
# trigger = { has_trait = one_eyed }
# localization_key = CustomLoc_DE_4_eyeeyes_eye
# }
#
# text = {
# trigger = {
# NOT = { has_trait = one_eyed }
# }
# localization_key = CustomLoc_DE_4_eyeeyes_eyes
# fallback = yes
# }
#}
#
#DE_5_EyeEyes = {
# log_loc_errors = no
# type = character
#
# text = {
# trigger = { has_trait = one_eyed }
# localization_key = CustomLoc_DE_5_eyeeyes_eye
# }
#
# text = {
# trigger = {
# NOT = { has_trait = one_eyed }
# }
# localization_key = CustomLoc_DE_5_eyeeyes_eyes
# fallback = yes
# }
#}
#
#DE_1_MaskFace = {
# log_loc_errors = no
# type = character
#
# text = {
# trigger = { has_trait = disfigured }
# localization_key = CustomLoc_DE_1_maskface_mask
# }
#
# text = {
# trigger = {
# NOT = { has_trait = disfigured }
# }
# localization_key = CustomLoc_DE_1_maskface_face
# fallback = yes
# }
#}
#
#DE_2_MaskFace = {
# log_loc_errors = no
# type = character
#
# text = {
# trigger = { has_trait = disfigured }
# localization_key = CustomLoc_DE_2_maskface_mask
# }
#
# text = {
# trigger = {
# NOT = { has_trait = disfigured }
# }
# localization_key = CustomLoc_DE_2_maskface_face
# fallback = yes
# }
#}
#
#DE_3_MaskFace = {
# log_loc_errors = no
# type = character
#
# text = {
# trigger = { has_trait = disfigured }
# localization_key = CustomLoc_DE_3_maskface_mask
# }
#
# text = {
# trigger = {
# NOT = { has_trait = disfigured }
# }
# localization_key = CustomLoc_DE_3_maskface_face
# fallback = yes
# }
#}
#
#DE_4_MaskFace = {
# log_loc_errors = no
# type = character
#
# text = {
# trigger = { has_trait = disfigured }
# localization_key = CustomLoc_DE_4_maskface_mask
# }
#
# text = {
# trigger = {
# NOT = { has_trait = disfigured }
# }
# localization_key = CustomLoc_DE_4_maskface_face
# fallback = yes
# }
#}
#
#DE_5_MaskFace = {
# log_loc_errors = no
# type = character
#
# text = {
# trigger = { has_trait = disfigured }
# localization_key = CustomLoc_DE_5_maskface_mask
# }
#
# text = {
# trigger = {
# NOT = { has_trait = disfigured }
# }
# localization_key = CustomLoc_DE_5_maskface_face
# fallback = yes
# }
#}
#
#DE_6_MaskFace = {
# log_loc_errors = no
# type = character
#
# text = {
# trigger = { has_trait = disfigured }
# localization_key = CustomLoc_DE_6_maskface_mask
# }
#
# text = {
# trigger = {
# NOT = { has_trait = disfigured }
# }
# localization_key = CustomLoc_DE_6_maskface_face
# fallback = yes
# }
#}
#
#DE_7_MaskFace = {
# log_loc_errors = no
# type = character
#
# text = {
# trigger = { has_trait = disfigured }
# localization_key = CustomLoc_DE_7_maskface_mask
# }
#
# text = {
# trigger = {
# NOT = { has_trait = disfigured }
# }
# localization_key = CustomLoc_DE_7_maskface_face
# fallback = yes
# }
#}
#
#DE_8_MaskFace = {
# log_loc_errors = no
# type = character
#
# text = {
# trigger = { has_trait = disfigured }
# localization_key = CustomLoc_DE_8_maskface_mask
# }
#
# text = {
# trigger = {
# NOT = { has_trait = disfigured }
# }
# localization_key = CustomLoc_DE_8_maskface_face
# fallback = yes
# }
#}

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@ -0,0 +1,130 @@
#############################################
### Scripted Localization for German Loc ##
#### BY Kai Bagehorn ###
#############################################
#
#DE_1_GetAppropriateGodname = {
# type = character
# log_loc_errors = no
#
# text = {
# trigger = {
# house.last_house_head.faith = {
# OR = {
# religion_tag = christianity_religion
# religion_tag = islam_religion
# religion_tag = judaism_religion
# }
# }
# }
# localization_key = CustomLoc_DE_1_motto_god
# }
#
# text = {
# trigger = {
# house.last_house_head.faith = {
# religion_tag = buddhism_religion
# }
# }
# localization_key = CustomLoc_DE_1_motto_the_perfected_ones
# }
#
# text = {
# trigger = {
# house.last_house_head.faith = {
# OR = {
# religion_tag = dualism_religion
# religion_tag = zoroastrianism_religion
# }
# }
# }
# localization_key = CustomLoc_DE_1_motto_the_divine
# }
#
# text = {
# trigger = {
# house.last_house_head.faith = {
# NOR = {
# religion_tag = dualism_religion
# religion_tag = zoroastrianism_religion
# religion_tag = buddhism_religion
# religion_tag = christianity_religion
# religion_tag = islam_religion
# religion_tag = judaism_religion
# }
# }
# }
# localization_key = CustomLoc_DE_1_motto_the_gods
# }
#
# text = {
# trigger = {
# always = no
# }
# localization_key = CustomLoc_DE_1_motto_custom_loc_god
# fallback = yes
# }
#}
#
#DE_2_GetAppropriateGodname = {
# type = character
# log_loc_errors = no
#
# text = {
# trigger = {
# house.last_house_head.faith = {
# OR = {
# religion_tag = christianity_religion
# religion_tag = islam_religion
# religion_tag = judaism_religion
# }
# }
# }
# localization_key = CustomLoc_DE_2_motto_god
# }
#
# text = {
# trigger = {
# house.last_house_head.faith = {
# religion_tag = buddhism_religion
# }
# }
# localization_key = CustomLoc_DE_2_motto_the_perfected_ones
# }
#
# text = {
# trigger = {
# house.last_house_head.faith = {
# OR = {
# religion_tag = dualism_religion
# religion_tag = zoroastrianism_religion
# }
# }
# }
# localization_key = CustomLoc_DE_2_motto_the_divine
# }
#
# text = {
# trigger = {
# house.last_house_head.faith = {
# NOR = {
# religion_tag = dualism_religion
# religion_tag = zoroastrianism_religion
# religion_tag = buddhism_religion
# religion_tag = christianity_religion
# religion_tag = islam_religion
# religion_tag = judaism_religion
# }
# }
# }
# localization_key = CustomLoc_DE_2_motto_the_gods
# }
#
# text = {
# trigger = {
# always = no
# }
# localization_key = CustomLoc_DE_2_motto_custom_loc_god
# fallback = yes
# }
#}

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@ -0,0 +1,39 @@
#############################################
### Scripted Localization for German Loc ##
#### BY Kai Bagehorn ###
#############################################
#
#DE_Im_InDer_ResidenceBuilding = { # im Herrenhaus, im Tempel, in der Burg
# type = character
# log_loc_errors = no
#
# text = {
# trigger = {
# has_government = republic_government
# }
# localization_key = CustomLoc_DE_Im_ResidenceBuilding
# }
#
# text = {
# trigger = {
# OR = {
# has_government = theocracy_government
# is_theocratic_lessee = yes
# }
# }
# localization_key = CustomLoc_DE_Im_ResidenceBuilding
# }
#
# text = {
# trigger = {
# NOR = {
# has_government = republic_government
# has_government = theocracy_government
# is_theocratic_lessee = yes
# }
# }
# localization_key = CustomLoc_DE_InDer_ResidenceBuilding
# fallback = yes
# }
#}
#

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@ -0,0 +1,70 @@
#############################################
#### Scripted Localization for German ###
#### BY Kai Bagehorn ###
#############################################
#
#DE_MutterlichVaterlich = {
# type = character
# log_loc_errors = no
# text = {
# localization_key = CustomLoc_DE_Vaterlich
# trigger = { is_female = no }
# }
# text = {
# localization_key = CustomLoc_DE_Mutterlich
# trigger = { is_female = yes }
# }
#}
#
#DE_RivalinRivale = {
# type = character
# log_loc_errors = no
# text = {
# localization_key = CustomLoc_DE_Rivale
# trigger = { is_female = no }
# }
# text = {
# localization_key = CustomLoc_DE_Rivalin
# trigger = { is_female = yes }
# }
#}
#
#DE_RivalinRivalen = {
# type = character
# log_loc_errors = no
# text = {
# localization_key = CustomLoc_DE_Rivalen
# trigger = { is_female = no }
# }
# text = {
# localization_key = CustomLoc_DE_Rivalin
# trigger = { is_female = yes }
# }
#}
#
#DE_DasDen = {
# type = character
# log_loc_errors = no
# text = {
# localization_key = CustomLoc_DE_Den
# trigger = { is_female = no }
# }
# text = {
# localization_key = CustomLoc_DE_Das
# trigger = { is_female = yes }
# }
#}
#
#DE_ART_IND_A_Opp = {
# type = character
# log_loc_errors = no
# text = {
# localization_key = CustomLoc_DE_ART_IND_A_female
# trigger = { is_female = no }
# }
# text = {
# localization_key = CustomLoc_DE_ART_IND_A_male
# trigger = { is_female = yes }
# }
#}
#

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@ -64,18 +64,14 @@ GetFaithSacredLanguage = {
localization_key = language_latin_name #Latin
}
text = {
trigger = { faith = faith:armenian_apostolic }
localization_key = language_armenian_name #Armenian
}
# text = {
# trigger = { faith = faith:armenian_apostolic }
# localization_key = language_armenian_name #Armenian
# }
text = {
trigger = {
OR = {
religion = religion:eastern_orthodox_religion
religion = religion:catholic_religion
religion = religion:protestant_religion
}
}
localization_key = language_greek_name #Greek
}
@ -100,21 +96,21 @@ GetFaithSacredLanguage = {
localization_key = language_pali_name #Pali
}
text = {
trigger = {
OR = {
faith = faith:lamaism
religion = religion:bon_religion
AND = {
faith = faith:vajrayana
culture = {
has_cultural_pillar = heritage_tibetan
}
}
}
}
localization_key = language_classical_tibetan_name #Classical Tibetan
}
# text = {
# trigger = {
# OR = {
# faith = faith:lamaism
# religion = religion:bon_religion
# AND = {
# faith = faith:vajrayana
# culture = {
# has_cultural_pillar = heritage_tibetan
# }
# }
# }
# }
# localization_key = language_classical_tibetan_name #Classical Tibetan
# }
text = {
trigger = {
@ -126,21 +122,14 @@ GetFaithSacredLanguage = {
text = { #Could also be Vedic & Old Tamil
trigger = {
OR = {
# religion = religion:hinduism_religion
religion = religion:hinduism_religion
religion = religion:buddhism_religion
# religion = religion:jainism_religion
religion = religion:jainism_religion
}
}
localization_key = language_sanskrit_name #Sanskrit
}
text = {
trigger = {
religion = religion:hellenism_religion
}
localization_key = language_greek_name #Greek
}
text = {
trigger = {
always = yes
@ -156,25 +145,11 @@ GetFaithSacredLanguageCharacter = {
text = {
trigger = {
OR = {
religion = religion:catholic_religion
}
}
localization_key = language_latin_name #Latin
}
# text = {
# trigger = {
# faith = faith:cathar
# }
# localization_key = language_occitano_romance_name #Occitan
# }
# text = {
# trigger = { faith = faith:nestorian }
# localization_key = language_aramaic_name #Armaic
# }
# text = {
# trigger = { faith = faith:armenian_apostolic }
# localization_key = language_armenian_name #Armenian
@ -182,11 +157,7 @@ GetFaithSacredLanguageCharacter = {
text = {
trigger = {
OR = {
religion = religion:eastern_orthodox_religion
religion = religion:catholic_religion
religion = religion:protestant_religion
}
}
localization_key = language_greek_name #Greek
}
@ -237,20 +208,13 @@ GetFaithSacredLanguageCharacter = {
text = { #Could also be Vedic & Old Tamil
trigger = {
OR = {
# religion = religion:hinduism_religion
religion = religion:hinduism_religion
religion = religion:buddhism_religion
# religion = religion:jainism_religion
religion = religion:jainism_religion
}
}
localization_key = language_sanskrit_name #Sanskrit
}
text = {
trigger = {
religion = religion:hellenism_religion
}
localization_key = language_greek_name #Greek
}
text = {
trigger = {
always = yes

View file

@ -1998,224 +1998,4 @@ GameOverMessageNotableAchievements = {
dynasty = global_var:flag_restored_roman_empire.dynasty
}
}
text = {
localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_RESTORED_DUMNONIA_DESC
trigger = {
exists = global_var:flag_restored_dumnonia
dynasty = global_var:flag_restored_dumnonia.dynasty
}
}
text = {
localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_RESTORED_CAROLINGIAN_DESC
trigger = {
exists = global_var:flag_reformed_carolingian_empire
dynasty = global_var:flag_reformed_carolingian_empire.dynasty
}
}
text = {
localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_RESTORED_HOLY_ROMAN_EMPIRE_DESC
trigger = {
exists = global_var:restore_holy_roman_empire_decision
dynasty = global_var:restore_holy_roman_empire_decision.dynasty
}
}
text = {
localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_RESTORED_OLD_VASCONIA_DESC
trigger = {
exists = global_var:flag_restored_old_vasconia
dynasty = global_var:flag_restored_old_vasconia.dynasty
}
}
# Have you ever unified a kingdom/empire/etc.?
text = {
localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_UNIFICATION_SPANISH_DESC
trigger = {
exists = global_var:unite_the_spanish_thrones_decision
exists = global_var:unite_the_spanish_thrones_decision.dynasty
dynasty = global_var:unite_the_spanish_thrones_decision.dynasty
}
}
text = {
localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_UNIFICATION_SLAVS_DESC
trigger = {
exists = global_var:unite_the_slavs_decision
exists = global_var:unite_the_slavs_decision.dynasty
dynasty = global_var:unite_the_slavs_decision.dynasty
}
}
text = {
localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_UNIFICATION_SOUTHERN_SLAVS_DESC
trigger = {
exists = global_var:unite_the_southern_slavs_decision
exists = global_var:unite_the_southern_slavs_decision.dynasty
dynasty = global_var:unite_the_southern_slavs_decision.dynasty
}
}
text = {
localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_UNIFICATION_WESTERN_SLAVS_DESC
trigger = {
exists = global_var:unite_the_western_slavs_decision
exists = global_var:unite_the_western_slavs_decision.dynasty
dynasty = global_var:unite_the_western_slavs_decision.dynasty
}
}
text = {
localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_UNIFICATION_BURGUNDY_DESC
trigger = {
exists = global_var:flag_unified_burgundy_kingdom
exists = global_var:flag_unified_burgundy_kingdom.dynasty
dynasty = global_var:flag_unified_burgundy_kingdom.dynasty
}
}
text = {
localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_UNIFICATION_ITALY_DESC
trigger = {
exists = global_var:flag_unified_italian_empire
exists = global_var:flag_unified_italian_empire.dynasty
dynasty = global_var:flag_unified_italian_empire.dynasty
}
}
text = {
localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_UNIFICATION_AFRICA_DESC
trigger = {
exists = global_var:unite_africa_decision
exists = global_var:unite_africa_decision.dynasty
dynasty = global_var:unite_africa_decision.dynasty
}
}
# Have you ever formed/created/founded a kingdom/empire/etc.?
text = {
localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_PORTUGAL_DESC
trigger = {
exists = global_var:form_portugal_decision
dynasty = global_var:form_portugal_decision.dynasty
}
}
text = {
localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_CANARIAS_DESC
trigger = {
exists = global_var:declare_canarias_decision
dynasty = global_var:declare_canarias_decision.dynasty
}
}
text = {
localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_BOSNIA_DESC
trigger = {
exists = global_var:flag_founded_kingdom_of_bosnia
dynasty = global_var:flag_founded_kingdom_of_bosnia.dynasty
}
}
text = {
localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_ARMENIA_DESC
trigger = {
exists = global_var:flag_created_armenian_empire
dynasty = global_var:flag_created_armenian_empire.dynasty
}
}
text = {
localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_VIET_DESC
trigger = {
exists = global_var:flag_created_dai_viet_empire
dynasty = global_var:flag_created_dai_viet_empire.dynasty
}
}
text = {
localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_MAJAPAHIT_DESC
trigger = {
exists = global_var:flag_created_majapahit_empire
dynasty = global_var:flag_created_majapahit_empire.dynasty
}
}
text = {
localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_RYUKYU_DESC
trigger = {
exists = global_var:flag_created_ryukyu_empire
dynasty = global_var:flag_created_ryukyu_empire.dynasty
}
}
text = {
localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_SIAM_DESC
trigger = {
exists = global_var:flag_created_siam_kingdom
dynasty = global_var:flag_created_siam_kingdom.dynasty
}
}
text = {
localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_BRUNEI_KINGDOM_DESC
trigger = {
exists = global_var:flag_created_brunei_kingdom
dynasty = global_var:flag_created_brunei_kingdom.dynasty
}
}
text = {
localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_BRUNEI_EMPIRE_DESC
trigger = {
exists = global_var:flag_created_brunei_empire
dynasty = global_var:flag_created_brunei_empire.dynasty
}
}
text = {
localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_RUM_DESC
trigger = {
exists = global_var:flag_formed_rum_sultanate
dynasty = global_var:flag_formed_rum_sultanate.dynasty
}
}
text = {
localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_ISRAEL_DESC
trigger = {
exists = global_var:create_israel_kingdom
dynasty = global_var:create_israel_kingdom.dynasty
}
}
text = {
localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_OUTREMER_DESC
trigger = {
exists = global_var:flag_created_outremer_empire
dynasty = global_var:flag_created_outremer_empire.dynasty
}
}
text = {
localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_SWITZERLAND_DESC
trigger = {
exists = global_var:flag_formed_switzerland_kingdom
dynasty = global_var:flag_formed_switzerland_kingdom.dynasty
}
}
text = {
localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_AUSTRIA_DESC
trigger = {
exists = global_var:flag_formed_austria_kingdom
dynasty = global_var:flag_formed_austria_kingdom.dynasty
}
}
text = {
localization_key = SUCCESSION_EVENT_WINDOW_END_DATE_CREATED_ARAGON_DESC
trigger = {
exists = global_var:flag_formed_kingdom_of_aragon
dynasty = global_var:flag_formed_kingdom_of_aragon.dynasty
}
}
}

View file

@ -334,7 +334,7 @@ GetLearningBuilding = {
trigger = {
OR = {
has_culture = culture:levantine
has_faith = faith:ashari
has_faith = faith:aqlani
}
}
localization_key = building_type_petra_01
@ -351,7 +351,7 @@ GetLearningBuilding = {
text = {
trigger = {
OR = {
has_culture = culture:greek
culture = { has_cultural_pillar = heritage_greek }
has_faith = faith:orthodox
}
}
@ -361,7 +361,7 @@ GetLearningBuilding = {
trigger = {
OR = {
has_culture = culture:bedouin
has_faith = faith:ashari
has_faith = faith:aqlani
}
}
localization_key = building_type_holy_site_great_mosque_of_mecca_01

View file

@ -0,0 +1,590 @@
### Commission Artifact ###
commission_artifact_decision = {
picture = {
trigger = { culture = { has_graphical_east_asia_culture_group_trigger = yes } }
reference = "gfx/interface/illustrations/decisions/tgp_retire.dds"
}
picture = {
trigger = { government_has_flag = government_is_nomadic }
reference = "gfx/interface/illustrations/event_scenes/mpo_hunt_steppe.dds"
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_smith.dds"
}
cooldown = { days = standard_commission_artifact_cooldown_time }
sort_order = 100
is_shown = {
is_landed_or_landless_administrative = yes
highest_held_title_tier >= tier_county
exists = capital_province
}
is_valid_showing_failures_only = {
# Only valid for characters with an antiquarian.
employs_court_position = antiquarian_court_position
trigger_if = {
limit = {
government_has_flag = government_is_nomadic
}
custom_tooltip = {
text = commission_artifact_decision.nomad_requirements
NOR = {
has_character_modifier = mpo_artifact_material_modifier
culture ?= {
has_cultural_parameter = nomadic_metal_artifact_unlock
}
}
}
}
}
minimum_cost = {
# Matches the cost defined in 00_inspirations.txt
gold = {
value = basic_fund_inspiration_cost
if = {
limit = { # Estate discount bonus
domicile ?= { has_domicile_parameter = estate_reduce_commission_artifact_cost }
}
multiply = estate_reduce_commission_artifact_cost_value
}
else_if = {
limit = {
scope:commission_weapon ?= yes
domicile ?= { has_domicile_parameter = cheaper_commission_weapon_artifact_parameter_1 }
}
multiply = estate_reduce_commission_artifact_cost_value
}
else_if = {
limit = {
scope:commission_armor ?= yes
domicile ?= { has_domicile_parameter = cheaper_commission_armor_artifact_parameter_1 }
}
multiply = estate_reduce_commission_artifact_cost_value
}
else_if = {
limit = {
scope:commission_furniture ?= yes
domicile ?= { has_domicile_parameter = cheaper_commission_furniture_artifact_parameter_1 }
}
multiply = estate_reduce_commission_artifact_cost_value
}
if = {
limit = {
confederation ?= { has_cohesion_level_parameter = any_member_commission_and_inspiration_reduced }
}
multiply = {
value = 0.9
desc = CB_COHESION_PARAMETER_DISCOUNT
}
}
if = {
limit = {
has_character_modifier = mpo_artifact_material_modifier
}
multiply = 0
}
}
}
widget = {
gui = "decision_view_widget_commission_artifact"
controller = decision_option_list_controller
decision_to_second_step_button = "COMMISSION_ARTIFACT_DECISION_NEXT_STEP_BUTTON"
# Commission a Kris
item = {
value = commission_kris
current_description = {
desc = commission_artifact_decision_option_kris_desc
}
localization = {
desc = commission_artifact_decision_option_kris
}
icon = "gfx/interface/icons/artifact/kris.dds"
is_shown = {
culture = {
has_cultural_parameter = may_commission_kris
}
}
ai_chance = {
value = 0
if = {
limit = {
# Only make this choice if we don't already have an artifact of this type.
NOT = {
any_character_artifact = {
has_variable = is_kris
}
}
}
add = 5000
}
}
}
# Personal Artifacts are always valid to commission
item = {
value = commission_weapon
current_description = {
desc = commission_artifact_decision_option_weapon_desc
}
localization = {
desc = commission_artifact_decision_option_weapon
}
icon = "gfx/interface/icons/artifact/artifact_sword.dds"
ai_chance = {
value = 0
if = {
limit = {
# Only make this choice if we don't already have an artifact of this type.
NOT = {
any_character_artifact = {
artifact_slot_type = primary_armament
}
}
}
add = 100
}
}
}
item = {
value = commission_armor
current_description = {
desc = commission_artifact_decision_option_armor_desc
}
localization = {
desc = commission_artifact_decision_option_armor
}
icon = "gfx/interface/icons/artifact/artifact_armor.dds"
ai_chance = {
value = 0
if = {
limit = {
# Only make this choice if we don't already have an artifact of this type.
NOT = {
any_character_artifact = {
artifact_slot_type = armor
}
}
}
add = 100
}
}
}
item = {
value = commission_crown
current_description = {
desc = commission_artifact_decision_option_crown_desc
}
localization = {
desc = commission_artifact_decision_option_crown
}
icon = "gfx/interface/icons/artifact/artifact_crown.dds"
ai_chance = {
value = 0
if = {
limit = {
# Only make this choice if we don't already have an artifact of this type.
NOT = {
any_character_artifact = {
artifact_slot_type = helmet
}
}
}
add = 100
}
}
}
item = {
value = commission_regalia
current_description = {
desc = commission_artifact_decision_option_regalia_desc
}
localization = {
desc = commission_artifact_decision_option_regalia
}
icon = "gfx/interface/icons/artifact/artifact_regalia.dds"
is_valid = {
trigger_if = {
limit = {
government_has_flag = government_is_nomadic
}
custom_tooltip = {
text = commission_artifact_decision.nomad_requirements
NOT = {
has_character_modifier = mpo_artifact_material_modifier
}
}
}
}
ai_chance = {
value = 0
if = {
limit = {
# Only make this choice if we don't already have an artifact of this type.
NOT = {
any_character_artifact = {
artifact_slot_type = regalia
}
}
}
add = 100
}
}
}
# Court Artifacts only appear if you have the Royal Court DLC, and are only valid if you have an active Royal Court
item = {
value = commission_tapestry
is_shown = { has_dlc_feature = royal_court }
is_valid = {
has_royal_court = yes
trigger_if = {
limit = {
government_has_flag = government_is_nomadic
}
custom_tooltip = {
text = commission_artifact_decision.nomad_requirements
NOT = {
has_character_modifier = mpo_artifact_material_modifier
}
}
}
}
current_description = {
desc = commission_artifact_decision_option_tapestry_desc
}
localization = {
desc = commission_artifact_decision_option_tapestry
}
icon = "gfx/interface/icons/artifact/artifact_tapestry.dds"
ai_chance = {
value = 0
if = {
limit = {
has_royal_court = yes
has_dlc_feature = court_artifacts
# Only make this choice if we don't already have an artifact of this type.
NOR = {
any_character_artifact = {
artifact_slot_type = wall_big
}
any_character_artifact = {
artifact_slot_type = wall_small
}
}
}
add = 100
}
}
}
item = {
value = commission_furniture
is_shown = { has_dlc_feature = royal_court }
is_valid = {
has_royal_court = yes
trigger_if = {
limit = {
government_has_flag = government_is_nomadic
}
custom_tooltip = {
text = commission_artifact_decision.nomad_requirements
NOT = {
has_character_modifier = mpo_artifact_material_modifier
}
}
}
}
current_description = {
desc = commission_artifact_decision_option_furniture_desc
}
localization = {
desc = commission_artifact_decision_option_furniture
}
icon = "gfx/interface/icons/artifact/artifact_cabinet.dds"
ai_chance = {
value = 0
if = {
limit = {
has_royal_court = yes
has_dlc_feature = court_artifacts
# Only make this choice if we don't already have an artifact of this type.
NOT = {
any_character_artifact = {
artifact_slot_type = sculpture
}
}
}
add = 100
}
}
}
item = {
value = commission_book
is_shown = { has_dlc_feature = royal_court }
is_valid = {
has_royal_court = yes
trigger_if = {
limit = {
government_has_flag = government_is_nomadic
}
custom_tooltip = {
text = commission_artifact_decision.nomad_requirements
NOT = {
has_character_modifier = mpo_artifact_material_modifier
}
}
}
}
current_description = {
desc = commission_artifact_decision_option_book_desc
}
localization = {
desc = commission_artifact_decision_option_book
}
icon = "gfx/interface/icons/artifact/artifact_book.dds"
ai_chance = {
value = 0
if = {
limit = {
has_royal_court = yes
has_dlc_feature = court_artifacts
# Only make this choice if we don't already have an artifact of this type.
NOT = {
any_character_artifact = {
artifact_slot_type = book
}
}
}
add = 100
}
}
}
#Alchemy isn't included here since that inspiration is much more tied to the pursuit of knowledge initiated by the inspired person
}
effect = {
if = {
limit = {
any_court_position_holder = {
type = antiquarian_court_position
}
}
random_court_position_holder = {
type = antiquarian_court_position
save_scope_as = antiquarian
}
}
# Explanatory Tooltips
custom_tooltip = commission_artifact_decision_effect
if = {
limit = { has_dlc_feature = royal_court }
custom_description_no_bullet = {
text = commission_artifact_decision_warning_effect
}
}
if = {
limit = {
any_pool_character = {
province = root.capital_province
has_no_particular_noble_roots_trigger = yes
is_available_healthy_ai_adult = yes
NOR = {
exists = inspiration
has_trait = peasant_leader
}
}
}
random_pool_character = {
province = root.capital_province
limit = {
has_no_particular_noble_roots_trigger = yes
is_available_healthy_ai_adult = yes
NOR = {
exists = inspiration
has_trait = peasant_leader
}
}
save_scope_as = local_artisan
hidden_effect = {
add_character_modifier = local_artisan_modifier
}
}
}
else = {
# Artisan Generation
hidden_effect = {
create_character = {
template = local_artisan_template
location = root.capital_province
gender_female_chance = root_faith_dominant_gender_adjusted_female_chance
save_scope_as = local_artisan
}
scope:local_artisan = {
hidden_effect = {
add_character_modifier = local_artisan_modifier
}
}
}
}
hidden_effect = {
if = {
# Conditional exists to avoid false-positives during tooltip generation, but 'local_artisan' should always exist on execution!
limit = { exists = scope:local_artisan }
root = { add_courtier = scope:local_artisan }
scope:local_artisan = {
add_character_flag = local_artisan
switch = {
trigger = yes
scope:commission_kris = {
set_variable = {
name = artifact_weapon_type
value = flag:artifact_weapon_type_dagger
}
set_variable = is_inspiration_for_kris_dagger
create_inspiration = weapon_inspiration
}
scope:commission_weapon = { create_inspiration = weapon_inspiration }
scope:commission_armor = {
set_variable = {
name = force_armor
value = flag:force_armor_true
}
create_inspiration = armor_inspiration
}
scope:commission_crown = {
set_variable = {
name = artifact_smith_type
value = flag:smith_type_crown
}
create_inspiration = smith_inspiration
}
scope:commission_regalia = {
set_variable = {
name = artifact_smith_type
value = flag:smith_type_regalia
}
create_inspiration = smith_inspiration
}
scope:commission_tapestry = {
root = { trigger_event = fund_inspiration.0044 }
}
scope:commission_furniture = { create_inspiration = artisan_inspiration }
scope:commission_book = { create_inspiration = book_inspiration }
}
if = {
limit = { exists = inspiration }
inspiration = { save_scope_as = this_inspiration }
root = { sponsor_inspiration = scope:this_inspiration }
}
}
}
}
#Mandala Creation Aspect
if = {
limit = {
government_has_flag = government_is_mandala
house = { has_house_aspiration_parameter = aspect_of_creation }
is_house_head = yes
}
increment_variable_effect = {
VAR = num_commissioned_artifacts
VAL = 1
}
}
}
ai_check_interval_by_tier = {
barony = 0
county = 36
duchy = 36
kingdom = 36
empire = 36
hegemony = 36
}
ai_potential = {
is_at_war = no
ai_greed < medium_positive_ai_value
short_term_gold > ai_war_chest_desired_gold_value
war_chest_gold >= halved_ai_war_chest_gold_maximum
NOT = { has_variable = conqueror }
ai_should_focus_on_building_in_their_capital = no
}
ai_will_do = {
base = 100
modifier = {
factor = 0
has_royal_court = yes
any_character_artifact = {
artifact_slot_type = primary_armament
}
any_character_artifact = {
artifact_slot_type = armor
}
any_character_artifact = {
artifact_slot_type = helmet
}
any_character_artifact = {
artifact_slot_type = regalia
}
OR = {
any_character_artifact = {
artifact_slot_type = wall_big
}
any_character_artifact = {
artifact_slot_type = wall_small
}
}
any_character_artifact = {
artifact_slot_type = sculpture
}
any_character_artifact = {
artifact_slot_type = book
}
}
modifier = {
factor = 0
has_royal_court = no
any_character_artifact = {
artifact_slot_type = primary_armament
}
any_character_artifact = {
artifact_slot_type = armor
}
any_character_artifact = {
artifact_slot_type = helmet
}
any_character_artifact = {
artifact_slot_type = regalia
}
}
}
}

View file

@ -0,0 +1,273 @@
##################################################
# #Decisions
# diarch_attempt_to_overthrow_liege Diarch attempts to coup Liege
#
#############################################
# Attempt Overthrow of Liege
# by Ewan Cowhig Croft
#############################################
diarch_attempt_to_overthrow_liege = {
desc = diarch_attempt_to_overthrow_liege_desc
confirm_text = {
first_valid = {
triggered_desc = {
trigger = { scope:coup_prowess = yes }
desc = diarch_attempt_to_overthrow_liege_confirm.prowess
}
desc = diarch_attempt_to_overthrow_liege_confirm
}
}
selection_tooltip = diarch_attempt_to_overthrow_liege_tooltip
picture = {
trigger = {
NOR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_theocracy
top_liege ?= { government_has_flag = government_is_tribal }
top_liege ?= { government_has_flag = government_is_theocracy }
}
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
top_liege ?= {
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
capital_barony ?= title:b_constantinople
is_roman_emperor_primary_title_trigger = yes
}
}
}
}
reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds"
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_knight_kneeling.dds"
}
decision_group_type = major
is_shown = {
# If you're not in a diarchy, we don't care.
OR = {
AND = {
exists = liege
is_diarch_of_target = liege
}
is_designated_diarch = yes
}
}
is_valid = {
diarch_coup_attempt_is_valid_trigger = { LIEGE = root.liege }
# Extra condition for Vizier
trigger_if = {
limit = { has_diarchy_active_parameter = diarchy_is_vizierate }
prestige_level >= very_high_prestige_level
trigger_if = {
limit = {
exists = liege.house
house ?= liege.house
}
house = { has_house_unity_stage = antagonistic }
}
}
}
is_valid_showing_failures_only = {
diarch_coup_attempt_is_valid_showing_failure_only_trigger = { DIARCH = root }
}
widget = {
gui = "decision_view_widget_option_list_generic"
controller = decision_option_list_controller
decision_to_second_step_button = "diarch_attempt_to_overthrow_liege.second_step"
# Diplomacy Coup.
item = {
value = coup_diplomacy
current_description = diarch_attempt_to_overthrow_liege.tt.coup_diplomacy_desc
localization = diarch_attempt_to_overthrow_liege.tt.coup_diplomacy
icon = "gfx/interface/icons/message_feed/diplomacy.dds"
is_valid = { always = yes }
ai_chance = {
value = 0
# If this is our highest skill, weight it up.
if = {
limit = {
highest_skill = diplomacy
diplomacy >= prowess
}
add = 100
}
}
}
# Intrigue Coup.
item = {
value = coup_intrigue
current_description = diarch_attempt_to_overthrow_liege.tt.coup_intrigue_desc
localization = diarch_attempt_to_overthrow_liege.tt.coup_intrigue
icon = "gfx/interface/icons/message_feed/intrigue.dds"
is_valid = { always = yes }
ai_chance = {
value = 0
# If this is our highest skill, weight it up.
if = {
limit = {
highest_skill = intrigue
intrigue >= prowess
}
add = 100
}
}
}
# Prowess Coup.
item = {
value = coup_prowess
current_description = diarch_attempt_to_overthrow_liege.tt.coup_prowess_desc
localization = diarch_attempt_to_overthrow_liege.tt.coup_prowess
icon = "gfx/interface/icons/icon_prowess.dds"
is_valid = { always = yes }
ai_chance = {
value = 0
# If this is our highest skill, weight it up.
if = {
limit = {
prowess >= diplomacy
prowess >= martial
prowess >= stewardship
prowess >= intrigue
prowess >= learning
}
add = 100
}
}
}
}
effect = {
# Save some scopes for loc.
save_scope_as = usurper
liege = { save_scope_as = liege }
# Fire the misc assorted effects we want here & for the AI path.
diarch_coup_preamble_effects_effect = yes
# Right, so how does this work?
custom_tooltip = diarch_attempt_to_overthrow_liege.tt.coup_types
custom_tooltip = diarch_attempt_to_overthrow_liege.tt.liege_response
custom_tooltip = diarch_attempt_to_overthrow_liege.tt.liege_response.information_on_converting_councillors
custom_tooltip = diarch_attempt_to_overthrow_liege.tt.consequences
# Now, show what's gonna happen.
random_list = {
# If scope:liege accepts their fate, this can all end peacefully.
100 = {
desc = diarch_attempt_to_overthrow_liege.tt.liege_accepts
show_chance = no
# You take all top-tier titles.
custom_tooltip = diarch_attempt_to_overthrow_liege.tt.liege_accepts.usurp_targets.primary
# If there's a suitable kingdom title, you'll absorb that too.
## By suitable, we mean "one that has some lands within the sub-realm".
if = {
limit = {
liege = {
diarch_coup_attempt_grabbable_kingdom_trigger = { TARGET = root.liege }
}
}
custom_tooltip = diarch_attempt_to_overthrow_liege.tt.liege_accepts.usurp_targets.kingdom
}
# If they hold the de jure capital & its duchy, you'll take _those_, thank you.
if = {
limit = {
liege = {
any_held_title = {
diarch_coup_attempt_grabbable_capital_and_duchies_trigger = { TARGET = root.liege }
}
}
}
custom_tooltip = diarch_attempt_to_overthrow_liege.tt.liege_accepts.usurp_targets.capital
}
# Remaining lands stay with scope:liege.
custom_tooltip = diarch_attempt_to_overthrow_liege.tt.liege_accepts.keep_more_titles
custom_tooltip = diarch_attempt_to_overthrow_liege.tt.liege_accepts.remains_ruling
}
# If scope:liege puts up a fight and loses, you bust them down.
100 = {
desc = diarch_attempt_to_overthrow_liege.tt.liege_fights_and_loses
show_chance = no
# Most lands stay with scope:liege.
custom_tooltip = diarch_attempt_to_overthrow_liege.tt.liege_fights_and_loses.take_more_titles
custom_tooltip = diarch_attempt_to_overthrow_liege.tt.liege_fights_and_loses.may_lose_everything
}
# And if things go wrong?
## Diplomacy Coup.
100 = {
desc = diarch_attempt_to_overthrow_liege.tt.diplomacy_coup
show_chance = no
custom_tooltip = diarch_attempt_to_overthrow_liege.tt.win.liege_lives
custom_tooltip = diarch_attempt_to_overthrow_liege.tt.win.considered_merciful
custom_tooltip = diarch_attempt_to_overthrow_liege.tt.lose.usurper_captured
}
## Intrigue Coup.
100 = {
desc = diarch_attempt_to_overthrow_liege.tt.intrigue_coup
show_chance = no
custom_tooltip = diarch_attempt_to_overthrow_liege.tt.win.liege_captured
custom_tooltip = diarch_attempt_to_overthrow_liege.tt.lose.usurper_captured
}
## Prowess Coup.
100 = {
desc = diarch_attempt_to_overthrow_liege.tt.prowess_coup
show_chance = no
custom_tooltip = diarch_attempt_to_overthrow_liege.tt.win.liege_dies
custom_tooltip = diarch_attempt_to_overthrow_liege.tt.loss.usurper_dies
}
}
# Compile our final conspirator list.
diarch_finalise_conspirators_for_overthrow_list_effect = yes
# Send out the actual events.
liege = {
# Diplomacy.
if = {
limit = { scope:coup_diplomacy = yes }
trigger_event = diarchy.9001
}
# Intrigue.
if = {
limit = { scope:coup_intrigue = yes }
trigger_event = diarchy.9011
}
# Prowess.
if = {
limit = { scope:coup_prowess = yes }
trigger_event = diarchy.9021
}
}
}
cost = {
gold = {
value = major_gold_value
if = {
limit = {
has_character_flag = laid_coup_groundwork_flag
}
multiply = 0.1
}
}
prestige = {
value = 1000
if = {
limit = {
has_character_flag = laid_coup_groundwork_flag
}
multiply = 0.1
}
}
}
# The AI takes this via interaction, as we need to account for landless characters.
ai_check_interval = 0
# Handled via interaction.
ai_potential = { always = no }
}

View file

@ -0,0 +1,320 @@
### Create Cadet Branch ###
create_cadet_branch_decision = {
picture = {
trigger = {
government_is_japanese_trigger = yes
}
reference = "gfx/interface/illustrations/decisions/tgp_poet.dds"
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
}
decision_group_type = major
ai_check_interval_by_tier = {
barony = 0
county = 6
duchy = 6
kingdom = 6
empire = 6
hegemony = 6
}
is_shown = {
is_playable_character = yes
exists = house.house_head
is_house_head = no
highest_held_title_tier > tier_barony
NOR = {
government_has_flag = government_is_holy_order
government_has_flag = government_is_theocracy
AND = {
faith = { has_doctrine = doctrine_theocracy_temporal }
has_council_position = councillor_court_chaplain
}
AND = {
has_tgp_dlc_trigger = yes
tgp_is_in_ceremonial_house_trigger = yes
}
}
}
is_valid = {
is_adult = yes
government_allows = create_cadet_branches
# Must have living children of same house
custom_tooltip = {
text = create_cadet_branch_decision_living_children
any_child = {
count >= 1
is_alive = yes
house ?= root.house
}
}
# No direct descendant is liege or above
custom_tooltip = {
text = create_cadet_branch_decision_liege_is_descendant
any_liege_or_above_is_descendant = no
}
# If you are Clan, you cannot be in the same realm as your House Head. For simplicity, we'll just force you to be independent.
trigger_if = {
limit = {
government_has_flag = government_is_clan
}
top_liege = this
}
# If you are Administrative, we let the player create a new House much easier, as to have easy access to their own Family Title and Estate.
trigger_else_if = {
limit = { government_allows = administrative }
trigger_if = {
limit = {
is_ai = yes # We don't want the AI to create cadet branches willy nilly, so they have additional restrictions.
top_liege = house.house_head.top_liege # But we do want the AI to create a cadet branch ASAP if the house head is in a different realm
}
NOT = { is_close_or_extended_family_of = house.house_head }
custom_description = {
text = create_cadet_branch_decision_succession_line
house.house_head = {
NOT = {
any_held_title = {
place_in_line_of_succession = {
target = root
value <=3
}
}
}
}
}
}
# No triggers for players.
}
# For everyone else, you cannot be too close in the line of succession.
trigger_else = {
custom_description = {
text = create_cadet_branch_decision_succession_line
house.house_head = {
NOT = {
any_held_title = {
place_in_line_of_succession = {
target = root
value <= 3
}
}
}
}
}
}
# Marriage restrictions
trigger_if = {
limit = { is_male = yes }
trigger_if = {
limit = {
OR = {
is_married = yes
faith = { has_doctrine = doctrine_gender_female_dominated }
}
}
patrilinear_marriage = yes
}
}
trigger_else = {
trigger_if = {
limit = {
OR = {
is_married = yes
faith = { has_doctrine = doctrine_gender_male_dominated }
}
}
matrilinear_marriage = yes
}
}
# Monks need not apply
trigger_if = {
limit = { has_trait = devoted }
NOT = { has_trait = devoted }
}
trigger_if = {
limit = { has_trait = bastard }
NOT = { has_trait = bastard }
}
}
is_valid_showing_failures_only = {
is_available_adult = yes
is_playable_character = yes
}
effect = {
house.house_head ?= { save_scope_as = old_head }
if = {
limit = {
has_tgp_dlc_trigger = yes
culture = {
OR = {
has_cultural_pillar = language_japonic
has_name_list = name_list_yamato
}
}
}
add_character_flag = found_cadet_branch
trigger_event = tgp_japan_decision.9001
show_as_tooltip = {
create_cadet_branch = { save_scope_as = new_house }
if = {
limit = { government_allows = create_cadet_branches }
create_noble_family_effect = { GOVERNMENT_GIVER = scope:old_head }
}
}
}
else = {
found_cadet_house_decision_effect = {
CHARACTER = root
PRESTIGE = major_prestige_gain
}
}
}
ai_potential = {
exists = house.house_head
is_adult = yes
highest_held_title_tier > tier_barony
any_child = { is_alive = yes }
}
ai_will_do = {
base = 30
modifier = { # Dukes and above are more keen
add = 70
exists = primary_title
primary_title.tier > tier_county
}
modifier = { # Prefer to stay in liege's dynasty
add = -50
government_is_japanese_trigger = no
top_liege != this
any_liege_or_above = {
dynasty = root.dynasty
}
}
modifier = { # Childless rulers should not found houses
factor = 0
any_child = {
is_alive = yes
count < 3
}
}
modifier = { # Stop stealing player's house members
factor = 0
any_player = {
OR = {
any_child = {
OR = {
is_child_of = root
is_grandchild_of = root
is_great_grandchild_of = root
}
}
any_child = {
even_if_dead = yes
any_child = {
OR = {
is_child_of = root
is_grandchild_of = root
is_great_grandchild_of = root
}
}
}
any_child = {
even_if_dead = yes
any_child = {
even_if_dead = yes
any_child = {
OR = {
is_child_of = root
is_grandchild_of = root
is_great_grandchild_of = root
}
}
}
}
}
}
}
# we don't want AI to split from their House unless they dislike their house head
modifier = {
factor = 0
government_has_flag = government_is_clan
opinion = {
target = house.house_head
value >= -50
}
}
# If an admin top liege ever ends up having their house head in a different realm, they should create a cadet branch ASAP
modifier = {
add = 1000
government_allows = administrative
top_liege = this
this != house.house_head.top_liege
}
modifier = {
add = -250
years_from_game_start < 5
}
### TGP
modifier = { # Prefer not to branch away from ruling close family
government_is_japanese_trigger = yes
top_liege.primary_title = {
any_past_holder = { is_close_family_of = root }
}
add = -25
}
modifier = { # Prefer to branch away from leading house if distant to split up blocs
government_is_japanese_trigger = yes
is_landed = yes
top_liege.house = root.house
NOT = { is_close_or_extended_family_of = top_liege }
add = 50
}
modifier = { # Prefer to branch away from house head
government_is_japanese_trigger = yes
NOT = { is_close_or_extended_family_of = house.house_head }
add = 50
}
modifier = { # Ruler should not break family apart
government_is_japanese_trigger = yes
is_independent_ruler = yes
add = -1000
}
modifier = { # Close and extended family prefer to stay with Ritsuryo house heads
government_is_japanese_trigger = yes
government_allows = administrative
OR = {
is_close_or_extended_family_of = house.house_head
AND = {
top_liege.house ?= house
is_close_or_extended_family_of = top_liege
}
house.house_head = {
any_held_title = {
is_noble_family_title = yes
any_past_holder = { is_close_or_extended_family_of = root }
}
}
}
add = -1000
}
}
}

View file

@ -0,0 +1,619 @@

### Find a New Faith for Persia ###
adopt_a_new_faith_for_persia_decision = {
ai_check_interval_by_tier = {
barony = 0
county = 36
duchy = 12
kingdom = 12
empire = 12
hegemony = 12
}
picture = {
reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_foundation.dds"
}
sort_order = -20
decision_group_type = major
cooldown = { years = 30 }
is_shown = {
any_character_struggle = { is_struggle_type = persian_struggle }
is_landed = yes
has_trait = fp3_struggle_detractor
}
is_valid_showing_failures_only = {
faith.religion = religion:islam_religion
}
is_valid = {
}
widget = {
gui = "decision_view_widget_generic_multichoice_with_effects"
controller = decision_option_list_controller
decision_to_second_step_button = "CHOOSE_PERSIAN_FAITH"
show_from_start = yes
### imami
item = {
value = choose_imami
is_valid = {
NOT = { faith = faith:imami }
}
current_description = choose_imami_desc
localization = choose_imami_name
icon = "gfx/interface/icons/faith/imami.dds"
ai_chance = {
value = 0
if = {
limit = {
highest_held_title_tier >= tier_kingdom
ai_boldness >= 25
}
add = 20
}
if = {
limit = {
any_sub_realm_county = {
faith = faith:imami
}
}
add = 10
}
if = {
limit = {
exists = title:d_sunni.holder
opinion = {
target = title:d_sunni.holder
value < -20
}
}
add = 20
}
if = {
limit = {
any_independent_ruler = {
any_character_struggle = { is_struggle_type = persian_struggle }
faith = faith:imami
}
}
multiply = 4
}
}
}
### alevi
item = {
value = choose_alevi
is_valid = {
NOT = { faith = faith:alevi }
}
current_description = choose_alevi_desc
localization = choose_alevi_name
icon = "gfx/interface/icons/faith/alevi.dds"
ai_chance = {
value = 0
if = {
limit = {
any_sub_realm_county = {
faith = faith:alevi
}
}
add = 10
}
if = {
limit = {
exists = title:d_sunni.holder
opinion = {
target = title:d_sunni.holder
value < -20
}
culture = { has_cultural_pillar = heritage_turkic }
}
add = 50
}
if = {
limit = {
any_independent_ruler = {
any_character_struggle = { is_struggle_type = persian_struggle }
faith = faith:alevi
}
culture = { has_cultural_pillar = heritage_turkic }
}
multiply = 4
}
}
}
### nizari
item = {
value = choose_nizari
is_valid = {
NOT = { faith = faith:nizari }
}
current_description = choose_nizari_desc
localization = choose_nizari_name
icon = "gfx/interface/icons/faith/nizari.dds"
ai_chance = {
value = 0
if = {
limit = {
any_sub_realm_county = {
faith = faith:nizari
}
}
add = 10
}
if = {
limit = {
highest_held_title_tier >= tier_kingdom
ai_boldness >= 25
}
add = 10
}
if = {
limit = {
exists = title:d_sunni.holder
opinion = {
target = title:d_sunni.holder
value < -20
}
}
add = 20
}
if = {
limit = {
any_independent_ruler = {
any_character_struggle = { is_struggle_type = persian_struggle }
faith = faith:nizari
}
}
multiply = 4
}
}
}
### zayidi
item = {
value = choose_zayidi
is_valid = {
NOT = { faith = faith:zayidi }
}
current_description = choose_zayidi_desc
localization = choose_zayidi_name
icon = "gfx/interface/icons/faith/zayidi.dds"
ai_chance = {
value = 0
if = {
limit = {
any_sub_realm_county = {
faith = faith:zayidi
}
}
add = 10
}
if = {
limit = {
any_independent_ruler = {
any_character_struggle = { is_struggle_type = persian_struggle }
faith = faith:zayidi
piety_level >= 3
}
}
add = 100
}
if = {
limit = {
OR = {
culture = culture:daylamite
culture = { any_parent_culture_or_above = { this = culture:daylamite } }
}
}
add = 50
}
if = {
limit = {
any_independent_ruler = {
any_character_struggle = { is_struggle_type = persian_struggle }
faith = faith:zayidi
root = {
opinion = {
target = prev
value >= 20
}
}
}
}
add = 20
}
}
}
### Maturidi
item = {
value = choose_maturidi
is_valid = {
NOT = { faith = faith:maturidi }
}
current_description = choose_maturidi_desc
localization = choose_maturidi_name
icon = "gfx/interface/icons/faith/maturidi.dds"
ai_chance = {
value = 0
if = {
limit = {
any_sub_realm_county = {
count >= 4
faith = faith:maturidi
}
}
add = 5
}
if = {
limit = {
exists = title:d_sunni.holder
opinion = {
target = title:d_sunni.holder
value >= -20
}
}
add = 10
}
if = {
limit = {
any_independent_ruler = {
any_character_struggle = { is_struggle_type = persian_struggle }
faith = faith:maturidi
}
}
multiply = 2
}
if = {
limit = {
title:d_sunni.holder.faith ?= faith:maturidi
}
multiply = 0
}
}
}
### Mutazili
item = {
value = choose_mutazila
is_valid = {
NOT = { faith = faith:mutazila }
}
current_description = choose_mutazila_desc
localization = choose_mutazila_name
icon = "gfx/interface/icons/faith/mutazila.dds"
ai_chance = {
value = 0
if = {
limit = {
any_sub_realm_county = {
count >= 4
faith = faith:mutazila
}
}
add = 5
}
if = {
limit = {
exists = title:d_sunni.holder
opinion = {
target = title:d_sunni.holder
value >= -20
}
}
add = 10
}
if = {
limit = {
any_independent_ruler = {
any_character_struggle = { is_struggle_type = persian_struggle }
faith = faith:mutazila
}
}
multiply = 2
}
if = {
limit = {
title:d_sunni.holder.faith ?= faith:mutazila
}
multiply = 0
}
}
}
### azariqa
item = {
value = choose_azariqa
is_valid = {
NOT = { faith = faith:azariqa }
}
current_description = choose_azariqa_desc
localization = choose_azariqa_name
icon = "gfx/interface/icons/faith/azariqa.dds"
ai_chance = {
value = 0
if = { # If the Azariqa revolt is successful, then Azariqa will start to dominate!
limit = {
exists = faith:azariqa.religious_head
}
add = 100
}
if = { # Or if someone _truly_ fits the bill...
limit = {
ai_zeal >= 50
ai_boldness >= 75
OR = {
has_trait = vengeful
has_trait = peasant_leader
}
}
add = 10
}
}
}
### zurvanism (behafaridism)
item = {
value = choose_zurvanism
is_valid = {
NOT = { faith = faith:zurvanism }
has_trait = eccentric
}
current_description = choose_zurvanism_desc
localization = choose_zurvanism_name
icon = "gfx/interface/icons/faith/zurvanism.dds"
ai_chance = {
value = 100
}
}
}
effect = {
if = {
limit = { scope:choose_maturidi = yes }
if = {
limit = {
capital_county.faith = faith
}
capital_county = { set_county_faith = faith:maturidi }
}
show_as_tooltip = { set_character_faith = faith:maturidi }
hidden_effect = {
set_character_faith_with_conversion = faith:maturidi
}
faith:maturidi = {
change_fervor = {
value = 15
desc = fervor_gain_persian_fervor
}
}
}
else_if = {
limit = { scope:choose_mutazila = yes }
if = {
limit = {
capital_county.faith = faith
}
capital_county = { set_county_faith = faith:mutazila }
}
show_as_tooltip = { set_character_faith = faith:mutazila }
hidden_effect = {
set_character_faith_with_conversion = faith:mutazila
}
faith:mutazila = {
change_fervor = {
value = 15
desc = fervor_gain_persian_fervor
}
}
}
else_if = {
limit = { scope:choose_imami = yes }
if = {
limit = {
capital_county.faith = faith
}
capital_county = { set_county_faith = faith:imami }
}
show_as_tooltip = { set_character_faith = faith:imami }
hidden_effect = {
set_character_faith_with_conversion = faith:imami
}
faith:imami = {
change_fervor = {
value = 15
desc = fervor_gain_persian_fervor
}
}
}
else_if = {
limit = { scope:choose_alevi = yes }
if = {
limit = {
capital_county.faith = faith
}
capital_county = { set_county_faith = faith:alevi }
}
show_as_tooltip = { set_character_faith = faith:alevi }
hidden_effect = {
set_character_faith_with_conversion = faith:alevi
}
faith:alevi = {
change_fervor = {
value = 15
desc = fervor_gain_persian_fervor
}
}
}
else_if = {
limit = { scope:choose_nizari = yes }
if = {
limit = {
capital_county.faith = faith
}
capital_county = { set_county_faith = faith:nizari }
}
show_as_tooltip = { set_character_faith = faith:nizari }
hidden_effect = {
set_character_faith_with_conversion = faith:nizari
}
faith:nizari = {
change_fervor = {
value = 15
desc = fervor_gain_persian_fervor
}
}
}
else_if = {
limit = { scope:choose_zayidi = yes }
if = {
limit = {
capital_county.faith = faith
}
capital_county = { set_county_faith = faith:zayidi }
}
show_as_tooltip = { set_character_faith = faith:zayidi }
hidden_effect = {
set_character_faith_with_conversion = faith:zayidi
}
faith:zayidi = {
change_fervor = {
value = 15
desc = fervor_gain_persian_fervor
}
}
}
else_if = {
limit = { scope:choose_azariqa = yes }
if = {
limit = {
capital_county.faith = faith
}
capital_county = { set_county_faith = faith:azariqa }
}
show_as_tooltip = { set_character_faith = faith:azariqa }
hidden_effect = {
set_character_faith_with_conversion = faith:azariqa
}
faith:azariqa = {
change_fervor = {
value = 15
desc = fervor_gain_persian_fervor
}
}
}
else_if = {
limit = { scope:choose_zurvanism = yes }
if = {
limit = {
capital_county.faith = faith
}
capital_county = { set_county_faith = faith:zurvanism }
}
show_as_tooltip = { set_character_faith = faith:zurvanism }
hidden_effect = {
set_character_faith_with_conversion = faith:zurvanism
}
faith:zurvanism = {
change_fervor = {
value = 15
desc = fervor_gain_persian_fervor
}
}
}
capital_county = {
add_county_modifier = {
modifier = religious_settler_influx
years = 25
}
}
if = {
limit = {
any_character_struggle = {
involvement = involved
phase_has_catalyst = catalyst_ruler_chooses_persian_faith
}
}
every_character_struggle = {
involvement = involved
limit = {
phase_has_catalyst = catalyst_ruler_chooses_persian_faith
}
activate_struggle_catalyst = {
catalyst = catalyst_ruler_chooses_persian_faith
character = root
}
}
}
}
cost = {
piety = {
value = major_piety_value
}
}
ai_potential = {
highest_held_title_tier >= tier_county
title:d_sunni.holder.faith ?= faith
is_landed = yes
is_at_war = no
}
ai_will_do = {
base = 20
modifier = {
add = {
value = ai_zeal
multiply = -0.5
}
}
modifier = {
add = -20
has_trait = craven
}
modifier = {
add = 20
has_trait = ambitious
}
modifier = {
add = -20
NOT = {
any_character_struggle = {
involvement = involved
phase_has_catalyst = catalyst_ruler_chooses_persian_faith
}
}
}
modifier = {
add = 20
any_character_struggle = {
involvement = involved
phase_has_catalyst = catalyst_ruler_chooses_persian_faith
}
}
modifier = {
add = 40
top_liege = this
any_character_struggle = {
involvement = involved
phase_has_catalyst = catalyst_ruler_chooses_persian_faith
}
}
}
}

View file

@ -0,0 +1,305 @@
### Invite Knights ###
invite_knights_decision = {
picture = {
trigger = { government_is_japanese_trigger = yes }
reference = "gfx/interface/illustrations/men_at_arms_big/japanese_horse_archers.dds"
}
picture = {
trigger = { culture = { has_graphical_east_asia_culture_group_trigger = yes } }
reference = "gfx/interface/illustrations/men_at_arms_big/heavy_cavalry_asia.dds"
}
picture = {
trigger = { culture = { has_graphical_india_culture_group_trigger = yes } }
reference = "gfx/interface/illustrations/decisions/hindu_soldiers.dds"
}
picture = {
trigger = {
NOT = { government_has_flag = government_is_nomadic }
}
reference = "gfx/interface/illustrations/decisions/decision_invite_knights.dds"
}
picture = {
trigger = {
government_has_flag = government_is_nomadic
}
reference = "gfx/interface/illustrations/decisions/mpo_decision_confederation.dds"
}
desc = invite_knights_decision_desc
ai_check_interval = 0
decision_group_type = courtier
cooldown = { years = invite_knights_decision_cooldown_value }
is_shown = {
is_landless_adventurer = no
max_number_of_knights > 0
}
is_valid = {
trigger_if = {
limit = {
government_has_flag = government_is_nomadic
}
domicile ?= {
has_domicile_building_or_higher = character_warfare_yurt_01
}
}
}
effect = {
#A flag to increase weights for knights in regular guest invites
add_character_flag = {
flag = invite_knights_decision_active
years = 3
}
#A counter for the free "extra knights", will be reduced by 1 for every extra knight and extra knights stops when it reaches 0
set_variable = {
name = number_of_invite_knights_countdown
value = 3 #If this number changes make sure the tooltips change
days = 1000
}
if = {
limit = {
culture = {
has_cultural_parameter = frugal_blacksmith_better_invite_knight_decision
}
}
change_variable = {
name = number_of_invite_knights_countdown
add = 2
}
}
trigger_event = {
id = minor_decisions.0001
days = { 20 40 }
}
#Effect tooltip
if = {
limit = { culture = { has_cultural_parameter = martial_custom_male_only_combatant } }
custom_tooltip = invite_knights_decision.men.tt
}
else_if = {
limit = { culture = { has_cultural_parameter = martial_custom_female_only_combatant } }
custom_tooltip = invite_knights_decision.women.tt
}
else = {
custom_tooltip = invite_knights_decision.warriors.tt
}
}
cost = {
prestige = {
value = medium_prestige_value
if = {
limit = {
root.culture = {
has_cultural_parameter = frugal_blacksmith_cheaper_invite_knight_decision
}
}
multiply = 0.5
}
# Dynasty Legacies
if = {
limit = {
dynasty ?= { has_dynasty_perk = ep2_activities_legacy_5 }
involved_activity ?= { has_activity_type = activity_tournament }
}
multiply = 0
}
}
}
ai_potential = {
always = no
}
ai_will_do = {
base = 0
}
}
### Invite Claimants ###
invite_claimants_decision = {
picture = {
trigger = { culture = { has_graphical_east_asia_culture_group_trigger = yes } }
reference = "gfx/interface/illustrations/event_scenes/tgp_asia_estate.dds"
}
picture = {
trigger = { culture = { has_graphical_india_culture_group_trigger = yes } }
reference = "gfx/interface/illustrations/decisions/hindu_religious.dds"
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
}
ai_check_interval = 0
desc = invite_claimants_decision_desc
decision_group_type = courtier
cooldown = { days = 3650 }
is_shown = {
is_landed_or_landless_administrative = yes
primary_title.tier > tier_county
NOT = { government_has_flag = government_is_nomadic }
}
effect = {
#A flag to increase weights for claimants in regular guest invites
add_character_flag = {
flag = invite_claimants_decision_active
days = 1825
}
#A counter for the free "extra claimants", will be reduced by 1 for every extra claimant and extra claimants stops when it reaches 0
set_variable = {
name = number_of_invite_claimants_countdown
value = 3 #If this number changes make sure the tooltips change
days = 1825
}
trigger_event = {
id = minor_decisions.0002
days = { 20 40 }
}
#Effect tooltip
custom_tooltip = invite_claimants_decision.tt
}
cost = { prestige = invite_claimants_decision_prestige_value }
ai_potential = {
always = no
}
ai_will_do = {
base = 0
}
}
### Scrape the Barrel ###
scrape_the_barrel_decision = {
picture = {
trigger = {
NOR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_theocracy
top_liege ?= { government_has_flag = government_is_tribal }
top_liege ?= { government_has_flag = government_is_theocracy }
}
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
top_liege ?= {
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
capital_barony ?= title:b_constantinople
is_roman_emperor_primary_title_trigger = yes
}
}
}
}
reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds"
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_knight_kneeling.dds"
}
ai_check_interval = 0
sort_order = 80
desc = scrape_the_barrel_decision_desc
decision_group_type = courtier
cooldown = { years = 2 }
is_shown = {
is_landed_or_landless_administrative = yes
has_royal_court = yes
has_dlc_feature = royal_court
court_grandeur_current_level <= 4
}
effect = {
trigger_event = minor_decisions.0003
#Effect tooltip
custom_tooltip = scrape_the_barrel_decision.tt
}
cost = { prestige = 150 }
ai_potential = {
OR = {
has_trait = humble
has_trait = ambitious
has_trait = deviant
has_trait = intellect_bad
}
}
ai_will_do = {
base = 10
modifier = {
add = 10
has_trait = humble
}
modifier = {
add = 10
has_trait = ambitious
}
modifier = {
add = 10
has_trait = deviant
}
modifier = {
add = 10
has_trait = intellect_bad
}
}
}
### Invite Poets ###
invite_poets_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_recruitment.dds"
}
desc = invite_poets_decision_desc
ai_check_interval = 0
decision_group_type = courtier
cooldown = { years = 10 }
is_shown = {
employs_court_position = laureate_camp_officer
}
effect = {
#A counter for the free "extra poets", will be reduced by 1 for every extra poet and extra poets stops when it reaches 0
set_variable = {
name = number_of_invite_poets_countdown
value = 3 #If this number changes make sure the tooltips change
days = 1000
}
trigger_event = {
id = minor_decisions.0004
days = { 1 2 }
}
#Effect tooltip
custom_tooltip = invite_poets_decision.tt
}
cost = {
prestige = {
value = minor_prestige_value
}
gold = {
value = minor_gold_value
}
}
ai_potential = {
always = no
}
ai_will_do = {
base = 0
}
}

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@ -0,0 +1,485 @@
### Found Holy Order ###
create_holy_order_decision = {
picture = {
trigger = {
culture = { has_graphical_east_asia_culture_group_trigger = yes }
}
reference = "gfx/interface/illustrations/holding_types/tgp_chinese_pagoda.dds"
}
picture = {
trigger = {
culture = { has_graphical_india_culture_group_trigger = yes }
}
reference = "gfx/interface/illustrations/holding_types/tgp_castle_se_asia.dds"
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
}
decision_group_type = major
ai_goal = yes
is_shown = {
is_landed = yes
NOR = {
faith = {
has_doctrine = special_doctrine_immaterial_harmony
}
faith = {
any_faith_holy_order = {
holy_order_patron = root
save_temporary_scope_as = order
}
}
}
# Jomsvikings should use their special decision if appropriate.
trigger_if = {
limit = { has_fp1_dlc_trigger = yes }
faith = {
NOT = { fp1_valid_norse_faith_for_jomsvikings_trigger = yes }
}
}
trigger_if = {
limit = {
any_character_struggle = {
involvement = involved
has_struggle_phase_parameter = holy_order_can_be_created_by_dukes
}
highest_held_title_tier >= tier_duchy
}
NOT = {
any_sub_realm_barony = {
is_under_holy_order_lease = yes
}
}
}
OR = {
AND = {
any_character_struggle = {
involvement = involved
has_struggle_phase_parameter = holy_order_can_be_created_by_dukes
}
highest_held_title_tier >= tier_duchy
}
highest_held_title_tier >= tier_kingdom
any_held_county = {
any_in_de_jure_hierarchy = {
barony_is_valid_for_holy_order_lease_trigger = { CHARACTER = root }
}
}
}
}
widget = {
controller = create_holy_order
barony_valid = {
trigger_if = {
limit = { exists = this }
barony_is_valid_for_holy_order_lease_trigger = { CHARACTER = scope:ruler }
}
trigger_else = {
custom_description = {
text = "has_holy_order_barony_selected"
always = no
}
}
}
}
is_valid_showing_failures_only = {
is_available_adult = yes
is_at_war = no
}
is_valid = {
trigger_if = {
limit = {
any_character_struggle = {
involvement = involved
has_struggle_phase_parameter = holy_order_can_be_created_by_dukes
}
}
highest_held_title_tier >= tier_duchy
}
trigger_else = {
custom_description = {
text = "is_king_or_emperor"
highest_held_title_tier >= tier_kingdom
}
}
custom_description = {
text = "has_two_castle_county"
any_held_county = {
any_in_de_jure_hierarchy = {
barony_is_valid_for_holy_order_lease_trigger = { CHARACTER = root }
}
}
}
trigger_if = {
limit = {
exists = faith.religious_head
root != root.faith.religious_head
}
faith.religious_head = {
opinion = {
target = root
value >= {
value = 0
if = {
limit = { is_ai = no }
add = high_positive_opinion
}
}
}
}
}
trigger_if = {
limit = {
is_ai = yes
}
piety_level >= 1
}
trigger_else = {
piety_level >= 3
}
}
cost = {
gold = {
value = 0
if = {
limit = {
has_treasury = no
}
add = holy_order_gold_cost
}
}
treasury = {
value = 0
if = {
limit = {
has_treasury = yes
}
add = holy_order_gold_cost
}
}
piety = {
value = holy_order_piety_cost
}
}
effect = {
custom_tooltip = create_holy_order_decision_effect_message
if = { # If you have no valid barony this will throw errors when you open the decision - we add this check to avoid that
limit = {
exists = scope:barony
}
hidden_effect = {
if = {
limit = { scope:barony.holder != root }
create_title_and_vassal_change = {
type = leased_out
save_scope_as = change
add_claim_on_loss = no
}
scope:barony = {
change_title_holder_include_vassals = {
holder = root
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
}
}
create_character = {
template = holy_order_leader_character
location = scope:barony.title_province
save_scope_as = leader
}
create_holy_order_neutral_effect = {
LEADER = scope:leader
CAPITAL = scope:barony
NEW_HO_SCOPE = new_holy_order
FOUNDER = root
}
}
create_holy_order_effect = yes
}
ai_potential = {
highest_held_title_tier >= tier_kingdom
is_playable_character = yes
OR = {
any_held_title = {
title_tier = barony
barony_is_valid_for_holy_order_lease_trigger = { CHARACTER = root }
}
any_vassal = {
primary_title.tier = tier_barony
any_held_title = {
barony_is_valid_for_holy_order_lease_trigger = { CHARACTER = root }
}
}
}
}
ai_will_do = {
base = 200
modifier = {
add = {
faith = {
# Don't create more than 5 holy orders for a faith
every_faith_holy_order = {
subtract = 40
}
}
}
}
modifier = {
government_has_flag = government_is_mandala
add = -150
}
}
}
### Borrow Gold from Holy Order ###
borrow_from_holy_order_decision = { #by Linnéa Thimrén
picture = {
trigger = {
culture = { has_graphical_india_culture_group_trigger = yes }
}
reference = "gfx/interface/illustrations/decisions/hindu_religious.dds"
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_spend_money.dds"
}
desc = borrow_from_holy_order_decision_desc
selection_tooltip = borrow_from_holy_order_decision_tooltip
ai_check_interval_by_tier = {
barony = 0
county = 72
duchy = 72
kingdom = 72
empire = 72
hegemony = 72
}
cost = {
piety = 50
}
cooldown = { days = 5475 }
is_shown = {
is_playable_character = yes
highest_held_title_tier > tier_barony
faith = {
any_faith_holy_order = { count >= 1 } #Your faith must have a Holy Order
}
# cannot already have a loan - keep it simple
NOR = {
exists = var:loan_amount_owed
exists = var:loan_holder
}
}
is_valid_showing_failures_only = {
is_available = yes
custom_description = {
text = borrow_from_holy_order_gold_condition
faith = {
any_faith_holy_order = {
leader = {
gold >= holy_order_gold_value
NOT = {
has_any_bad_relationship_with_character_trigger = { CHARACTER = root }
}
}
}
}
}
}
effect = {
hidden_effect = {
faith = {
random_faith_holy_order = {
limit = {
leader = {
gold >= holy_order_gold_value
NOT = {
has_any_bad_relationship_with_character_trigger = { CHARACTER = root }
}
}
}
leader = { save_scope_as = recipient }
save_scope_as = order
}
}
trigger_event = holy_order.0200
}
custom_tooltip = borrow_from_holy_order_decision_effect_tooltip
}
ai_potential = {
always = yes
}
ai_will_do = {
base = 50
ai_value_modifier = {
ai_zeal = -0.5
}
ai_value_modifier = {
ai_greed = 0.5
}
}
}
### Revoke Holy Order Lease ###
cancel_holy_order_lease_decision = {
picture = {
trigger = {
culture = { has_graphical_india_culture_group_trigger = yes }
}
reference = "gfx/interface/illustrations/decisions/hindu_soldiers.dds"
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
faith = {
faith_hostility_level = {
target = scope:barony.lessee_title.holder.faith
value >= faith_hostile_level
}
}
}
desc = cancel_holy_order_lease_hostile_decision_desc
}
desc = cancel_holy_order_lease_decision_desc
}
}
ai_check_interval_by_tier = {
barony = 0
county = 36
duchy = 36
kingdom = 36
empire = 36
hegemony = 36
}
is_shown = {
is_landless_adventurer = no
is_playable_character = yes
any_sub_realm_barony = {
barony_is_valid_for_holy_order_lease_cancellation_trigger = { ACTOR = root }
}
}
widget = {
controller = revoke_holy_order_lease
barony_valid = {
trigger_if = {
limit = { exists = this }
barony_is_valid_for_holy_order_lease_cancellation_trigger = { ACTOR = root }
}
trigger_else = {
custom_description = {
text = "has_holy_order_barony_selected"
always = no
}
}
}
}
is_valid_showing_failures_only = {
is_available_adult = yes
is_at_war = no
}
effect = {
revoke_holy_order_lease_effect = {
CHARACTER = root
TARGET = scope:barony.lessee
BARONY = scope:barony
}
hidden_effect = {
#Message is sent through the on_holy_order_destroyed on_action instead!
#send_interface_toast = {
# type = holy_order_founded_message
# desc = i_created_holy_order_message
# left_icon = scope:leader
# right_icon = scope:new_holy_order.title
#}
#save_scope_as = holy_order_creator
#every_ruler = {
# limit = {
# faith = scope:holy_order_creator.faith
# this != scope:holy_order_creator
# }
# send_interface_message = {
# type = holy_order_founded_message
# desc = someone_created_holy_order_message
# left_icon = scope:holy_order_creator
# right_icon = scope:new_holy_order.title
# }
#}
#every_neighboring_top_liege_realm_owner = {
# limit = {
# faith != scope:holy_order_creator.faith
# }
# send_interface_message = {
# type = enemy_holy_order_founded_message
# desc = other_faith_neighbor_created_holy_order_message
# left_icon = scope:holy_order_creator
# right_icon = scope:new_holy_order.title
# }
#}
}
}
ai_potential = {
is_playable_character = yes
highest_held_title_tier >= tier_county
any_sub_realm_barony = {
county.holder = { is_ai = yes }
is_under_holy_order_lease = yes
}
}
ai_will_do = {
base = 0
# revoke titles leased to holy orders of the wrong faith
modifier = {
add = 100
exists = scope:barony.lessee
scope:barony.lessee.faith != root.faith
}
# Revoke if cynical
modifier = {
add = 100
ai_zeal <= -50
exists = scope:barony.lessee
NOT = {
any_patroned_holy_order = {
leader = {
this = scope:barony.lessee
}
}
}
}
}
}

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@celibacy_cooldown_time = 365
@sale_of_titles_cooldown_time = 1825
@sale_of_titles_prestige_cost = 500
@extort_subjects_cooldown_time = 1825
@commission_epic_cooldown_time = 3650
@hold_mystical_communion_cooldown_time = 1825
@draw_maps_cooldown_time = 1825
@local_adjudicate_cooldown_time = 1825
### Embrace Celibacy
# by Petter Vilberg
# Unlocked by: Restraint
### Embrace Celibacy ###
embrace_celibacy_decision = {
ai_check_interval = 0
picture = {
reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds"
}
desc = embrace_celibacy_decision_desc
selection_tooltip = embrace_celibacy_decision_tooltip
cooldown = { days = @celibacy_cooldown_time }
is_shown = {
has_perk = restraint_perk
NOT = { has_trait = celibate }
}
is_valid_showing_failures_only = {
NOR = {
has_trait = lifestyle_reveler
has_trait = seducer
}
is_adult = yes
}
is_valid = {
has_perk = restraint_perk
}
effect = {
send_interface_toast = {
type = event_toast_effect_neutral
title = msg_became_celibate
left_icon = root
add_trait = celibate
}
stress_impact = {
lustful = major_stress_impact_gain
lifestyle_reveler = medium_stress_impact_gain
}
# If you have a legend maybe we change it?
if = {
limit = {
has_legend_chapter_trigger = { CHAPTER = motivation }
}
random = {
chance = 75
send_interface_toast = {
title = legend_chapter_change_toast
left_icon = root
promoted_legend = {
set_legend_chapter = {
name = motivation
localization_key = legend_chapter_motivation_celibacy
}
}
}
}
}
}
ai_potential = {
always = no
}
ai_will_do = {
base = 0
}
}
### Abandon Celibacy
# by Petter Vilberg
# Unlocked by: Restraint
### Abandon Celibacy ###
abandon_celibacy_decision = {
ai_check_interval = 0
picture = {
reference = "gfx/interface/illustrations/decisions/decision_misc.dds"
}
desc = abandon_celibacy_decision_desc
selection_tooltip = abandon_celibacy_decision_tooltip
cooldown = { days = @celibacy_cooldown_time }
is_shown = {
has_perk = restraint_perk
has_trait = celibate
}
is_valid_showing_failures_only = {
is_adult = yes
}
is_valid = {
has_perk = restraint_perk
}
effect = {
send_interface_toast = {
type = event_toast_effect_neutral
title = msg_stopped_being_celibate
left_icon = root
remove_trait = celibate
}
}
ai_potential = {
always = no
}
ai_will_do = {
base = 0
}
}
### Sale of Titles
# by Petter Vilberg
# Unlocked by: At Any Cost
### Sell Trivial Titles ###
sale_of_titles_decision = {
picture = {
trigger = {
culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
reference = "gfx/interface/illustrations/decisions/tgp_debate.dds"
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_spend_money.dds"
}
desc = sale_of_titles_decision_desc
selection_tooltip = sale_of_titles_decision_tooltip
cooldown = { days = @sale_of_titles_cooldown_time }
is_shown = {
is_landed = yes
OR = {
has_perk = at_any_cost_perk
AND = {
highest_held_title_tier >= tier_kingdom
any_character_struggle = {
involvement = involved
has_struggle_phase_parameter = unlocks_sell_minor_title_for_kings_and_higher
}
}
}
}
is_valid_showing_failures_only = {
is_available_adult = yes
}
is_valid = {
OR = {
has_perk = at_any_cost_perk
AND = {
highest_held_title_tier >= tier_kingdom
any_character_struggle = {
involvement = involved
has_struggle_phase_parameter = unlocks_sell_minor_title_for_kings_and_higher
}
}
}
}
cost = {
prestige = @sale_of_titles_prestige_cost
}
effect = {
hidden_effect = {
random = {
chance = 2
modifier = {
add = 3
has_trait = greedy
}
send_interface_toast = {
type = event_toast_effect_neutral
title = sell_titles_nickname_gained
left_icon = root
set_nickname_effect = {
NICKNAME = nick_the_greedy
}
}
}
}
add_gold = major_gold_value
custom_tooltip = sale_of_titles_side_effects_tt
trigger_event = {
on_action = sell_titles_side_effect_events
days = 5
}
}
ai_check_interval_by_tier = {
barony = 0
county = 72
duchy = 72
kingdom = 72
empire = 72
hegemony = 72
}
ai_potential = {
OR = {
ai_greed >= medium_positive_ai_value
gold < medium_gold_value
}
}
ai_will_do = {
base = 30
modifier = {
add = 70
ai_greed >= high_positive_ai_value
}
}
}
### Extort Subjects
# by Petter Vilberg
# Unlocked by: It Is MY Domain
### Extort Subjects ###
extort_subjects_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_spend_money.dds"
}
desc = extort_subjects_decision_desc
selection_tooltip = extort_subjects_decision_tooltip
cooldown = { days = @extort_subjects_cooldown_time }
is_shown = {
is_landless_adventurer = no
OR = {
has_perk = it_is_my_domain_perk
has_character_modifier = fp3_justification_for_taxation_modifier
has_character_modifier = fp3_excuses_for_extortion_modifier
}
}
is_valid_showing_failures_only = {
is_landed = yes
is_available_adult = yes
custom_description = {
text = has_count_vassals_or_higher
any_vassal = {
highest_held_title_tier >= tier_county
}
}
}
is_valid = {
OR = {
has_perk = it_is_my_domain_perk
has_character_modifier = fp3_justification_for_taxation_modifier
has_character_modifier = fp3_excuses_for_extortion_modifier
}
}
effect = {
custom_description = {
text = extort_subjects_effect
}
trigger_event = {
id = subject_extortion.9999
days = { 3 5 }
}
stress_impact = {
generous = major_stress_gain
}
}
ai_check_interval_by_tier = {
barony = 0
county = 72
duchy = 72
kingdom = 72
empire = 72
hegemony = 72
}
ai_potential = {
ai_greed >= medium_positive_ai_value
OR = {
ai_honor <= medium_negative_ai_value
ai_greed >= 100
}
}
ai_will_do = {
base = 10
modifier = {
add = 45
ai_greed >= high_positive_ai_value
}
modifier = {
add = 45
ai_honor <= high_negative_ai_value
}
}
}
### Commission Epic
# by Petter Vilberg
# Unlocked by: Making History
### Commission Epic ###
commission_epic_decision = {
picture = {
trigger = {
culture = { has_graphical_mediterranean_culture_group_trigger = yes }
}
reference = "gfx/interface/illustrations/event_scenes/ep3_medi_study.dds"
}
picture = {
trigger = {
culture = { has_building_gfx = japanese_building_gfx } #Just Japan
}
reference = "gfx/interface/illustrations/event_scenes/tgp_study_japan.dds"
}
picture = {
trigger = {
culture = { has_graphical_east_asia_culture_group_trigger = yes } #Rest of East Asia
}
reference = "gfx/interface/illustrations/event_scenes/tgp_study_asia.dds"
}
picture = {
trigger = {
culture = { has_graphical_india_culture_group_trigger = yes }
}
reference = "gfx/interface/illustrations/event_scenes/bp2_study_indian.dds"
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
}
desc = commission_epic_decision_desc
selection_tooltip = commission_epic_decision_tooltip
cooldown = { days = @commission_epic_cooldown_time }
is_shown = {
is_landed = yes
exists = house
OR = {
has_perk = writing_history_perk
AND = {
top_liege = this
any_character_struggle = {
involvement = involved
has_struggle_phase_parameter = unlocks_epic_commission_for_independent_rulers
}
}
}
is_landless_adventurer = no
}
is_valid_showing_failures_only = {
is_available_adult = yes
}
cost = {
gold = medium_gold_value
}
effect = {
custom_description_no_bullet = {
text = "commission_epic_once_complete_effect"
}
show_as_tooltip = {
add_prestige = medium_prestige_gain
custom_tooltip = commission_epic_artifact_tt
}
custom_description_no_bullet = {
text = "commission_epic_potential_cost_effect"
}
trigger_event = commission_epic.0001
}
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 120
kingdom = 120
empire = 120
hegemony = 120
}
ai_potential = {
short_term_gold >= major_gold_value
}
ai_will_do = {
base = 100
}
}
### Hold Mystical Communion
### Hold Mystical Communion ###
hold_mystical_communion_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
}
desc = hold_mystical_communion_decision_desc
selection_tooltip = hold_mystical_communion_decision_tooltip
cooldown = { days = @hold_mystical_communion_cooldown_time }
is_shown = {
is_playable_character = yes
has_trait = lifestyle_mystic
}
is_valid_showing_failures_only = {
is_available_adult = yes
}
is_valid = {
has_trait = lifestyle_mystic
}
cost = {
piety = medium_piety_value
}
effect = {
show_as_tooltip = {
mystical_communion_outcome_effect = yes
}
custom_tooltip = hold_mystical_communion_side_effects_tt
hidden_effect = {
random_list = {
50 = {
trigger_event = {
id = mystic_lifestyle.0001
days = 3
}
}
50 = {
trigger_event = {
on_action = mystic_communion_side_effect_events
days = 3
}
}
}
}
}
ai_check_interval_by_tier = {
barony = 0
county = 120
duchy = 120
kingdom = 120
empire = 120
hegemony = 120
}
ai_potential = {
always = yes
}
ai_will_do = {
base = 100
}
}
### Local Arbitration
# Unlocked by: Local Arbitration Perk
### Local Arbitration ###
local_arbitration_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_concession.dds"
}
sort_order = 50
desc = local_arbitration_decision_desc
selection_tooltip = local_arbitration_decision_tooltip
cooldown = { days = @local_adjudicate_cooldown_time }
is_shown = {
is_ruler = yes
has_perk = local_arbitration_perk
government_has_flag = government_is_settled
}
is_valid_showing_failures_only = {
custom_tooltip = {
text = inside_realm_trigger
any_sub_realm_county = {
this = root.location.county
}
}
}
cost = {
prestige = {
value = medium_prestige_value
if = {
limit = {
government_has_flag = government_is_tribal
}
divide = 2
}
if = {
limit = {
highest_held_title_tier = tier_duchy
}
multiply = 1.4
}
if = {
limit = {
highest_held_title_tier = tier_kingdom
}
multiply = 2
}
if = {
limit = {
highest_held_title_tier = tier_empire
}
multiply = 3
}
}
}
effect = {
add_legitimacy = minor_legitimacy_gain
custom_description = {
text = local_adjudicate_location_tt
}
if = {
limit = {
is_travelling = yes
exists = current_travel_plan
}
current_travel_plan = {
delay_travel_plan = {
days = 15
}
}
}
location.county = {
local_adjudicate_effect = yes #Scripted effect since it is also referenced by the inspection activity with the personal_touch_perk
}
}
ai_check_interval_by_tier = {
barony = 0
county = 120
duchy = 120
kingdom = 120
empire = 120
hegemony = 120
}
ai_potential = {
top_liege = this
}
ai_will_do = {
base = 100
}
}
### Create Travel Itinerary ###
draw_up_new_charts_decision = {
picture = {
reference = "gfx/interface/illustrations/activity_header_backgrounds/activity_adult_education.dds"
}
desc = draw_up_new_charts_decision_desc
sort_order = 75
selection_tooltip = draw_up_new_charts_decision_tooltip
cooldown = { days = @draw_maps_cooldown_time }
is_shown = {
has_perk = realm_charts_perk
}
is_valid_showing_failures_only = {
is_available_adult = yes
custom_description = {
text = has_locations_to_map_tt
OR = {
AND = {
has_variable_list = visited_poi
any_in_list = {
variable = visited_poi
OR = {
AND = {
this = county.holder.top_liege.capital_province
county.holder.top_liege != root.top_liege
}
has_building_with_flag = travel_point_of_interest_religious
has_building_with_flag = travel_point_of_interest_learning
has_building_with_flag = travel_point_of_interest_economic
has_building_with_flag = travel_point_of_interest_martial
has_building_with_flag = travel_point_of_interest_diplomatic
has_building_with_flag = travel_point_of_interest_wonder
has_building_with_flag = travel_point_of_interest_natural_feature
}
}
}
AND = {
has_variable_list = mapmaking_location_list
any_in_list = {
variable = mapmaking_location_list
county.holder = root
county != root.capital_province.county #We cannot in good conscience let someone map their own capital county with this decision
}
}
AND = {
has_variable_list = mapmaking_location_list
any_in_list = {
variable = mapmaking_location_list
county.holder != root
county.holder.liege = root
this = county.holder.capital_province
}
}
}
}
}
cost = {
gold = major_gold_value
}
effect = {
show_as_tooltip = {
add_prestige = medium_prestige_gain
custom_tooltip = draw_up_new_charts_artifact_tt
#Artifact dependent on where you went
}
trigger_event = mapmaking.0001
}
ai_check_interval_by_tier = {
barony = 0
county = 120
duchy = 120
kingdom = 120
empire = 120
hegemony = 120
}
ai_potential = {
short_term_gold >= major_gold_value
}
ai_will_do = {
base = 100
}
}

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################
#### VALUES ####
###################
@deceitful_progress_hostile_schemes_cooldown_time = 1095
@diligent_development_focus_cooldown_time = 3650
@impatient_rushing_all_schemes_cooldown_time = 1825
@vengeful_fabricate_hook_rivals_cooldown_time = 3665
###################
#### DECISIONS ####
###################
#Deceitful improving hostile schemes
### Study the Art of Scheming ###
deceitful_progress_hostile_schemes_decision = {
ai_check_interval = 0
picture = {
trigger = {
culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
reference = "gfx/interface/illustrations/decisions/tgp_poet.dds"
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_misc.dds"
}
sort_order = 60
desc = deceitful_progress_hostile_schemes_decision_desc
selection_tooltip = deceitful_progress_hostile_schemes_decision_tooltip
cooldown = { days = @deceitful_progress_hostile_schemes_cooldown_time }
is_shown = {
OR = {
has_trait = deceitful
any_character_struggle = {
has_struggle_phase_parameter = unlocks_expedite_scheme_decision
}
}
}
is_valid_showing_failures_only = {
custom_description = {
stress_level >= 1
text = not_enough_stress
}
custom_description = {
text = "deceitful_progress_hostile_schemes_decision_missing_scheme"
any_scheme = {
hostile_scheme_trigger = yes
}
}
}
effect = {
if = {
limit = {
any_scheme = {
hostile_scheme_trigger = yes
count > 0
}
}
send_interface_toast = {
type = event_toast_effect_good
title = msg_deceitful_progress_hostile_schemes
left_icon = root
every_scheme = {
limit = {
hostile_scheme_trigger = yes
}
add_scheme_modifier = {
type = deceitful_progress_hostile_schemes_modifier
}
}
}
}
else = {
custom_tooltip = deceitful_progress_hostile_schemes_decision_missing_scheme_effect
}
}
ai_potential = {
OR = {
has_trait = deceitful
has_trait = vengeful
has_trait = sadistic
has_trait = schemer
has_trait = impatient
has_trait = ambitious
has_trait = diligent
has_trait = arbitrary
}
NOR = {
has_trait = calm
has_trait = patient
}
any_scheme = {
is_hostile = yes
save_temporary_scope_as = current_hostile_scheme
}
exists = scope:current_hostile_scheme
has_relation_rival = scope:current_hostile_scheme.scheme_target_character
}
ai_will_do = {
base = 100
}
}
#Diligent overwork
### Develop Capital ###
diligent_development_focus_decision = {
ai_check_interval = 0
picture = {
trigger = { government_has_flag = government_is_japan_feudal }
reference = "gfx/interface/illustrations/holding_types/tgp_castle_japan.dds"
}
picture = {
trigger = { government_has_flag = government_is_japan_administrative }
reference = "gfx/interface/illustrations/holding_types/tgp_city_japan.dds"
}
picture = {
trigger = { culture = { has_graphical_east_asia_culture_group_trigger = yes } }
reference = "gfx/interface/illustrations/decisions/tgp_great_project.dds"
}
picture = {
trigger = { culture = { has_graphical_india_culture_group_trigger = yes } }
reference = "gfx/interface/illustrations/holding_types/tgp_castle_se_asia.dds"
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_misc.dds"
}
sort_order = 60
desc = diligent_development_focus_decision_desc
selection_tooltip = diligent_development_focus_decision_tooltip
cooldown = { days = @diligent_development_focus_cooldown_time }
is_shown = {
OR = {
has_trait = diligent
top_participant_group:dynastic_cycle ?= {
participant_group_type = advancement_movement
}
}
is_landed = yes
NOT = { government_has_flag = government_is_nomadic } # They use develop_fertility_decision
}
is_valid_showing_failures_only = {
is_at_war = no
is_adult = yes
}
effect = {
send_interface_toast = {
type = event_toast_effect_neutral
title = msg_diligent_development_focus
left_icon = root
if = {
limit = {
government_allows = merit
}
change_merit = medium_merit_gain
}
add_character_modifier = {
modifier = diligent_development_focus
years = 10
}
}
if = {
limit = {
has_trait = diligent
}
stress_impact = {
diligent = medium_stress_impact_gain
}
}
else = {
stress_impact = {
base = medium_stress_impact_gain
}
}
}
ai_potential = {
has_trait = diligent
NOT = {
has_trait = temperate
}
}
ai_will_do = {
base = 100
modifier = {
factor = 0
stress >= 50
}
}
}
#Impatient rushing all schemes
### Expedite Schemes ###
impatient_rushing_all_schemes_decision = {
ai_check_interval = 0
picture = {
trigger = {
OR = {
culture = { has_graphical_east_asia_culture_group_trigger = yes }
culture = { has_graphical_india_culture_group_trigger = yes }
}
}
reference = "gfx/interface/illustrations/decisions/tgp_retire.dds"
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_misc.dds"
}
sort_order = 60
desc = impatient_rushing_all_schemes_decision_desc
selection_tooltip = impatient_rushing_all_schemes_decision_tooltip
cooldown = { days = @impatient_rushing_all_schemes_cooldown_time }
is_shown = {
has_trait = impatient
}
is_valid_showing_failures_only = {
custom_description = {
stress_level >= 1
text = not_enough_stress
}
custom_description = {
text = "impatient_rushing_all_schemes_decision_missing_scheme"
any_scheme = { }
}
}
effect = {
if = {
limit = {
any_scheme = { }
}
send_interface_toast = {
type = event_toast_effect_neutral
title = msg_impatient_rushing_all_schemes
left_icon = root
every_scheme = {
change_opportunities = 2
}
}
}
else = {
custom_tooltip = impatient_rushing_all_schemes_decision_missing_scheme_effect
}
}
ai_potential = {
has_trait = impatient
}
ai_will_do = {
base = 100
}
}

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###DECISIONS LIST###
#decision_solve_the_journals
decision_solve_the_journals = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
}
decision_group_type = major
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 180
kingdom = 180
empire = 180
hegemony = 180
}
desc = decision_solve_the_journals_desc
cooldown = { years = 1 }
is_shown = {
any_owned_story = {
type = story_cycle_mysterious_journal
NOT = { exists = var:journal_complete_solved }
}
}
is_valid_showing_failures_only = {
is_available_adult = yes
}
is_valid = {
custom_tooltip = {
text = you_have_journal_1_tt
any_owned_story = {
type = story_cycle_mysterious_journal
exists = var:mysterious_journal.var:secret_journal
}
}
custom_tooltip = {
text = you_have_journal_2_tt
any_owned_story = {
type = story_cycle_mysterious_journal
exists = var:mysterious_journal.var:secret_puzzle
}
}
custom_tooltip = {
text = you_have_journal_3_tt
any_owned_story = {
type = story_cycle_mysterious_journal
exists = var:mysterious_journal.var:secret_cipher
}
}
}
effect = {
hidden_effect = {
random_owned_story = {
type = story_cycle_mysterious_journal
var:mysterious_journal = { save_scope_as = mysterious_journal }
}
}
duel = {
skill = learning
value = high_skill_rating
50 = { # You solve the puzzle!
compare_modifier = {
value = scope:duel_value
multiplier = 0.5
}
custom_tooltip = {
text = open_the_journal_tt
trigger_event = tour_general.5010
}
}
50 = { # You fail
compare_modifier = {
value = scope:duel_value
multiplier = -0.5
}
show_as_tooltip = {
add_stress = major_stress_gain
}
hidden_effect = {
trigger_event = tour_general.5000
}
}
}
}
ai_potential = {
always = yes
}
ai_will_do = {
base = 100
}
}

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#commission_legend_artifact_decision
#clear_ground_for_legendary_building
#isolate_capital_decision
#isolate_family_decision
### Commission Legend Artifact ###
commission_legend_artifact_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_smith.dds"
}
cooldown = { days = standard_commission_artifact_cooldown_time }
sort_order = 100
decision_group_type = major
is_shown = {
is_landed = yes
highest_held_title_tier >= tier_county
exists = capital_province
has_dlc_feature = legends
custom_tooltip = {
text = commission_legend_artifact_decision_var_tt
has_variable = finished_legend_var
}
}
is_valid_showing_failures_only = {
# Only valid for characters with an antiquaria OR chronicler
custom_tooltip = {
text = commision_legend_artifact_decision_court_positions_tt
OR = {
employs_court_position = antiquarian_court_position
employs_court_position = chronicler_court_position
}
}
custom_tooltip = {
text = commision_legend_artifact_decision_disappearing_tt
any_realm_province = {
any_province_legend = {
has_variable = my_legend_var
}
}
}
}
cost = {
gold = {
if = {
limit = {
has_variable = finished_mythical_legend_var
}
value = 800
}
else_if = {
limit = {
has_variable = finished_illustrious_legend_var
}
value = 600
}
else = {
value = 400
}
if = {
limit = { # Estate discount bonus
domicile ?= { has_domicile_parameter = estate_reduce_commission_artifact_cost }
}
multiply = estate_reduce_commission_artifact_cost_value
}
}
}
effect = {
if = {
limit = {
any_court_position_holder = {
type = chronicler_court_position
}
}
random_court_position_holder = {
type = chronicler_court_position
save_scope_as = chronicler
}
}
if = {
limit = {
any_court_position_holder = {
type = antiquarian_court_position
}
}
random_court_position_holder = {
type = antiquarian_court_position
save_scope_as = chronicler
}
}
# Explanatory Tooltip
custom_tooltip = commission_legend_artifact_decision_effect
hidden_effect = {
trigger_event = ce1_decision_events.0001
}
}
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 36
empire = 36
hegemony = 36
}
ai_potential = {
is_at_war = no
ai_greed < medium_positive_ai_value
short_term_gold > ai_war_chest_desired_gold_value
war_chest_gold >= halved_ai_war_chest_gold_maximum
}
ai_will_do = {
base = 100 #AI should always create the book
}
}
clear_ground_for_legendary_building = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_legend.dds"
}
decision_group_type = major
sort_order = 100
is_shown = {
exists = var:legendary_reward_location
has_dlc_feature = legends
is_landed = yes
}
is_valid_showing_failures_only = {
custom_tooltip = {
text = clear_ground_for_legendary_building_no_barony_tt
any_held_title = {
title_tier = barony
title_province = { has_special_building_slot = no }
is_capital_barony = yes
holder = root
is_leased_out = no
}
}
}
widget = {
gui = "decision_view_widget_option_list_generic"
controller = decision_option_list_controller
decision_to_second_step_button = "CHOOSE_LEGENDARY_BUILDING"
show_from_start = yes
item = { # Shrine
value = clear_ground_legendary_shrine
is_valid = {
custom_tooltip = { # The legend you finished is valid for a legendary shrine
text = clear_ground_legendary_shrine_tt
has_character_flag = legendary_shrine_flag
}
}
current_description = clear_ground_legendary_shrine_desc
localization = clear_ground_legendary_shrine
icon = "gfx/interface/icons/building_types/icon_building_legendary_shrine.dds"
flat = yes
ai_chance = { value = 10 }
}
item = { # Statue
value = clear_ground_legendary_statue
is_valid = {
custom_tooltip = { # The legend you finished is valid for a legendary statue
text = clear_ground_legendary_statue_tt
has_character_flag = legendary_statue_flag
}
}
current_description = clear_ground_legendary_statue_desc
localization = clear_ground_legendary_statue
icon = "gfx/interface/icons/building_types/icon_building_legendary_statue.dds"
flat = yes
ai_chance = { value = 10 }
}
item = { # Palace
value = clear_ground_legendary_palace
is_valid = {
custom_tooltip = { # The legend you finished is valid for a legendary palace
text = clear_ground_legendary_palace_tt
has_character_flag = legendary_palace_flag
}
}
current_description = clear_ground_legendary_palace_desc
localization = clear_ground_legendary_palace
icon = "gfx/interface/icons/building_types/icon_building_legendary_palace.dds"
flat = yes
ai_chance = { value = 10 }
}
item = { # Watchtower
value = clear_ground_legendary_watchtower
is_valid = {
custom_tooltip = { # The legend you finished is valid for a legendary watchtower
text = clear_ground_legendary_watchtower_tt
has_character_flag = legendary_watchtower_flag
}
}
current_description = clear_ground_legendary_watchtower_desc
localization = clear_ground_legendary_watchtower
icon = "gfx/interface/icons/building_types/icon_building_legendary_watchtower.dds"
flat = yes
ai_chance = { value = 10 }
}
item = { # Hunting lodge
value = clear_ground_legendary_hunting_lodge
is_valid = {
custom_tooltip = { # The legend you finished is valid for a legendary hunting_lodge
text = clear_ground_legendary_hunting_lodge_tt
has_character_flag = legendary_hunting_lodge_flag
}
}
current_description = clear_ground_legendary_hunting_lodge_desc
localization = clear_ground_legendary_hunting_lodge
icon = "gfx/interface/icons/building_types/icon_building_legendary_hunting_grounds.dds"
flat = yes
ai_chance = { value = 10 }
}
}
effect = {
custom_tooltip = clear_ground_for_legendary_building_custom_tt
switch = {
trigger = yes
scope:clear_ground_legendary_shrine = {
set_variable = {
name = clear_ground
value = flag:legendary_shrine
}
}
scope:clear_ground_legendary_palace = {
set_variable = {
name = clear_ground
value = flag:legendary_palace
}
}
scope:clear_ground_legendary_statue = {
set_variable = {
name = clear_ground
value = flag:legendary_statue
}
}
scope:clear_ground_legendary_watchtower = {
set_variable = {
name = clear_ground
value = flag:legendary_watchtower
}
}
scope:clear_ground_legendary_hunting_lodge = {
set_variable = {
name = clear_ground
value = flag:legendary_hunting_lodge
}
}
}
open_view_data = {
view = decision_detail
data = decision:pick_legendary_barony_decision
player = root
}
}
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 36
empire = 36
hegemony = 36
}
ai_potential = {
is_at_war = no
ai_greed < medium_positive_ai_value
short_term_gold > ai_war_chest_desired_gold_value
war_chest_gold >= halved_ai_war_chest_gold_maximum
}
ai_will_do = {
base = 100 #AI should always reap rewards
}
}
### $clear_ground_for_legendary_building$ ###
pick_legendary_barony_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_legend.dds"
}
decision_group_type = major
ai_goal = yes
is_invisible = yes
widget = {
controller = create_holy_order
barony_valid = {
trigger_if = {
limit = { exists = this }
title_province = { has_special_building_slot = no }
is_capital_barony = yes
holder = scope:ruler
is_leased_out = no
}
}
}
is_valid_showing_failures_only = { # Error suppressing
has_variable = clear_ground
}
cost = {
}
effect = {
send_interface_toast = {
type = event_toast_effect_good
title = clear_ground_for_legendary_building.toast
switch = {
trigger = root.var:clear_ground
flag:legendary_shrine = {
scope:barony.title_province ?= {
add_special_building_slot = legendary_shrine
}
}
flag:legendary_palace = {
scope:barony.title_province ?= {
add_special_building_slot = legendary_palace
}
}
flag:legendary_statue = {
scope:barony.title_province ?= {
add_special_building_slot = legendary_statue
}
}
flag:legendary_watchtower = {
scope:barony.title_province ?= {
add_special_building_slot = legendary_watchtower
}
}
flag:legendary_hunting_lodge = {
scope:barony.title_province ?= {
add_special_building_slot = legendary_hunting_lodge
}
}
}
}
hidden_effect = {
remove_variable = clear_ground
# Shift the legend protagonist to the province
if = {
limit = {
exists = var:legendary_figure
}
scope:barony.title_province ?= {
set_variable = {
name = legendary_figure
value = root.var:legendary_figure
}
}
remove_variable = legendary_figure
}
# Cleanup
if = {
limit = {
has_character_flag = legendary_shrine_flag
}
remove_character_flag = legendary_shrine_flag
}
if = {
limit = {
has_character_flag = legendary_statue_flag
}
remove_character_flag = legendary_statue_flag
}
if = {
limit = {
has_character_flag = legendary_palace_flag
}
remove_character_flag = legendary_palace_flag
}
if = {
limit = {
has_character_flag = legendary_watchtower_flag
}
remove_character_flag = legendary_watchtower_flag
}
if = {
limit = {
has_character_flag = legendary_hunting_lodge_flag
}
remove_character_flag = legendary_hunting_lodge_flag
}
if = {
limit = {
exists = var:legendary_reward_location
}
remove_variable = legendary_reward_location
}
}
}
ai_potential = {
is_playable_character = yes
}
ai_will_do = {
base = 200
}
}
### Isolate Capital ###
isolate_capital_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_black_plague.dds"
}
decision_group_type = major
sort_order = 100
title = {
first_valid = {
triggered_desc = {
trigger = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
desc = unisolate_capital_decision
}
desc = isolate_capital_decision
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
desc = unisolate_capital_decision_desc
}
desc = isolate_capital_decision_desc
}
}
confirm_text = {
first_valid = {
triggered_desc = {
trigger = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
desc = unisolate_family_decision_confirm
}
desc = isolate_capital_decision_confirm
}
}
is_shown = {
is_landed = yes
exists = capital_county
highest_held_title_tier >= tier_county
trigger_if = {
limit = {
is_ai = yes
}
OR = {
any_held_title = {
title_tier = county
has_province_with_epidemic = { intensity = any }
}
capital_county = {
any_neighboring_county = {
any_county_province_epidemic = {
count >= 1
}
}
}
capital_county = { has_county_modifier = isolate_capital_decision_modifier }
}
}
trigger_else = {
OR = {
realm_has_any_epidemic = {
SIZE = 1
INTENSITY = minor
}
capital_county = {
any_neighboring_county = {
any_county_province_epidemic = {
count >= 1
}
}
}
capital_county = { has_county_modifier = isolate_capital_decision_modifier }
}
}
}
widget = {
gui = "decision_view_widget_option_list_generic"
controller = decision_option_list_controller
decision_to_second_step_button = "SELECT_ACTION"
show_from_start = yes
item = { # Isolate your capital
value = isolate_capital_decision
is_valid = {
capital_county ?= { NOT = { has_county_modifier = isolate_capital_decision_modifier } }
custom_tooltip = {
text = isolate_capital_decision_tt
any_sub_realm_county = {
has_province_with_epidemic = { intensity = any }
}
}
}
current_description = isolate_capital_decision_desc
localization = isolate_capital_decision
icon = "gfx/interface/icons/message_feed/plague.dds"
ai_chance = {
value = 100
}
}
item = { # End isolation of your capital
value = unisolate_capital_decision
is_valid = {
custom_tooltip = {
text = unisolate_capital_decision_tt
exists = capital_county
capital_county ?= { has_county_modifier = isolate_capital_decision_modifier }
}
}
current_description = unisolate_capital_decision_desc
localization = unisolate_capital_decision
icon = "gfx/interface/icons/court_position_types/cave_hermit_court_position.dds"
ai_chance = {
value = 100
}
}
}
cooldown = { days = 365 }
effect = {
if = {
limit = {
scope:isolate_capital_decision = yes
}
add_legitimacy_effect = { LEGITIMACY = minor_legitimacy_loss }
capital_county = {
add_county_modifier = {
modifier = isolate_capital_decision_modifier
years = 15
}
}
add_character_flag = {
flag = ai_capital_isolation_cooldown
years = 1
}
}
if = {
limit = {
scope:unisolate_capital_decision = yes
}
capital_county = {
remove_county_modifier = isolate_capital_decision_modifier
}
}
}
ai_check_interval_by_tier = {
barony = 0
county = 6
duchy = 6
kingdom = 6
empire = 6
hegemony = 6
}
ai_potential = {
NOT = { has_character_flag = ai_capital_isolation_cooldown }
}
ai_will_do = {
base = 0
modifier = {
add = 100
NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
}
modifier = {
add = 100
NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
has_trait = paranoid
}
modifier = {
add = -50
NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
has_trait = brave
}
modifier = {
add = -50
NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
has_trait = greedy
}
modifier = {
add = -50
NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
ai_rationality <= -50
}
modifier = {
add = 50
NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
any_held_title = {
title_tier = county
has_province_with_epidemic = { intensity = any }
}
}
modifier = {
add = 50
NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
any_held_title = {
title_tier = county
has_province_with_epidemic = { intensity >= major }
}
}
modifier = {
add = ai_rationality
NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
ai_rationality > 0
any_held_title = {
title_tier = county
has_province_with_epidemic = { intensity = any }
}
}
modifier = {
add = 100
capital_county = { has_county_modifier = isolate_capital_decision_modifier }
NOT = {
any_held_title = {
title_tier = county
has_province_with_epidemic = { intensity = any }
}
}
}
}
}
### Enter Seclusion ###
isolate_family_decision = {
picture = {
trigger = {
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
}
reference = "gfx/interface/illustrations/decisions/disaster.dds"
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_black_plague.dds"
}
decision_group_type = major
sort_order = 100
title = {
first_valid = {
triggered_desc = {
trigger = {
has_character_modifier = isolating_modifier
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
}
desc = unisolate_family_disaster_decision
}
triggered_desc = {
trigger = { has_character_modifier = isolating_modifier }
desc = unisolate_family_decision
}
triggered_desc = {
trigger = {
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
}
desc = isolate_family_disaster_decision
}
desc = isolate_family_decision
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
has_character_modifier = isolating_modifier
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
}
desc = unisolate_family_disaster_decision_desc
}
triggered_desc = {
trigger = { has_character_modifier = isolating_modifier }
desc = unisolate_family_decision_desc
}
triggered_desc = {
trigger = {
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
}
desc = isolate_family_disaster_decision_desc
}
desc = isolate_family_decision_desc
}
}
confirm_text = {
first_valid = {
triggered_desc = {
trigger = {
has_character_modifier = isolating_modifier
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
}
desc = unisolate_family_disaster_decision_confirm
}
triggered_desc = {
trigger = {
has_character_modifier = isolating_modifier
}
desc = unisolate_family_decision_confirm
}
triggered_desc = {
trigger = {
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
}
desc = isolate_family_disaster_decision_confirm
}
desc = isolate_family_decision_confirm
}
}
is_shown = {
OR = {
is_landed = yes
any_held_title = { is_noble_family_title = yes } # Still exclude adventurers
}
OR = {
has_character_modifier = isolating_modifier
OR = {
capital_county ?= { # Includes landless noble families
OR = {
# Own capital
has_province_with_epidemic = { intensity = any }
# Neighborng own capital
any_neighboring_county = {
has_province_with_epidemic = { intensity = any }
}
}
}
# Somewhere in realm
any_sub_realm_county = {
has_province_with_epidemic = { intensity = any }
}
}
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
}
}
ai_potential = {
NOT = { has_character_flag = ai_unisolate_cooldown }
OR = {
has_character_modifier = isolating_modifier
capital_county ?= {
OR = {
# Own capital
has_province_with_epidemic = { intensity = any }
# Neighboring own capital
any_neighboring_county = {
has_province_with_epidemic = { intensity = any }
}
}
}
# Somewhere in domain
any_held_title = {
title_tier = county
has_province_with_epidemic = { intensity = any }
}
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
}
}
widget = {
gui = "decision_view_widget_option_list_generic"
controller = decision_option_list_controller
decision_to_second_step_button = "SELECT_ACTION"
show_from_start = yes
item = { # Isolate your family from disasters
value = isolate_family_disaster_decision
is_shown = {
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
}
is_valid = {
NOT = { has_character_modifier = isolating_modifier }
OR = {
is_landed = yes
any_held_title = { is_noble_family_title = yes } # Still exclude adventurers
}
trigger_if = {
limit = { exists = current_travel_plan }
is_available_travelling_adult = yes
}
trigger_else = {
custom_tooltip = {
text = you_are_at_your_capital_tt
exists = root.capital_province
location = root.capital_province
}
trigger_if = {
limit = {
involved_activity.activity_location ?= capital_province
}
is_physically_able = yes
}
trigger_else = {
is_available = yes
}
}
custom_tooltip = {
text = ai_unisolate_cooldown_tt
NOT = { has_variable = isolating_cooldown_var }
}
}
current_description = isolate_family_disaster_decision_desc
localization = isolate_family_disaster_decision
icon = "gfx/interface/icons/situation_types/natural_disaster_earthquake.dds"
ai_chance = {
value = 100
}
}
item = { # Isolate your family from epidemics
value = isolate_family_decision
is_shown = {
OR = {
capital_county ?= {
OR = {
# Own capital
has_province_with_epidemic = { intensity = any }
# Neighboring own capital
any_neighboring_county = {
has_province_with_epidemic = { intensity = any }
}
}
}
# Somewhere in realm
any_sub_realm_county = {
has_province_with_epidemic = { intensity = any }
}
}
}
is_valid = {
NOT = { has_character_modifier = isolating_modifier }
OR = {
is_landed = yes
any_held_title = { is_noble_family_title = yes } # Still exclude adventurers
}
custom_tooltip = {
text = you_are_at_your_capital_tt
exists = root.capital_province
location = root.capital_province
}
is_available = yes
custom_tooltip = {
text = ai_unisolate_cooldown_tt
NOT = { has_variable = isolating_cooldown_var }
}
}
current_description = isolate_family_decision_desc
localization = isolate_family_decision
icon = "gfx/interface/icons/message_feed/plague.dds"
ai_chance = {
value = 100
}
}
item = { # Unisolate your family from disasters
value = unisolate_family_decision
is_valid = {
has_character_modifier = isolating_modifier
}
current_description = unisolate_family_disaster_decision_desc
localization = unisolate_family_disaster_decision
icon = "gfx/interface/icons/court_position_types/cave_hermit_court_position.dds"
ai_chance = {
value = 100
}
}
}
effect = {
if = {
limit = {
scope:isolate_family_disaster_decision = yes
}
show_as_tooltip = {
isolate_family_decision_effect = yes
if = {
limit = { capital_province ?= location }
add_legitimacy_effect = { LEGITIMACY = minor_legitimacy_loss }
}
add_prestige = major_prestige_loss
}
hidden_effect = {
set_variable = isolated_due_to_disaster
trigger_event = natural_disaster.0110
}
}
else_if = {
limit = {
scope:isolate_family_decision = yes
}
show_as_tooltip = {
isolate_family_decision_effect = yes
add_legitimacy_effect = { LEGITIMACY = minor_legitimacy_loss }
add_prestige = major_prestige_loss
}
hidden_effect = {
trigger_event = epidemic_events.0100
}
}
else_if = {
limit = {
scope:unisolate_family_decision = yes
has_variable = isolated_due_to_disaster
}
show_as_tooltip = { unisolate_family_decision_effect = yes }
hidden_effect = {
remove_variable = isolated_due_to_disaster
trigger_event = natural_disaster.0111
}
}
else = {
show_as_tooltip = { unisolate_family_decision_effect = yes }
hidden_effect = {
trigger_event = epidemic_events.0101
}
}
}
ai_check_interval_by_tier = {
barony = 0
county = 6
duchy = 6
kingdom = 6
empire = 6
hegemony = 6
}
ai_will_do = {
base = 0
modifier = {
add = 100
NOT = { has_character_modifier = isolating_modifier }
has_trait = paranoid
}
modifier = {
add = -50
NOT = { has_character_modifier = isolating_modifier }
has_trait = brave
}
modifier = {
add = -50
NOT = { has_character_modifier = isolating_modifier }
ai_rationality <= -50
}
modifier = {
add = 50
NOT = { has_character_modifier = isolating_modifier }
any_held_title = {
title_tier = county
has_province_with_epidemic = { intensity = any }
}
}
modifier = {
add = 50
NOT = { has_character_modifier = isolating_modifier }
any_held_title = {
title_tier = county
has_province_with_epidemic = { intensity >= major }
}
}
modifier = {
add = ai_rationality
NOT = { has_character_modifier = isolating_modifier }
ai_rationality > 0
any_held_title = {
title_tier = county
has_province_with_epidemic = { intensity = any }
}
}
modifier = {
add = 100
has_character_modifier = isolating_modifier
NOR = {
has_character_flag = ai_unisolate_cooldown # We keep you isolating for 1y
capital_province = { # For barons to not exit too early
any_province_epidemic = { }
}
any_held_title = {
title_tier = county
has_province_with_epidemic = { intensity = any }
}
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
}
}
}
}

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### Embrace Tengriism ###
embrace_tengriism_decision = {
picture = {
reference = "gfx/interface/illustrations/event_scenes/mpo_temple_steppe.dds"
}
decision_group_type = nomad_minor
desc = embrace_tengriism_decision_desc
selection_tooltip = embrace_tengriism_decision_tooltip
is_shown = {
is_playable_character = yes
government_has_flag = government_is_nomadic
OR = {
culture = { has_cultural_pillar = heritage_mongolic }
culture = { has_cultural_pillar = heritage_turkic }
domicile.domicile_culture = { has_cultural_pillar = heritage_mongolic }
domicile.domicile_culture = { has_cultural_pillar = heritage_turkic }
}
NOT = {
faith = faith:tengri_pagan
}
#Cheaper to just switch to domicile's tengriism
trigger_if = {
limit = {
exists = domicile.domicile_faith
}
NOT = { domicile.domicile_faith = faith:tengri_pagan }
}
}
is_valid_showing_failures_only = {
is_physically_able_adult = yes
is_at_war = no
custom_tooltip = {
text = not_of_a_steppe_faith_tt
NOT = {
religion = religion:tengrism_religion
}
}
}
cost = {
piety = {
value = {
add = major_piety_value
if = { # Cost increases if you're reverting to pagan
limit = {
faith = {
NOT = {
has_doctrine_parameter = unreformed
}
}
}
multiply = 4
}
}
}
}
effect = {
root.domicile.domicile_culture = { save_scope_as = domicile_culture }
set_character_faith = faith:tengri_pagan
domicile = {
set_domicile_faith = faith:tengri_pagan
}
every_held_title = {
limit = {
tier = tier_county
is_landless_type_title = no
culture = scope:domicile_culture
}
set_county_faith = faith:tengri_pagan
}
# Spouses convert
every_spouse = {
limit = {
is_courtier_of = root
NOT = { faith = root.faith }
}
add_to_list = spouses_and_family_to_convert
}
# Family at court also convert
every_close_or_extended_family_member = {
limit = {
is_courtier_of = root
NOT = { faith = root.faith }
}
add_to_list = spouses_and_family_to_convert
}
every_in_list = {
list = spouses_and_family_to_convert
set_character_faith = faith:tengri_pagan
}
}
ai_check_interval = 0
}
### Spread [ROOT.Char.GetFaith.GetNameNoTooltip] to your People ###
proselytize_to_your_people_decision = {
picture = {
reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_tribal.dds"
}
decision_group_type = nomad_minor
desc = proselytize_to_your_people_decision_desc
selection_tooltip = proselytize_to_your_people_decision_tooltip
is_shown = {
is_playable_character = yes
government_has_flag = government_is_nomadic
exists = domicile.domicile_faith
NOT = {
faith = domicile.domicile_faith
}
}
is_valid_showing_failures_only = {
is_physically_able_adult = yes
is_at_war = no
}
cost = {
piety = {
value = {
add = major_piety_value
if = { # Cost increases if you're trying to revert to unreformed
limit = {
domicile.domicile_faith = {
NOT = { has_doctrine_parameter = unreformed }
}
faith = {
has_doctrine_parameter = unreformed
}
}
multiply = 4
}
}
}
}
effect = {
root.domicile.domicile_culture = { save_scope_as = domicile_culture }
domicile = {
set_domicile_faith = root.faith
}
stress_impact = {
cynical = medium_stress_impact_gain
}
every_held_title = {
limit = {
tier = tier_county
is_landless_type_title = no
culture = scope:domicile_culture
}
set_county_faith = root.faith
}
# Spouses convert
every_spouse = {
limit = {
is_courtier_of = root
NOT = { faith = root.faith }
}
add_to_list = spouses_and_family_to_convert
}
# Family at court also convert
every_close_or_extended_family_member = {
limit = {
is_courtier_of = root
NOT = { faith = root.faith }
}
add_to_list = spouses_and_family_to_convert
}
every_in_list = {
list = spouses_and_family_to_convert
set_character_faith = root.faith
}
}
ai_check_interval_by_tier = {
barony = 0
county = 60
duchy = 60
kingdom = 60
empire = 60
hegemony = 60
}
ai_potential = {
government_has_flag = government_is_nomadic
ai_zeal > 0
}
ai_will_do = {
base = 100
}
}
### Convert to [ROOT.Char.GetDomicile.GetFaith.GetNameNoTooltip] through your People ###
adopt_domicile_faith_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds"
}
decision_group_type = nomad_minor
desc = adopt_domicile_faith_decision_desc
selection_tooltip = adopt_domicile_faith_decision_tooltip
is_shown = {
is_playable_character = yes
government_has_flag = government_is_nomadic
exists = domicile.domicile_faith
NOT = {
faith = domicile.domicile_faith
}
}
is_valid_showing_failures_only = {
is_physically_able_adult = yes
is_at_war = no
}
effect = {
set_character_faith = root.domicile.domicile_faith
stress_impact = {
zealous = major_stress_impact_gain
}
# Spouses convert
every_spouse = {
limit = {
is_courtier_of = root
NOT = { faith = root.domicile.domicile_faith }
}
add_to_list = spouses_and_family_to_convert
}
# Family at court also convert
every_close_or_extended_family_member = {
limit = {
is_courtier_of = root
NOT = { faith = root.domicile.domicile_faith }
}
add_to_list = spouses_and_family_to_convert
}
every_in_list = {
list = spouses_and_family_to_convert
set_character_faith = root.domicile.domicile_faith
}
every_held_title = {
limit = {
tier = tier_county
is_landless_type_title = no
culture = root.domicile.domicile_culture
NOT = { faith = root.domicile.domicile_faith }
}
set_county_faith = root.domicile.domicile_faith
}
}
ai_check_interval_by_tier = {
barony = 0
county = 60
duchy = 60
kingdom = 60
empire = 60
hegemony = 60
}
ai_potential = {
government_has_flag = government_is_nomadic
ai_zeal <= 0
}
ai_will_do = {
base = 100
}
}
### Adopt [ROOT.Char.GetDomicile.GetCulture.GetNameNoTooltip] Traditions ###
adopt_domicile_culture_decision = {
picture = {
reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_tribal_neutral.dds"
}
decision_group_type = nomad_minor
desc = adopt_domicile_culture_decision_desc
selection_tooltip = adopt_domicile_culture_decision_tooltip
is_shown = {
is_playable_character = yes
government_has_flag = government_is_nomadic
exists = domicile.domicile_culture
NOT = {
culture = domicile.domicile_culture
}
}
is_valid_showing_failures_only = {
is_physically_able_adult = yes
is_at_war = no
}
cost = {
prestige = 150
}
effect = {
set_culture = root.domicile.domicile_culture
stress_impact = {
arrogant = medium_stress_impact_gain
}
# Family at court convert
every_close_or_extended_family_member = {
limit = {
is_courtier_of = root
culture = root.culture
}
add_to_list = spouses_and_family_to_convert
}
every_in_list = {
list = spouses_and_family_to_convert
set_culture = root.domicile.domicile_culture
}
}
ai_check_interval_by_tier = {
barony = 0
county = 60
duchy = 60
kingdom = 60
empire = 60
hegemony = 60
}
ai_potential = {
government_has_flag = government_is_nomadic
}
ai_will_do = {
base = 100
}
}
### Blend [ROOT.Char.GetCulture.GetNameNoTooltip] and [ROOT.Char.GetDomicile.GetCulture.GetNameNoTooltip] Traditions ###
blend_traditions_decision = {
picture = {
reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_tribal_welcome.dds"
}
decision_group_type = nomad_minor
desc = blend_traditions_decision_desc
selection_tooltip = blend_traditions_decision_tooltip
is_shown = {
is_playable_character = yes
government_has_flag = government_is_nomadic
exists = domicile.domicile_culture
culture != domicile.domicile_culture
game_rule_can_create_hybird_culture_trigger = yes
}
is_valid_showing_failures_only = {
is_physically_able_adult = yes
is_at_war = no
NOT = {
culture = {
has_same_culture_heritage = root.domicile.domicile_culture
}
}
custom_tooltip = {
text = not_a_hybrid_or_old_culture_tt
culture = {
OR = {
is_hybrid_culture = no
culture_age >= 50
}
}
}
custom_tooltip = {
text = domicile_not_a_hybrid_or_old_culture_tt
root.domicile.domicile_culture = {
OR = {
is_hybrid_culture = no
culture_age >= 50
}
}
}
}
cost = {
prestige = {
value = root.domicile.herd
divide = 3
min = 350
max = 1000
}
}
effect = {
root.domicile.domicile_culture = { save_scope_as = original_domicile_culture }
culture = { save_scope_as = original_character_culture }
create_hybrid_culture = root.domicile.domicile_culture
custom_tooltip = random_traditions_tt
hidden_effect = {
if = {
limit = {
root.culture = {
NOT = {
has_same_culture_heritage = scope:original_domicile_culture
}
}
}
root.culture = {
set_heritage_from = root.domicile.domicile_culture
}
}
every_held_title = {
limit = {
tier = tier_county
is_landless_type_title = no
culture = root.domicile.domicile_culture
}
set_county_culture = root.culture
}
domicile = {
set_domicile_culture = root.culture
}
# Spouses convert
every_spouse = {
limit = {
is_courtier_of = root
OR = {
culture = scope:original_character_culture
culture = scope:original_domicile_culture
}
NOT = { culture = root.culture }
}
add_to_list = spouses_and_family_to_convert
}
# Family at court also convert
every_close_or_extended_family_member = {
limit = {
is_courtier_of = root
OR = {
culture = scope:original_character_culture
culture = scope:original_domicile_culture
}
NOT = { culture = root.culture }
}
add_to_list = spouses_and_family_to_convert
}
every_in_list = {
list = spouses_and_family_to_convert
set_culture = root.culture
}
}
}
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 60
kingdom = 60
empire = 60
hegemony = 60
}
ai_potential = {
government_has_flag = government_is_nomadic
culture = {
is_hybrid_culture = no
}
domicile.domicile_culture ?= {
is_hybrid_culture = no
}
highest_held_title_tier >= tier_duchy
trigger_if = {
limit = {
has_game_rule = less_common_hybrid_culture_ai_frequency
}
static_group_filter = {
group = fewer_valid_hybrid_steppe_cultures
match = 0.2
}
}
}
ai_will_do = {
base = 100
}
}
### Promote [ROOT.Char.GetCulture.GetNameNoTooltip] Traditions ###
enforce_traditions_decision = {
picture = {
reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_tribal_suspicious.dds"
}
decision_group_type = nomad_minor
desc = enforce_traditions_decision_desc
selection_tooltip = enforce_traditions_decision_tooltip
is_shown = {
is_playable_character = yes
government_has_flag = government_is_nomadic
exists = domicile.domicile_culture
NOT = {
culture = domicile.domicile_culture
}
}
is_valid_showing_failures_only = {
is_physically_able_adult = yes
is_at_war = no
custom_tooltip = {
text = same_heritage_or_steppe_heritage_tt
culture = {
OR = {
has_cultural_pillar = heritage_mongolic
has_cultural_pillar = heritage_turkic
has_cultural_pillar = heritage_ugro_permian
has_same_culture_heritage = root.domicile.domicile_culture
}
}
}
}
cost = {
prestige = {
value = root.domicile.herd
divide = 10
min = 50
max = 800
}
}
effect = {
root.domicile.domicile_culture = { save_scope_as = domicile_culture }
domicile = {
set_domicile_culture = root.culture
}
stress_impact = {
humble = medium_stress_impact_gain
}
every_held_title = {
limit = {
tier = tier_county
is_landless_type_title = no
culture = scope:domicile_culture
}
set_county_culture = root.culture
}
# Family at court also convert
every_close_or_extended_family_member = {
limit = {
is_courtier_of = root
culture = root.domicile.domicile_culture
}
add_to_list = spouses_and_family_to_convert
}
every_in_list = {
list = spouses_and_family_to_convert
set_culture = root.culture
}
}
ai_check_interval_by_tier = {
barony = 0
county = 12
duchy = 12
kingdom = 12
empire = 12
hegemony = 12
}
ai_potential = {
government_has_flag = government_is_nomadic
NOT = { has_trait = humble }
}
ai_will_do = {
base = 100
}
}

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@ -0,0 +1,413 @@
### Recruit [ROOT.Char.Custom('GetCourtierTypePlural')|U] from Yurt ###
recruit_from_nomadic_capital_decision = {
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 12
kingdom = 12
empire = 12
hegemony = 12
}
picture = {
reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_tribal_welcome.dds"
}
sort_order = 100
decision_group_type = nomad_minor
cooldown = { years = 2 }
is_shown = {
government_has_flag = government_is_nomadic
exists = domicile
}
is_valid = {
}
is_valid_showing_failures_only = {
}
desc = recruit_from_nomadic_capital_decision_desc
cost = {
herd = {
value = domicile.minor_herd_value
}
}
widget = {
gui = "decision_view_widget_option_list_generic"
controller = decision_option_list_controller
decision_to_second_step_button = "CHOOSE_NOMAD_COURTIER_DECISION_NEXT_STEP_BUTTON"
item = {
value = recruit_hunters_decision
current_description = recruit_hunters_decision
localization = recruit_hunters_decision
icon = "gfx/interface/icons/regimenttypes/armenian_archers.dds"
ai_chance = {
value = 100
}
}
item = {
value = recruit_knights_decision
current_description = recruit_knights_decision
localization = recruit_knights_decision
icon = "gfx/interface/icons/casus_bellis/migration_cb.dds"
is_valid = {
domicile ?= {
has_domicile_building_or_higher = character_warfare_yurt_03
}
}
ai_chance = {
value = 100
}
}
item = {
value = recruit_commanders_decision
current_description = recruit_commanders_decision
localization = recruit_commanders_decision
icon = "gfx/interface/icons/regimenttypes/kheshig.dds"
is_valid = {
domicile ?= {
has_domicile_building_or_higher = character_warfare_yurt_03
}
}
ai_chance = {
value = 100
}
}
item = {
value = recruit_shepherds_decision
current_description = recruit_shepherds_decision
localization = recruit_shepherds_decision
icon = "gfx/interface/icons/government_types/herder_government.dds"
ai_chance = {
value = 0
}
}
item = {
value = recruit_brides_decision
current_description = recruit_brides_decision
localization = recruit_brides_decision
is_valid = {
custom_tooltip = {
text = faith_dominant_gender_male_or_equal_tt
faith_dominant_gender_male_or_equal = yes
}
}
icon = "gfx/interface/icons/marriage.dds"
ai_chance = {
value = 0
if = {
limit = {
is_male = yes
is_married = no
}
add = 100
}
}
}
item = {
value = recruit_husbands_decision
current_description = recruit_husbands_decision
localization = recruit_husbands_decision
is_valid = {
custom_tooltip = {
text = faith_dominant_gender_female_or_equal_tt
faith_dominant_gender_female_or_equal = yes
}
}
icon = "gfx/interface/icons/marriage.dds"
ai_chance = {
value = 0
if = {
limit = {
is_female = yes
is_married = no
}
add = 100
}
}
}
}
effect = {
custom_tooltip = recruit_from_nomadic_capital_decision_tooltip
hidden_effect = {
if = {
limit = { scope:recruit_hunters_decision = yes }
recruit_three_nomadic_capital_characters_effect = {
NOMAD_TEMPLATE_CHARACTER = nomadic_hunter_template
}
}
else_if = {
limit = { scope:recruit_commanders_decision = yes }
recruit_three_nomadic_capital_characters_effect = {
NOMAD_TEMPLATE_CHARACTER = nomadic_commander_template
}
}
else_if = {
limit = { scope:recruit_shepherds_decision = yes }
recruit_three_nomadic_capital_characters_effect = {
NOMAD_TEMPLATE_CHARACTER = seasoned_pastor_character
}
}
else_if = {
limit = { scope:recruit_brides_decision = yes }
recruit_three_nomadic_capital_characters_effect = {
NOMAD_TEMPLATE_CHARACTER = nomadic_bride_template
}
}
else_if = {
limit = { scope:recruit_husbands_decision = yes }
recruit_three_nomadic_capital_characters_effect = {
NOMAD_TEMPLATE_CHARACTER = nomadic_husband_template
}
}
else_if = {
limit = { scope:recruit_knights_decision = yes }
recruit_three_nomadic_capital_characters_effect = {
NOMAD_TEMPLATE_CHARACTER = nomadic_knight_template
}
}
}
close_view = {
view = decisions
player = root
}
}
ai_potential = {
government_has_flag = government_is_nomadic
highest_held_title_tier >= tier_duchy
exists = domicile
OR = {
AND = {
is_at_war = no
any_courtier = {
count < 10
}
}
NOT = { exists = cp:councillor_kurultai_1 }
NOT = { exists = cp:councillor_kurultai_2 }
NOT = { exists = cp:councillor_kurultai_3 }
NOT = { exists = cp:councillor_kurultai_4 }
}
}
ai_will_do = { base = 100 }
}
### Summon Fair Courtiers ###
summon_fair_courtiers_decision = {
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 48
empire = 48
hegemony = 48
}
picture = {
reference = "gfx/interface/illustrations/event_scenes/mpo_city_steppe.dds"
}
sort_order = 100
decision_group_type = courtier
cooldown = { years = 2 }
is_shown = {
any_sub_realm_barony = {
title_province = {
has_building = pleasure_dome
}
}
}
is_valid_showing_failures_only = {
is_available = yes
}
desc = summon_fair_courtiers_decision_desc
cost = {
prestige = {
value = minor_prestige_value
}
}
widget = {
gui = "decision_view_widget_option_list_generic"
controller = decision_option_list_controller
decision_to_second_step_button = "CHOOSE_SUMMON_FAIR_COURTIERS_DECISION_NEXT_STEP_BUTTON"
item = {
value = summon_maidens_decision
current_description = summon_maidens_decision
localization = summon_maidens_decision
icon = "gfx/interface/icons/traits/beauty_good_2.dds"
ai_chance = {
value = 0
if = {
limit = {
is_male = yes
is_married = no
}
add = 100
}
}
}
item = {
value = call_men_decision
current_description = call_men_decision
localization = call_men_decision
icon = "gfx/interface/icons/traits/beauty_good_2.dds"
ai_chance = {
value = 0
if = {
limit = {
is_female = yes
is_married = no
}
add = 100
}
}
}
}
effect = {
custom_tooltip = summon_fair_courtiers_decision_tooltip
hidden_effect = {
if = {
limit = { scope:summon_maidens_decision = yes }
summon_three_fair_courtiers_effect = {
NOMAD_TEMPLATE_CHARACTER = beautiful_maiden_character
}
}
else_if = {
limit = { scope:call_men_decision = yes }
summon_three_fair_courtiers_effect = {
NOMAD_TEMPLATE_CHARACTER = beautiful_man_character
}
}
}
close_view = {
view = decisions
player = root
}
}
ai_potential = {
any_courtier = {
count < 10
}
}
}
###########################################
##Create Cossack kingdom Decision##
## By: Björn S
###########################################
## The Choice of creating a new culture and kingdom
create_cossack_kingdom_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_hostility.dds"
}
desc = create_cossack_kingdom_decision_desc
selection_tooltip = create_cossack_kingdom_decision_tooltip
decision_group_type = adventurer
## Player is a landless adventurer or have the veteran adventurer trait + a culture suitable for the area.
## Player also have to have the right cultural heritage.
is_shown = {
is_playable_character = yes
OR = {
is_landless_adventurer = yes
has_trait = adventurer
}
culture = {
OR = {
has_cultural_pillar = heritage_turkic
has_cultural_pillar = heritage_east_slavic
has_cultural_pillar = heritage_west_slavic
has_cultural_pillar = heritage_south_slavic
has_cultural_pillar = heritage_tungusic
}
}
## Not repeatable
NOT = {
is_target_in_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_create_cossack_kingdom
}
}
}
is_valid = {
prestige_level >= high_prestige_level
has_trait = adventurer
has_government = nomad_government
is_independent_ruler = yes
AND = {
completely_controls = title:d_tana
completely_controls = title:d_don_valley
OR = {
completely_controls = title:d_itil
completely_controls = title:d_red_levedia
completely_controls = title:d_levedia
}
}
}
cost = {
prestige = 1000
gold = 300
}
is_valid_showing_failures_only = {
is_landed = yes
is_capable_adult = yes
is_imprisoned = no
}
effect = {
show_as_tooltip = {
create_cossack_scripted_effect = yes
}
hidden_effect = {
add_to_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_create_cossack_kingdom
}
}
trigger_event = major_decisions.3600
}
ai_potential = {
always = yes
}
ai_will_do = {
base = 100
}
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 120
kingdom = 0
empire = 0
hegemony = 0
}
}

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@ -0,0 +1,949 @@
### Hold Court ###
hold_court_decision = {
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 120
empire = 120
hegemony = 120
}
picture = {
trigger = {
NOR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_theocracy
top_liege ?= { government_has_flag = government_is_tribal }
top_liege ?= { government_has_flag = government_is_theocracy }
}
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
top_liege ?= {
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
capital_barony ?= title:b_constantinople
is_roman_emperor_primary_title_trigger = yes
}
}
}
}
reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds"
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_knight_kneeling.dds"
}
decision_group_type = major
is_invisible = yes
cost = {
prestige = {
value = standard_activity_base_cost
multiply = 0.5
}
}
cooldown = {
days = standard_hold_court_cooldown_time
}
is_shown = {
is_landed = yes
has_royal_court = yes
has_dlc_feature = royal_court
}
is_valid_showing_failures_only = {
is_available_adult = yes
court_grandeur_current_level >= 1
custom_description = {
text = ENGAGED_IN_SINGLE_COMBAT
NOT = { exists = var:engaged_in_single_combat }
}
trigger_if = {
limit = { is_ai = no }
has_pending_court_events = no # should only be used for human players
has_spawned_court_events = no # should only be used for human players
}
}
effect = {
custom_tooltip = hold_court_gain_grandeur_tooltip # Granted in conclusion event - hold_court.0021
custom_tooltip = hold_court_gain_legitimacy_tooltip # Granted in conclusion event - hold_court.0021
custom_tooltip = hold_court_decision_effects
hidden_effect = {
trigger_event = hold_court.0011
}
}
ai_potential = {
is_at_war = no
gold >= minor_gold_value
}
ai_will_do = {
base = 100
}
}
### Petition the [ROOT.Char.GetTopLiege.GetTitleAsNameNoTooltip] ###
petition_liege_decision = {
ai_check_interval = 0
sort_order = 200
selection_tooltip = {
first_valid = {
triggered_desc = {
trigger = {
liege = { tgp_is_ceremonial_regent_trigger = yes }
}
desc = petition_liege_decision_tooltip_non_royal
}
desc = petition_liege_decision_tooltip
}
}
desc = petition_liege_decision_desc
picture = {
trigger = { #This is not the ceremonial liege
tgp_is_ceremonial_petition_shown_trigger = yes
top_liege = {
culture ?= {
has_graphical_japanese_culture_group_trigger = yes
has_cultural_tradition = tradition_tgp_bushido # Shogunate
}
has_government = japan_feudal_government
tgp_has_ceremonial_liege_title_trigger = no
}
}
reference = "gfx/interface/illustrations/event_story/tgp_japanese_shogunate.dds"
}
picture = {
trigger = { #This is not the ceremonial liege
tgp_is_ceremonial_petition_shown_trigger = yes
top_liege.culture ?= { has_graphical_japanese_culture_group_trigger = yes }
}
reference = "gfx/interface/illustrations/decisions/tgp_house_fief.dds"
}
picture = { #This is not the ceremonial liege
trigger = {
tgp_is_ceremonial_petition_shown_trigger = yes
top_liege.culture = { has_graphical_east_asia_culture_group_trigger = yes }
}
reference = "gfx/interface/illustrations/decisions/tgp_retire.dds"
}
picture = { #This is the true top liege
trigger = {
tgp_is_ceremonial_petition_shown_trigger = no
top_liege ?= {
culture = { has_graphical_east_asia_culture_group_trigger = yes }
}
}
reference = "gfx/interface/illustrations/decisions/tgp_kowtow.dds"
}
picture = {
trigger = {
NOR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_theocracy
top_liege ?= { government_has_flag = government_is_tribal }
top_liege ?= { government_has_flag = government_is_theocracy }
}
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
top_liege ?= {
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
capital_barony ?= title:b_constantinople
is_roman_emperor_primary_title_trigger = yes
}
}
}
}
reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds"
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_knight_kneeling.dds"
}
cost = {
prestige = {
value = 0
if = {
limit = { petition_liege_admin_valid_trigger = no }
add = standard_activity_base_cost
}
}
influence = {
value = 0
if = {
limit = { petition_liege_admin_valid_trigger = yes }
add = standard_activity_base_cost
}
}
}
cooldown = {
days = standard_petition_liege_cooldown_time
}
is_shown = {
is_playable_character = yes
top_liege != this
liege ?= { has_royal_court = yes }
has_dlc_feature = royal_court
tgp_is_ceremonial_liege_trigger = no
}
is_valid = {
exists = liege
}
is_valid_showing_failures_only = {
is_available_adult = yes
liege ?= { is_available_adult = yes }
is_at_war_with_liege = no
trigger_if = {
limit = {
is_ai = no
has_royal_court = yes
}
has_spawned_court_events = no # should only be used for human players
}
trigger_if = {
limit = {
government_allows = merit
}
merit_level >= 3
}
trigger_if = { # Gold
limit = { scope:petition_liege_gold = yes }
}
trigger_if = { # Council
limit = {
AND = {
scope:petition_liege_council_seat = yes
petition_liege_council_seat_trigger = { HOUSE = root.house LIEGE = root.liege }
}
}
custom_tooltip = {
text = petition_liege_council_seat_liege_tt
petition_liege_council_seat_liege_trigger = yes
}
custom_tooltip = {
text = petition_liege_council_seat_me_tt
petition_liege_council_seat_trigger = { HOUSE = root.house LIEGE = root.liege }
}
}
trigger_if = { # Family Council
limit = { scope:petition_liege_council_seat_family = yes }
custom_tooltip = {
text = petition_liege_council_seat_liege_tt
petition_liege_council_seat_liege_trigger = yes
}
custom_tooltip = {
text = petition_liege_council_seat_family_tt
petition_liege_council_seat_family_trigger = { HOUSE = root.house LIEGE = root.liege }
}
}
trigger_if = { # Court Position
limit = { scope:petition_liege_court_position = yes }
custom_tooltip = {
text = petition_liege_court_position_me_tt
petition_liege_court_position_trigger = { HOUSE = root.house }
}
}
trigger_if = { # Family Court Position
limit = { scope:petition_liege_court_position_family = yes }
custom_tooltip = {
text = petition_liege_court_position_family_tt
petition_liege_court_position_family_trigger = { HOUSE = root.house }
}
}
trigger_if = { # Family Governorship
limit = { scope:petition_liege_governorship_family = yes }
custom_tooltip = {
text = petition_liege_governorship_tt
petition_liege_governorship_trigger = yes
}
custom_tooltip = {
text = petition_liege_governorship_family_count_tt
petition_liege_governorship_family_count_trigger = yes
}
custom_tooltip = {
text = petition_liege_governorship_family_valid_tt
petition_liege_governorship_family_valid_trigger = yes
}
}
trigger_if = { # House Governorship Rights
limit = { scope:petition_liege_house_governorship_rights = yes }
petition_liege_house_governorship_rights_trigger = yes
}
trigger_if = { # Pay Debt
limit = { scope:petition_liege_pay_debt = yes }
custom_tooltip = {
text = petition_liege_pay_debt_me_tt
gold <= -100
}
custom_tooltip = {
text = petition_liege_pay_debt_liege_tt
liege.gold >= petitioner_debt_positivization_root_value
}
}
trigger_if = { # War Aid
limit = { scope:petition_liege_war_aid = yes }
custom_tooltip = { # Must not be in any war involving liege
text = petition_liege_war_aid_liege_tt
petition_liege_war_aid_share_trigger = yes
}
custom_tooltip = { # Losing an external war
text = petition_liege_war_aid_tt
petition_liege_war_aid_trigger = yes
}
custom_tooltip = { # Liege not at war themselves
text = petition_liege_internal_war_aid_tt
petition_war_aid_liege_ally_value >= petition_war_aid_rebels_value
}
custom_tooltip = { # Liege not at war themselves
text = petition_liege_external_war_aid_tt
petition_liege_war_liege_involvement_trigger = yes
}
}
trigger_if = { # Vassal War
limit = { scope:petition_liege_vassal_war = yes }
custom_tooltip = {
text = petition_liege_vassal_war_tt
petition_liege_vassal_war_trigger = yes
}
}
trigger_if = { # Faction War
limit = { scope:petition_liege_faction_war = yes }
custom_tooltip = {
text = petition_liege_faction_war_tt
any_targeting_faction = { target_of_powerful_faction_trigger = yes }
}
}
trigger_if = { # Bailiffs
limit = { scope:petition_liege_county_control = yes }
custom_tooltip = {
text = petition_liege_county_control_tt
any_held_title = { petition_liege_county_control_trigger = yes }
}
}
trigger_if = { # Convert
limit = { scope:petition_liege_county_convert = yes }
faith = liege.faith
custom_tooltip = {
text = petition_liege_county_convert_tt
any_held_title = { petition_liege_county_convert_trigger = yes }
}
}
trigger_if = { # Opinion
limit = { scope:petition_liege_county_opinion = yes }
custom_tooltip = {
text = petition_liege_county_opinion_tt
any_held_title = { petition_liege_county_opinion_trigger = yes }
}
}
trigger_if = { # Fortify
limit = { scope:petition_liege_fortify_border = yes }
custom_tooltip = {
text = petition_liege_fortify_border_tt
any_held_title = { petition_liege_fortify_border_trigger = yes }
}
custom_tooltip = {
text = petition_liege_debt_tt
NOT = { liege.gold < 0 }
}
}
trigger_if = { # Liege Title
limit = { scope:petition_liege_title_liege = yes }
custom_tooltip = {
text = petition_liege_title_liege_tt
any_claim = { petition_liege_title_liege_trigger = yes }
}
}
trigger_if = { # Vassal Title
limit = { scope:petition_liege_title_vassal = yes }
custom_tooltip = {
text = petition_liege_title_vassal_liege_tt
# Only relevant if revocation is possible
liege = { has_realm_law_flag = title_revocation_allowed }
}
custom_tooltip = {
text = petition_liege_title_vassal_claim_tt
any_claim = { petition_liege_title_vassal_trigger = yes }
}
}
trigger_if = { # Construct City
limit = { scope:petition_liege_construct_city = yes }
custom_tooltip = {
text = petition_liege_construct_city_tt
any_held_title = { petition_liege_construct_city_trigger = yes }
}
custom_tooltip = {
text = petition_liege_construct_city_liege_tt
liege.gold > main_building_tier_1_cost
}
}
trigger_if = { # Construct Temple
limit = {
scope:petition_liege_construct_temple = yes
liege = { tgp_is_ceremonial_regent_trigger = no }
}
custom_tooltip = {
text = petition_liege_construct_temple_tt
any_held_title = { petition_liege_construct_temple_trigger = yes }
}
custom_tooltip = {
text = petition_liege_construct_city_liege_tt
liege.gold > main_building_tier_1_cost
}
}
trigger_if = { # Development
limit = { scope:petition_liege_development = yes }
custom_tooltip = {
text = petition_liege_development_tt
exists = liege
liege.capital_province.county.development_level >= petitioner_development_difference_decision_value
}
}
trigger_if = { # House Fief
limit = { scope:petition_liege_house_fief = yes }
custom_tooltip = {
text = petition_liege_house_fief_tt
has_tgp_dlc_trigger = yes
has_government = japan_administrative_government
}
}
}
widget = {
gui = "decision_view_widget_petition_liege"
controller = decision_option_list_controller
decision_to_second_step_button = "CHOOSE_PETITION_DECISION_NEXT_STEP_BUTTON"
### TGP
item = { # House Fief
value = petition_liege_house_fief
is_shown = {
has_tgp_dlc_trigger = yes
has_government = japan_administrative_government
}
is_valid = {
custom_tooltip = {
text = petition_liege_house_fief_tt
has_tgp_dlc_trigger = yes
has_government = japan_administrative_government
top_liege = { has_government = japan_administrative_government }
}
}
current_description = petition_liege_house_fief_desc
localization = petition_liege_decision_option_house_fief
icon = "gfx/interface/icons/government_types/japan_feudal_government.dds"
ai_chance = { value = 0 } # Currently unused
}
item = { # Gold
value = petition_liege_gold
is_shown = {
petition_liege_admin_valid_trigger = yes
}
is_valid = {}
current_description = petition_liege_gold_desc
localization = petition_liege_decision_option_gold
icon = "gfx/interface/icons/message_feed/money.dds"
ai_chance = { value = 0 } # Currently unused
}
item = { # Family Governorship
value = petition_liege_governorship_family
is_shown = {
petition_liege_admin_valid_trigger = yes
}
is_valid = {
is_house_head = yes
custom_tooltip = {
text = petition_liege_governorship_tt
petition_liege_governorship_trigger = yes
}
custom_tooltip = {
text = petition_liege_governorship_family_count_tt
petition_liege_governorship_family_count_trigger = yes
}
custom_tooltip = {
text = petition_liege_governorship_family_valid_tt
petition_liege_governorship_family_valid_trigger = yes
}
}
current_description = petition_liege_governorship_family_desc
localization = petition_liege_decision_option_governorship_family
icon = "gfx/interface/icons/character_interactions/grant_governorship.dds"
ai_chance = { value = 0 } # Currently unused
}
item = { # House Governorship Rights
value = petition_liege_house_governorship_rights
is_shown = {
petition_liege_admin_valid_trigger = yes
}
is_valid = {
petition_liege_house_governorship_rights_trigger = yes
}
current_description = petition_liege_house_governorship_rights_desc
localization = petition_liege_decision_option_house_governorship_rights
icon = "gfx/interface/icons/character_interactions/request_appointment_support.dds"
ai_chance = { value = 0 } # Currently unused
}
item = { # Council
value = petition_liege_council_seat
is_shown = {
petition_liege_admin_valid_trigger = no
}
is_valid = {
is_councillor = no
custom_tooltip = { # Liege can shuffle council
text = petition_liege_council_seat_liege_tt
petition_liege_council_seat_liege_trigger = yes
}
}
current_description = petition_liege_council_seat_desc
localization = petition_liege_decision_option_council_seat
icon = "gfx/interface/icons/message_feed/council.dds"
ai_chance = { value = 0 } # Currently unused
}
item = { # Family Council Appointment
value = petition_liege_council_seat_family
is_shown = {
petition_liege_admin_valid_trigger = yes
}
is_valid = {
custom_tooltip = { # Liege can shuffle council
text = petition_liege_council_seat_liege_tt
petition_liege_council_seat_liege_trigger = yes
}
is_house_head = yes
custom_tooltip = {
text = petition_liege_council_seat_family_tt
petition_liege_council_seat_family_trigger = { HOUSE = root.house LIEGE = root.liege }
}
}
current_description = petition_liege_council_seat_family_desc
localization = petition_liege_decision_option_council_seat_family
icon = "gfx/interface/icons/message_feed/council.dds"
ai_chance = { value = 0 } # Currently unused
}
item = { # Court Position
value = petition_liege_court_position
is_shown = {
petition_liege_admin_valid_trigger = yes
}
is_valid = {
petition_liege_court_position_trigger = { HOUSE = root.house }
}
current_description = petition_liege_court_position_desc
localization = petition_liege_decision_option_court_position
icon = "gfx/interface/icons/court_position_types/court_tutor_court_position.dds"
ai_chance = { value = 0 } # Currently unused
}
item = { # Family Court Position
value = petition_liege_court_position_family
is_shown = {
petition_liege_admin_valid_trigger = yes
}
is_valid = {
is_house_head = yes
custom_tooltip = {
text = petition_liege_court_position_family_tt
petition_liege_court_position_family_trigger = { HOUSE = root.house }
}
}
current_description = petition_liege_court_position_family_desc
localization = petition_liege_decision_option_court_position_family
icon = "gfx/interface/icons/court_position_types/bodyguard_court_position.dds"
ai_chance = { value = 0 } # Currently unused
}
item = { # Debt
value = petition_liege_pay_debt
is_shown = {
petition_liege_admin_valid_trigger = no
}
is_valid = {
custom_tooltip = { # In debt
text = petition_liege_pay_debt_me_tt
gold <= -100
}
custom_tooltip = { # Liege can afford your debt
text = petition_liege_pay_debt_liege_tt
liege.gold >= petitioner_debt_positivization_root_value
}
}
current_description = petition_liege_pay_debt_desc
localization = petition_liege_decision_option_pay_debt
icon = "gfx/interface/icons/message_feed/steward_job.dds"
ai_chance = { value = 0 } # Currently unused
}
### Titles
item = { # Title Liege
value = petition_liege_title_liege
is_shown = {
petition_liege_admin_valid_trigger = no
NOT = {
government_has_flag = government_is_japan_feudal
}
}
is_valid = {
custom_tooltip = {
text = petition_liege_title_liege_tt
any_claim = { petition_liege_title_liege_trigger = yes }
}
}
current_description = petition_liege_title_liege_desc
localization = petition_liege_decision_option_title_liege
icon = "gfx/interface/icons/message_feed/titles.dds"
ai_chance = { value = 0 } # Currently unused
}
item = { # Title Vassal
value = petition_liege_title_vassal
is_shown = {
petition_liege_admin_valid_trigger = no
NOT = {
government_has_flag = government_is_japan_feudal
}
}
is_valid = {
custom_tooltip = {
text = petition_liege_title_vassal_liege_tt
# Only relevant if revocation is possible
liege = { has_realm_law_flag = title_revocation_allowed }
}
custom_tooltip = {
text = petition_liege_title_vassal_claim_tt
any_claim = { petition_liege_title_vassal_trigger = yes }
}
}
current_description = petition_liege_title_vassal_desc
localization = petition_liege_decision_option_title_vassal
icon = "gfx/interface/icons/message_feed/generic_neutral_effect.dds"
ai_chance = { value = 0 } # Currently unused
}
### Wars
item = { # Faction War
value = petition_liege_faction_war
is_shown = {
petition_liege_admin_valid_trigger = no
}
is_valid = {
custom_tooltip = {
text = petition_liege_faction_war_tt
any_targeting_faction = { target_of_powerful_faction_trigger = yes }
}
NAND = {
government_has_flag = government_is_administrative
liege = { government_has_flag = government_is_administrative }
}
}
current_description = petition_liege_faction_war_desc
localization = petition_liege_decision_option_faction_war
icon = "gfx/interface/icons/message_feed/faction.dds"
ai_chance = { value = 0 } # Currently unused
}
item = { # Vassal War
value = petition_liege_vassal_war
is_shown = {
petition_liege_admin_valid_trigger = no
}
is_valid = {
custom_tooltip ={
text = petition_liege_vassal_war_tt
petition_liege_vassal_war_trigger = yes
}
NAND = {
government_has_flag = government_is_administrative
liege = { government_has_flag = government_is_administrative }
}
}
current_description = petition_liege_vassal_war_desc
localization = petition_liege_decision_option_vassal_war
icon = "gfx/interface/icons/message_feed/generic_good_effect.dds"
ai_chance = { value = 0 } # Currently unused
}
item = { # War Aid
value = petition_liege_war_aid
is_shown = {
petition_liege_admin_valid_trigger = no
}
is_valid = {
custom_tooltip = { # Must not be in any war involving liege
text = petition_liege_war_aid_liege_tt
petition_liege_war_aid_share_trigger = yes
}
custom_tooltip = { # Losing an external war
text = petition_liege_war_aid_tt
petition_liege_war_aid_trigger = yes
}
custom_tooltip = { # Liege not at war themselves
text = petition_liege_internal_war_aid_tt
petition_war_aid_liege_ally_value >= petition_war_aid_rebels_value
}
custom_tooltip = { # Liege not at war themselves
text = petition_liege_external_war_aid_tt
petition_liege_war_liege_involvement_trigger = yes
}
NAND = {
government_has_flag = government_is_administrative
liege = { government_has_flag = government_is_administrative }
}
}
current_description = petition_liege_war_aid_desc
localization = petition_liege_decision_option_war_aid
icon = "gfx/interface/icons/message_feed/war.dds"
ai_chance = { value = 0 } # Currently unused
}
### Counties
item = { # Control
value = petition_liege_county_control
is_shown = {
petition_liege_admin_valid_trigger = no
}
is_valid = {
custom_tooltip = {
text = petition_liege_county_control_tt
any_held_title = { petition_liege_county_control_trigger = yes }
}
}
current_description = petition_liege_county_control_desc
localization = petition_liege_decision_option_county_control
icon = "gfx/interface/icons/message_feed/control.dds"
ai_chance = { value = 0 } # Currently unused
}
item = { # Convert
value = petition_liege_county_convert
is_shown = {
petition_liege_admin_valid_trigger = no
}
is_valid = {
custom_tooltip = {
text = petition_liege_faith_tt
faith = liege.faith
}
custom_tooltip = {
text = petition_liege_county_convert_tt
any_held_title = { petition_liege_county_convert_trigger = yes }
}
}
current_description = petition_liege_county_convert_desc
localization = petition_liege_decision_option_county_convert
icon = "gfx/interface/icons/message_feed/bishop.dds"
ai_chance = { value = 0 } # Currently unused
}
item = { # Opinion
value = petition_liege_county_opinion
is_shown = {
petition_liege_admin_valid_trigger = no
}
is_valid = {
custom_tooltip = {
text = petition_liege_county_opinion_tt
any_held_title = { petition_liege_county_opinion_trigger = yes }
}
}
current_description = petition_liege_county_opinion_desc
localization = petition_liege_decision_option_county_opinion
icon = "gfx/interface/icons/message_feed/tier_up.dds"
ai_chance = { value = 0 } # Currently unused
}
### Construction/Development
item = { # Fortify
value = petition_liege_fortify_border
is_shown = {
petition_liege_admin_valid_trigger = no
}
is_valid = {
custom_tooltip = { # Royal
text = petition_liege_fortify_border_tt
any_held_title = { petition_liege_fortify_border_trigger = yes }
}
}
current_description = petition_liege_fortify_border_desc
localization = petition_liege_decision_option_fortify_border
icon = "gfx/interface/icons/icon_garrison.dds"
ai_chance = { value = 0 } # Currently unused
}
item = { # Construct City
value = petition_liege_construct_city
is_shown = {
petition_liege_admin_valid_trigger = no
}
is_valid = {
custom_tooltip = {
text = petition_liege_city_planning_innovation_tt
culture = { has_innovation = innovation_city_planning }
liege.culture ?= { has_innovation = innovation_city_planning }
}
custom_tooltip = {
text = petition_liege_construct_city_tt
any_held_title = { petition_liege_construct_city_trigger = yes }
}
custom_tooltip = {
text = petition_liege_holding_tt
liege.gold > main_building_tier_1_cost
}
}
current_description = petition_liege_construct_city_desc
localization = petition_liege_decision_option_construct_city
icon = "gfx/interface/icons/message_feed/building.dds"
ai_chance = { value = 0 } # Currently unused
}
item = { # Construct Temple
value = petition_liege_construct_temple
is_shown = {
petition_liege_admin_valid_trigger = no
}
is_valid = {
custom_tooltip = {
text = petition_liege_city_planning_innovation_tt
culture = { has_innovation = innovation_city_planning }
liege.culture ?= { has_innovation = innovation_city_planning }
}
custom_tooltip = {
text = petition_liege_faith_tt
faith = liege.faith
}
custom_tooltip = {
text = petition_liege_construct_temple_tt
any_held_title = { petition_liege_construct_temple_trigger = yes }
}
custom_tooltip = {
text = petition_liege_holding_tt
liege.gold > main_building_tier_1_cost
}
}
current_description = petition_liege_construct_temple_desc
localization = petition_liege_decision_option_construct_temple
icon = "gfx/interface/icons/message_feed/religious.dds"
ai_chance = { value = 0 } # Currently unused
}
item = { # Development
value = petition_liege_development
is_valid = {
custom_tooltip = {
text = petition_liege_development_tt
exists = liege
liege.capital_province.county.development_level >= petitioner_development_difference_decision_value
}
}
current_description = petition_liege_development_desc
localization = petition_liege_decision_option_development
icon = "gfx/interface/icons/message_feed/guest.dds"
ai_chance = { value = 0 } # Currently unused
}
}
effect = {
custom_tooltip = petition_liege_decision_effects
if = {
limit = {
liege = { is_ai = yes }
}
custom_description_no_bullet = { text = petition_liege_warning_effect }
}
show_as_tooltip = {
switch = {
trigger = has_trait
shy = { add_stress = medium_stress_impact_gain }
arrogant = { add_stress = medium_stress_impact_gain }
}
}
switch = {
trigger = yes
scope:petition_liege_gold = { # Gold
set_variable = { name = petition_type value = flag:gold }
}
scope:petition_liege_council_seat = { # Council
set_variable = { name = petition_type value = flag:council_seat }
}
scope:petition_liege_council_seat_family = { # Family Council
set_variable = { name = petition_type value = flag:council_seat_family }
}
scope:petition_liege_court_position = { # Court Position
set_variable = { name = petition_type value = flag:court_position }
}
scope:petition_liege_court_position_family = { # Family Court Position
set_variable = { name = petition_type value = flag:court_position_family }
}
scope:petition_liege_governorship_family = { # Family Governorship
set_variable = { name = petition_type value = flag:governorship_family }
}
scope:petition_liege_house_governorship_rights = { # House Governorship Rights
set_variable = { name = petition_type value = flag:house_governorship_rights }
}
scope:petition_liege_pay_debt = { # Debt
set_variable = { name = petition_type value = flag:pay_debt }
}
scope:petition_liege_war_aid = { # War Aid
set_variable = { name = petition_type value = flag:war_aid }
}
scope:petition_liege_vassal_war = { # Vassal Aid
set_variable = { name = petition_type value = flag:vassal_war }
}
scope:petition_liege_faction_war = { # Faction War
set_variable = { name = petition_type value = flag:faction_war }
}
scope:petition_liege_county_control = { # County Control
set_variable = { name = petition_type value = flag:county_control }
}
scope:petition_liege_county_convert = { # Convert County
set_variable = { name = petition_type value = flag:county_convert }
}
scope:petition_liege_county_opinion = { # County Opinion
set_variable = { name = petition_type value = flag:county_opinion }
}
scope:petition_liege_fortify_border = { # Fortify Border
set_variable = { name = petition_type value = flag:fortify_border }
}
scope:petition_liege_title_liege = { # Title Liege
set_variable = { name = petition_type value = flag:title_liege }
}
scope:petition_liege_title_vassal = { # Title Vassal
set_variable = { name = petition_type value = flag:title_vassal }
}
scope:petition_liege_construct_city = { # Construct City
set_variable = { name = petition_type value = flag:construct_city }
}
scope:petition_liege_construct_temple = { # Construct Temple
set_variable = { name = petition_type value = flag:construct_temple }
}
scope:petition_liege_development = { # Development
set_variable = { name = petition_type value = flag:development }
}
scope:petition_liege_gold = { # Gold
set_variable = { name = petition_type value = flag:gold }
}
scope:petition_liege_house_fief = { # House Fief
set_variable = { name = petition_type value = flag:house_fief }
}
}
if = {
limit = {
location = liege.capital_province
}
trigger_event = {
on_action = petition_liege_start
}
trigger_event = petition_liege.9000
}
else = {
start_travel_plan = {
destination = liege.capital_province
on_start_on_action = petition_liege_start
on_travel_planner_cancel_on_action = petition_liege_travel_planner_exit
on_arrival_event = petition_liege.9000
on_arrival_destinations = all_but_last
}
}
}
ai_potential = {
always = no # Only players can do this. AI vassals go through the normal court events/hold court activity.
}
}

View file

@ -0,0 +1,394 @@
### Pay Homage ###
pay_homage_decision = {
ai_check_interval_by_tier = {
barony = 0
county = 45
duchy = 45
kingdom = 45
empire = 45
hegemony = 0
}
picture = {
trigger = {
NOR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_theocracy
top_liege ?= { government_has_flag = government_is_tribal }
top_liege ?= { government_has_flag = government_is_theocracy }
}
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
top_liege ?= {
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
capital_barony ?= title:b_constantinople
is_roman_emperor_primary_title_trigger = yes
}
}
}
}
reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds"
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_knight_kneeling.dds"
}
decision_group_type = major
cost = {
prestige = standard_activity_base_cost
gold = {
value = 0
if = {
limit = {
exists = scope:pay_homage_gold
scope:pay_homage_gold = yes
has_treasury = no
}
add = medium_gold_value
}
}
treasury = {
value = 0
if = {
limit = {
exists = scope:pay_homage_gold
scope:pay_homage_gold = yes
has_treasury = yes
}
add = medium_gold_value
}
}
}
is_shown = {
is_landed = yes
primary_title.tier >= tier_county
top_liege != this
liege ?= { has_royal_court = yes }
has_dlc_feature = royal_court
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
}
NOT = {
culture = { has_cultural_parameter = must_pledge_loyalty_to_liege }
liege = {
culture = { has_cultural_parameter = must_pledge_loyalty_to_liege }
}
}
}
is_valid = {
exists = liege
custom_tooltip = {
text = pay_homage_grace_valid_tt
trigger_if = { # Has not paid homage to this liege before
limit = {
has_variable = pay_homage_grace
exists = liege
}
NOT = { var:pay_homage_grace = liege }
}
}
}
is_valid_showing_failures_only = {
is_available_adult = yes
liege ?= { is_available_adult = yes }
is_at_war_with_liege = no
trigger_if = {
limit = {
is_ai = no
has_royal_court = yes
}
has_spawned_court_events = no # should only be used for human players
}
trigger_if = { # Has not paid homage to this liege before
limit = {
has_variable = pay_homage_grace
exists = liege
}
custom_tooltip = {
text = pay_homage_grace_tt
NOT = { var:pay_homage_grace = liege }
}
}
trigger_if = {
limit = { is_ai = yes }
NOT = {
liege = { has_variable = pay_homage_cooldown }
}
}
}
widget = {
gui = "decision_view_widget_pay_homage"
controller = decision_option_list_controller
decision_to_second_step_button = "PAY_HOMAGE_DECISION_NEXT_STEP_BUTTON"
item = { # Submission
value = pay_homage_submission
is_valid = {}
current_description = pay_homage_submission_desc
localization = pay_homage_decision_option_submission
icon = "gfx/interface/icons/icon_liege.dds"
ai_chance = { # Always likely
value = 50
if = { # Generous vassals want to give gold if they can!
limit = {
ai_greed <= -50
gold >= medium_gold_value
}
add = -50
}
}
}
item = { # Hook
value = pay_homage_hook
is_valid = {
custom_tooltip = { # Liege does not already have a hook
text = pay_homage_hook_tt
NOT = {
liege ?= { has_hook = prev }
}
}
}
current_description = pay_homage_hook_desc
localization = pay_homage_decision_option_hook
icon = "gfx/interface/icons/message_feed/hook.dds"
ai_chance = { # More likely if family
value = 25
if = {
limit = {
liege ?= { is_close_or_extended_family_of = prev }
}
add = 25
}
if = { # Certain AI's really do not want to be indebted
limit = {
OR = {
has_trait = paranoid
has_trait = arrogant
ai_greed >= 50
}
}
add = -50
}
}
}
item = { # Contract
value = pay_homage_contract
is_shown = { government_has_flag = government_is_feudal }
is_valid = {
custom_tooltip = { # Contract can be changed
text = pay_homage_contract_modifiable_tt
vassal_contract_has_modifiable_obligations = yes
}
custom_tooltip = { # Contract not at highest
text = pay_homage_contract_increasable_tt
OR = {
vassal_contract_obligation_level_can_be_increased = feudal_government_taxes
vassal_contract_obligation_level_can_be_increased = feudal_government_levies
}
}
}
current_description = pay_homage_contract_desc
localization = pay_homage_decision_option_contract
icon = "gfx/interface/icons/message_feed/a_catch_all_councillor_icon.dds"
ai_chance = { # More likely if contract is already lenient
value = 10
if = {
limit = {
OR = {
vassal_contract_obligation_level:feudal_government_levies = feudal_levies_low_level
vassal_contract_obligation_level:feudal_government_taxes = feudal_tax_low_level
}
}
add = 40
}
else_if = {
limit = {
OR = {
vassal_contract_obligation_level:feudal_government_levies = feudal_levies_exempt_level
vassal_contract_obligation_level:feudal_government_taxes = feudal_tax_exempt_level
}
}
add = 90
}
if = { # Certain AI's really do not want increased obligations
limit = {
OR = {
has_trait = ambitious
has_trait = arrogant
ai_greed >= 50
}
}
add = -50
}
}
}
item = { # Gold
value = pay_homage_gold
# Can afford gold homage
is_valid = { gold >= medium_gold_value }
current_description = pay_homage_gold_desc
localization = pay_homage_decision_option_gold
icon = "gfx/interface/icons/message_feed/money.dds"
ai_chance = { # More likely if rich
value = 50
if = {
limit = { short_term_gold > major_gold_value }
add = 50
}
if = { # Certain AI's really do not want to part with gold
limit = {
ai_greed >= 50
}
add = -100
}
}
}
}
effect = {
set_variable = {
name = homage_liege_scope
value = liege
}
custom_tooltip = pay_homage_decision_effects
custom_description_no_bullet = { text = pay_homage_gift_warning_effect }
if = { # Gift
limit = { scope:pay_homage_gold = yes }
set_variable = {
name = homage_type
value = flag:homage_gold
}
# used for refunding if travel is canceled mid-way
set_variable = {
name = pay_homage_gold_value
value = medium_gold_value
}
custom_tooltip = pay_homage_decision_effects_gold
}
else_if = { # Hook
limit = { scope:pay_homage_hook = yes }
set_variable = {
name = homage_type
value = flag:homage_hook
}
custom_tooltip = pay_homage_decision_effects_hook
}
else_if = { # Contract
limit = { scope:pay_homage_contract = yes }
set_variable = {
name = homage_type
value = flag:homage_contract
}
if = {
limit = {
vassal_contract_obligation_level:feudal_government_levies < vassal_contract_obligation_level:feudal_government_taxes
vassal_contract_obligation_level_can_be_increased = feudal_government_levies
}
custom_tooltip = pay_homage_decision_effects_contract_levies
}
else_if = {
limit = {
vassal_contract_obligation_level:feudal_government_taxes < vassal_contract_obligation_level:feudal_government_levies
vassal_contract_obligation_level_can_be_increased = feudal_government_taxes
}
custom_tooltip = pay_homage_decision_effects_contract_gold
}
else = {
if = {
limit = { vassal_contract_obligation_level_can_be_increased = feudal_government_taxes }
custom_tooltip = pay_homage_decision_effects_contract_gold
}
else = { custom_tooltip = pay_homage_decision_effects_contract_gold }
}
hidden_effect = { set_subject_contract_modification_blocked = yes }
}
else = { # Submission
set_variable = {
name = homage_type
value = flag:homage_submission
}
}
show_as_tooltip = {
switch = {
trigger = has_trait
shy = { add_stress = minor_stress_impact_gain }
arrogant = { add_stress = minor_stress_impact_gain }
}
}
save_scope_as = homage_vassal
if = {
limit = { exists = liege } # To stop errors
liege = { save_scope_as = homage_liege }
}
if = {
limit = {
liege = {
has_realm_law = uncrowned
}
}
custom_tooltip = pay_homage_uncrowned_tt
}
start_travel_plan = {
destination = liege.capital_province
on_start_on_action = pay_homage_start
on_travel_planner_cancel_on_action = pay_homage_travel_planner_exit
on_arrival_event = pay_homage.9999
on_arrival_destinations = all_but_last
}
}
ai_potential = {
is_at_war = no
}
ai_will_do = {
base = 0
modifier = {
add = 50
prestige > standard_activity_base_cost
}
modifier = { # AI's who can give gold are more likely
add = 50
gold >= medium_gold_value
ai_greed < 50
primary_title.tier > tier_county
}
modifier = {
add = -50
has_relation_rival = liege
}
modifier = {
add = -25
opinion = {
target = liege
value < 0
}
}
modifier = { # Dukes/kings should be more weighted
add = 25
primary_title.tier >= tier_duchy
}
modifier = { # Barons should be less weighted
add = -25
primary_title.tier < tier_county
}
#Unwilling to do it to lieges that are uncrowned
#Makes it less likely vassals will be traveling during coronation
modifier = {
factor = 0
liege = {
has_realm_law = uncrowned
}
}
}
}

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### Submit to the Great Khan ###
submit_to_the_great_khan_decision = {
ai_check_interval_by_tier = {
barony = 0
county = 12
duchy = 12
kingdom = 12
empire = 12
hegemony = 12
}
picture = {
reference = "gfx/interface/illustrations/decisions/mpo_decision_great_khan.dds"
}
desc = submit_to_the_great_khan_decision_opening_desc
selection_tooltip = submit_to_the_great_khan_decision_tooltip
sort_order = 110
decision_group_type = major
is_shown = {
is_landless_adventurer = no
is_independent_ruler = yes
OR = {
exists = global_var:mongol_empire_has_spawned
AND = {
exists = global_var:greatest_of_khans_title
exists = global_var:greatest_of_khans_title.holder
}
}
NOT = {
mpo_has_gok_mongol_empire_trigger = yes
}
OR = {
any_neighboring_top_liege_realm_owner = {
mpo_has_gok_mongol_empire_trigger = yes
}
AND = {
is_ai = no # this heavier check is for players, AI will only evaluate decision when immediately bordering the Mongols
any_neighboring_top_liege_realm_owner = {
any_neighboring_top_liege_realm_owner = {
mpo_has_gok_mongol_empire_trigger = yes
}
}
}
}
}
is_valid_showing_failures_only = {
NOT = { highest_held_title_tier = tier_empire }
}
effect = {
if = {
limit = {
exists = confederation
}
confederation = {
#Your confederation will survive, it has more members
if = {
limit = {
any_confederation_member = {
count >= 2
NOT = {
this = root
}
}
}
remove_confederation_member = root
}
#Your confederation is toast
else = {
disband_confederation = yes
}
}
}
hidden_effect = {
if = {
limit = {
exists = title:e_mongol_empire.holder
}
title:e_mongol_empire.holder = {
save_scope_as = mongol_emperor
}
}
else = {
random_neighboring_top_liege_realm_owner = {
limit = { mpo_has_gok_mongol_empire_trigger = yes }
save_scope_as = mongol_emperor
}
if = {
limit = {
NOT = {
exists = scope:mongol_emperor
}
}
random_neighboring_top_liege_realm_owner = {
limit = {
mpo_has_gok_mongol_empire_trigger = yes
}
random_neighboring_top_liege_realm_owner = {
limit = {
mpo_has_gok_mongol_empire_trigger = yes
}
save_scope_as = mongol_emperor
}
}
}
}
}
every_character_war = {
limit = {
primary_defender = root
}
end_war = white_peace
}
hidden_effect = {
debug_log = "A ruler submitted to the khan"
debug_log_scopes = yes
}
save_scope_as = recipient
scope:mongol_emperor = {
send_interface_message = {
type = event_gok_submission_with_text
title = mpo_greatest_of_khans.0020_title
left_icon = root
root = {
create_title_and_vassal_change = {
type = swear_fealty
save_scope_as = title_change
add_claim_on_loss = no
}
change_liege = {
liege = scope:mongol_emperor
change = scope:title_change
}
resolve_title_and_vassal_change = scope:title_change
if = {
limit = {
government_has_flag = government_is_nomadic
}
pay_herd = {
target = scope:mongol_emperor
value = domicile.major_herd_value
}
}
else_if = {
limit = {
NOT = {
government_has_flag = government_is_herder
}
}
pay_short_term_gold = {
target = scope:mongol_emperor
gold = major_gold_value
}
}
if = {
limit = {
#khan is still nomadic or pluralist and thus doesn't care about religion
scope:mongol_emperor = {
faith = {
has_doctrine = doctrine_pluralism_pluralistic
}
}
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
}
}
hidden_effect = {
if = {
limit = { is_independent_ruler = no } # To avoid errors during tooltip generation (prior to the contract being generated)
vassal_contract_set_obligation_level = { type = religious_rights level = 1 }
}
}
custom_tooltip = religious_protection_tt
}
}
}
}
}
ai_potential = {
OR = {
exists = global_var:mongol_empire_has_spawned
AND = {
exists = global_var:greatest_of_khans_title
exists = global_var:greatest_of_khans_title.holder
}
}
is_independent_ruler = yes
highest_held_title_tier < tier_empire
trigger_if = {
limit = {
government_has_flag = government_is_nomadic
}
domicile = {
herd >= massive_herd_value
}
}
trigger_if = {
limit = {
NOR = {
government_has_flag = government_is_herder
government_has_flag = government_is_nomadic
}
}
gold >= medium_gold_value
}
}
ai_will_do = { # is_shown trigger means AI will only evaluate these when immediate neighbors with the Mongols
base = 0
# Very likely if you're an independent count bordering the Empire
modifier = {
add = 25
highest_held_title_tier = tier_county
}
# Fairly likely if you're an independent duke bordering the Empire
modifier = {
add = 10
highest_held_title_tier = tier_duchy
OR = {
culture = { has_cultural_pillar = heritage_mongolic }
culture = { has_cultural_pillar = heritage_turkic }
}
}
# A little bit likely if you're an independent king in the Altaic group bordering the Empire
modifier = {
add = 10
highest_held_title_tier = tier_duchy
OR = {
culture = { has_cultural_pillar = heritage_mongolic }
culture = { has_cultural_pillar = heritage_turkic }
}
}
# More likely if you're Craven
modifier = {
factor = 1.25
has_trait = craven
}
# Unlikely if you're Brave
modifier = {
factor = 0.2
has_trait = brave
}
# Unlikely if you're Arrogant
modifier = {
factor = 0.1
has_trait = arrogant
}
# Very likely if you're already allies
modifier = {
factor = 1.5
any_ally = {
mpo_has_gok_mongol_empire_trigger = yes
}
}
# The AI should never do this as a king or above
modifier = {
factor = 0
highest_held_title_tier >= tier_kingdom
}
}
}

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### Pledge Loyalty to the [GetPlayer.GetLiege.GetTitleTierName|U] ###
pledge_loyalty_to_liege_decision = {
ai_check_interval_by_tier = {
barony = 0
county = 45
duchy = 45
kingdom = 45
empire = 45
hegemony = 0
}
picture = {
trigger = {
culture = { has_cultural_parameter = must_pledge_loyalty_to_liege }
top_liege ?= {
culture = { has_cultural_parameter = must_pledge_loyalty_to_liege }
}
}
reference = "gfx/interface/illustrations/event_story/tgp_japanese_shogunate.dds"
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_knight_kneeling.dds"
}
decision_group_type = major
cost = {
gold = {
value = 0
if = {
limit = {
exists = scope:pledge_loyalty_to_liege_gold
scope:pledge_loyalty_to_liege_gold = yes
}
add = medium_gold_value
}
}
}
is_shown = {
is_landed = yes
primary_title.tier >= tier_county
is_independent_ruler = no
liege ?= { has_royal_court = yes }
culture = { has_cultural_parameter = must_pledge_loyalty_to_liege }
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
government_has_flag = government_is_japan_feudal
}
}
is_valid = {
custom_tooltip = {
text = pledge_loyalty_to_liege_grace_valid_tt
trigger_if = { # Has not Pledged Loyalty to this Liege before
limit = {
has_variable = pledge_loyalty_to_liege_grace
}
NOT = { var:pledge_loyalty_to_liege_grace = liege }
}
}
}
is_valid_showing_failures_only = {
is_available_adult = yes
liege ?= { is_available_adult = yes }
is_at_war_with_liege = no
trigger_if = {
limit = {
is_ai = no
has_royal_court = yes
}
has_spawned_court_events = no # should only be used for human players
}
trigger_if = { # Has not Pledged Loyalty to this Liege before
limit = {
has_variable = pledge_loyalty_to_liege_grace
}
custom_tooltip = {
text = pledge_loyalty_to_liege_grace_valid_tt
NOT = { var:pledge_loyalty_to_liege_grace = liege }
}
}
}
widget = {
gui = "decision_view_widget_pay_homage"
controller = decision_option_list_controller
decision_to_second_step_button = "pledge_loyalty_to_liege_DECISION_NEXT_STEP_BUTTON"
item = { # Submission
value = pledge_loyalty_to_liege_submission
is_valid = {}
current_description = pledge_loyalty_to_liege_submission_desc
localization = pledge_loyalty_to_liege_decision_option_submission
icon = "gfx/interface/icons/icon_liege.dds"
ai_chance = { # Always likely
value = 50
if = { # Generous vassals want to give gold if they can!
limit = {
ai_greed <= -50
gold >= medium_gold_value
}
add = -50
}
}
}
item = { # Hook
value = pledge_loyalty_to_liege_hook
is_valid = {
custom_tooltip = { # Liege does not already have a hook
text = pledge_loyalty_to_liege_hook_tt
NOT = {
liege ?= { has_hook = prev }
}
}
}
current_description = pledge_loyalty_to_liege_hook_desc
localization = pledge_loyalty_to_liege_decision_option_hook
icon = "gfx/interface/icons/message_feed/hook.dds"
ai_chance = { # More likely if family
value = 25
if = {
limit = {
liege ?= { is_close_or_extended_family_of = prev }
}
add = 25
}
if = { # Certain AI's really do not want to be indebted
limit = {
OR = {
has_trait = paranoid
has_trait = arrogant
ai_greed >= 50
}
}
add = -50
}
}
}
item = { # Contract
value = pledge_loyalty_to_liege_contract
is_shown = { government_has_flag = government_is_feudal }
is_valid = {
custom_tooltip = { # Contract can be changed
text = pledge_loyalty_to_liege_contract_modifiable_tt
vassal_contract_has_modifiable_obligations = yes
}
custom_tooltip = { # Contract not at highest
text = pledge_loyalty_to_liege_contract_increasable_tt
OR = {
vassal_contract_obligation_level_can_be_increased = feudal_government_taxes
vassal_contract_obligation_level_can_be_increased = feudal_government_levies
}
}
}
current_description = pledge_loyalty_to_liege_contract_desc
localization = pledge_loyalty_to_liege_decision_option_contract
icon = "gfx/interface/icons/message_feed/a_catch_all_councillor_icon.dds"
ai_chance = { # More likely if contract is already lenient
value = 10
if = {
limit = {
OR = {
vassal_contract_obligation_level:feudal_government_levies = feudal_levies_low_level
vassal_contract_obligation_level:feudal_government_taxes = feudal_tax_low_level
}
}
add = 40
}
else_if = {
limit = {
OR = {
vassal_contract_obligation_level:feudal_government_levies = feudal_levies_exempt_level
vassal_contract_obligation_level:feudal_government_taxes = feudal_tax_exempt_level
}
}
add = 90
}
if = { # Certain AI's really do not want increased obligations
limit = {
OR = {
has_trait = ambitious
has_trait = arrogant
ai_greed >= 50
}
}
add = -50
}
}
}
item = { # Gold
value = pledge_loyalty_to_liege_gold
is_valid = {
custom_tooltip = { # Can afford gold homage
text = pledge_loyalty_to_liege_gold_tt
gold >= medium_gold_value # Can afford gold homage
}
}
current_description = pledge_loyalty_to_liege_gold_desc
localization = pledge_loyalty_to_liege_decision_option_gold
icon = "gfx/interface/icons/message_feed/money.dds"
ai_chance = { # More likely if rich
value = 50
if = {
limit = { gold > major_gold_value }
add = 50
}
if = { # Certain AI's really do not want to part with gold
limit = {
ai_greed >= 50
}
add = -100
}
}
}
}
effect = {
set_variable = {
name = pledge_loyalty_to_liege_scope
value = liege
}
custom_tooltip = pledge_loyalty_to_liege_decision_effects
custom_description_no_bullet = { text = pledge_loyalty_to_liege_gift_warning_effect }
if = { # Gift
limit = { scope:pledge_loyalty_to_liege_gold = yes }
set_variable = {
name = homage_type
value = flag:pledge_loyalty_to_liege_gold
}
# used for refunding if travel is canceled mid-way
set_variable = {
name = pledge_loyalty_to_liege_gold_value
value = medium_gold_value
}
custom_tooltip = pledge_loyalty_to_liege_decision_effects_gold
}
else_if = { # Hook
limit = { scope:pledge_loyalty_to_liege_hook = yes }
set_variable = {
name = homage_type
value = flag:pledge_loyalty_to_liege_hook
}
custom_tooltip = pledge_loyalty_to_liege_decision_effects_hook
}
else_if = { # Contract
limit = { scope:pledge_loyalty_to_liege_contract = yes }
set_variable = {
name = homage_type
value = flag:pledge_loyalty_to_liege_contract
}
if = {
limit = {
vassal_contract_obligation_level:feudal_government_levies < vassal_contract_obligation_level:feudal_government_taxes
vassal_contract_obligation_level_can_be_increased = feudal_government_levies
}
custom_tooltip = pledge_loyalty_to_liege_decision_effects_contract_levies
}
else_if = {
limit = {
vassal_contract_obligation_level:feudal_government_taxes < vassal_contract_obligation_level:feudal_government_levies
vassal_contract_obligation_level_can_be_increased = feudal_government_taxes
}
custom_tooltip = pledge_loyalty_to_liege_decision_effects_contract_gold
}
else = {
if = {
limit = { vassal_contract_obligation_level_can_be_increased = feudal_government_taxes }
custom_tooltip = pledge_loyalty_to_liege_decision_effects_contract_gold
}
else = { custom_tooltip = pledge_loyalty_to_liege_decision_effects_contract_gold }
}
hidden_effect = { set_vassal_contract_modification_blocked = yes }
}
else = { # Submission
set_variable = {
name = homage_type
value = flag:pledge_loyalty_to_liege_submission
}
}
show_as_tooltip = {
switch = {
trigger = has_trait
shy = { add_stress = minor_stress_impact_gain }
arrogant = { add_stress = minor_stress_impact_gain }
}
}
save_scope_as = pledge_loyalty_to_liege_vassal
if = {
limit = { exists = liege } # To stop errors
liege = { save_scope_as = pledge_loyalty_to_liege_liege }
}
start_travel_plan = {
destination = liege.capital_province
on_start_on_action = pledge_loyalty_to_liege_start
on_travel_planner_cancel_on_action = pledge_loyalty_to_liege_travel_planner_exit
on_arrival_event = pledge_loyalty_to_liege.9000
on_arrival_destinations = all_but_last
}
}
ai_potential = {
is_at_war = no
}
ai_will_do = {
base = 0
modifier = {
add = 60
culture = { has_cultural_parameter = must_pledge_loyalty_to_liege }
}
modifier = {
add = 50
prestige > standard_activity_base_cost
}
modifier = { # AI's who can give gold are more likely
add = 50
gold >= medium_gold_value
ai_greed < 50
primary_title.tier > tier_county
}
modifier = {
add = -50
has_relation_rival = liege
}
modifier = {
add = -25
opinion = {
target = liege
value < 0
}
}
modifier = { # Dukes/kings should be more weighted
add = 25
primary_title.tier >= tier_duchy
}
modifier = { # Barons should be less weighted
add = -25
primary_title.tier < tier_county
}
}
}
### Petition the Ceremonial Monarch ###
petition_ceremonial_liege_decision = {
ai_check_interval = 0
sort_order = 199
selection_tooltip = {
first_valid = {
triggered_desc = {
trigger = {
liege = { tgp_is_ceremonial_regent_trigger = yes }
}
desc = petition_liege_decision_tooltip_non_royal
}
desc = petition_liege_decision_tooltip
}
}
title = {
first_valid = {
triggered_desc = {
trigger = { exists = top_liege.primary_title.var:administrative_ui_special_title.holder }
desc = petition_ceremonial_liege_decision_title
}
desc = petition_ceremonial_liege_decision
}
}
desc = petition_ceremonial_liege_decision_desc
picture = {
trigger = {
culture = { has_graphical_east_asia_culture_group_trigger = yes }
}
reference = "gfx/interface/illustrations/decisions/tgp_kowtow.dds"
}
picture = {
trigger = {
NOR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic
government_has_flag = government_is_theocracy
top_liege ?= { government_has_flag = government_is_tribal }
top_liege ?= { government_has_flag = government_is_nomadic }
top_liege ?= { government_has_flag = government_is_theocracy }
}
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
top_liege ?= {
OR = {
culture = { has_cultural_pillar = heritage_byzantine }
capital_barony ?= title:b_constantinople
is_roman_emperor_primary_title_trigger = yes
}
}
}
}
reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds"
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_knight_kneeling.dds"
}
cost = {
prestige = {
value = 0
if = {
limit = { petition_liege_admin_valid_trigger = no }
add = standard_activity_base_cost
}
}
influence = {
value = 0
if = {
limit = { petition_liege_admin_valid_trigger = yes }
add = standard_activity_base_cost
}
}
}
cooldown = {
days = standard_petition_liege_cooldown_time
}
is_shown = {
is_playable_character = yes
has_dlc_feature = royal_court
tgp_is_ceremonial_petition_shown_trigger = yes
}
is_valid_showing_failures_only = {
is_available_adult = yes
tgp_is_ceremonial_petition_shown_trigger = yes
tgp_is_ceremonial_petition_valid_trigger = yes
}
widget = {
gui = "decision_view_widget_petition_liege"
controller = decision_option_list_controller
decision_to_second_step_button = "CHOOSE_PETITION_DECISION_NEXT_STEP_BUTTON"
item = { # Regent endorsement
value = petition_ceremonial_liege_regent
is_valid = {
government_allows = administrative
is_independent_ruler = no
trigger_if = {
limit = { exists = top_liege.primary_title.var:administrative_ui_special_title.holder }
custom_tooltip = {
text = petition_ceremonial_liege_regent_already_given_tt
NOT = { var:petition_liege_regent_support ?= top_liege.primary_title.var:administrative_ui_special_title.holder }
}
}
trigger_else = { always = no }
}
current_description = petition_ceremonial_liege_regent_desc
localization = petition_ceremonial_liege_decision_option_regent
icon = "gfx/interface/icons/message_feed/tier_up.dds"
ai_chance = { value = 0 } # Currently unused
}
item = { # Appointment support
value = petition_ceremonial_liege_appointment
is_valid = { government_allows = administrative }
current_description = petition_ceremonial_liege_appointment_desc
localization = petition_ceremonial_liege_decision_option_appointment
icon = "gfx/interface/icons/message_feed/icon_scheme_promote.dds"
ai_chance = { value = 0 } # Currently unused
}
item = { # Royal wedding
value = petition_ceremonial_liege_wedding
is_valid = {
tgp_is_in_ceremonial_house_trigger = no
}
current_description = petition_ceremonial_liege_wedding_desc
localization = petition_ceremonial_liege_decision_option_wedding
icon = "gfx/interface/icons/message_feed/marriage.dds"
ai_chance = { value = 0 } # Currently unused
}
item = { # Privilege
value = petition_ceremonial_liege_privilege
is_valid = {
tgp_is_in_ceremonial_house_trigger = no
}
current_description = petition_ceremonial_liege_privilege_desc
localization = petition_ceremonial_liege_decision_option_privilege
icon = "gfx/interface/icons/message_feed/vassal_contract.dds"
ai_chance = { value = 0 } # Currently unused
}
}
effect = {
top_liege.primary_title.var:administrative_ui_special_title.holder = { save_scope_as = ceremonial_liege }
custom_tooltip = petition_ceremonial_liege_decision_effects
if = {
limit = {
liege = { is_ai = yes }
}
custom_description_no_bullet = { text = petition_liege_warning_effect }
}
show_as_tooltip = {
switch = {
trigger = has_trait
shy = { add_stress = medium_stress_impact_gain }
arrogant = { add_stress = medium_stress_impact_gain }
}
}
switch = {
trigger = yes
scope:petition_ceremonial_liege_regent = {
set_variable = { name = petition_type value = flag:regent }
}
scope:petition_ceremonial_liege_appointment = {
set_variable = { name = petition_type value = flag:appointment }
}
scope:petition_ceremonial_liege_wedding = {
set_variable = { name = petition_type value = flag:wedding }
}
scope:petition_ceremonial_liege_privilege = {
set_variable = { name = petition_type value = flag:privilege }
}
}
if = {
limit = { location = scope:ceremonial_liege.capital_province }
trigger_event = { on_action = petition_ceremonial_liege_start }
trigger_event = petition_liege.9020
}
else = {
trigger_event = { on_action = petition_ceremonial_liege_start }
start_travel_plan = {
destination = scope:ceremonial_liege.capital_province
on_travel_planner_cancel_on_action = petition_ceremonial_liege_travel_planner_exit
on_arrival_event = petition_liege.9020
on_arrival_destinations = all_but_last
}
}
add_character_flag = {
flag = petition_ceremonial_liege_character_flag
weeks = 2
}
}
ai_potential = { always = no } # Only players can do this. AI vassals go through the normal court events/hold court activity.
}

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###DECISIONS LIST###
##
#Become Genghis Khan
#Enforce Bactrian Supremacy
##
##########
#Become Genghis Khan
# by Petter Vilberg
### Become Greatest of Khans ###
become_greatest_of_khans_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds"
}
decision_group_type = major
desc = become_greatest_of_khans_decision_desc
ai_check_interval = 0
sort_order = 200
is_shown = {
highest_held_title_tier >= tier_duchy
is_playable_character = yes
culture = { has_cultural_pillar = heritage_mongolic }
NOT = {
is_target_in_global_variable_list = {
name = unavailable_unique_decisions
target = flag:become_greatest_of_khans_decision
}
}
#TRUE DLC-OWNING NOMADS HAVE THEIR OWN PATH
has_mpo_dlc_trigger = no
}
is_valid = {
prestige_level >= 4
highest_held_title_tier = tier_empire
sub_realm_size >= greatest_of_khans_target_counties
capital_province = {
geographical_region = world_steppe
}
}
is_valid_showing_failures_only = {
is_landed = yes
is_adult = yes
is_available = yes
top_liege = this
}
cost = {
gold = {
value = 0
if = {
limit = {
has_treasury = no
}
add = massive_gold_value
}
}
treasury = {
value = 0
if = {
limit = {
has_treasury = yes
}
add = massive_gold_value
}
}
prestige = {
value = major_prestige_value
}
}
effect = {
gain_heroic_legend_seed_tooltip_effect = yes
#Can only happen once
add_to_global_variable_list = {
name = unavailable_unique_decisions
target = flag:become_greatest_of_khans_decision
}
show_as_tooltip = {
add_trait = greatest_of_khans
give_nickname = nick_genghis_khan
if = {
limit = {
prestige_level < 5
}
add_prestige_level = 1
}
custom_tooltip = become_greatest_of_khans_decision_enable_mongol_invasion_cb
custom_tooltip = become_greatest_of_khans_decision_gain_mongol_empire
add_realm_law_skip_effects = high_partition_succession_law
spawn_mongol_troops_condensed_effect = yes
}
save_scope_as = genghis_khan
trigger_event = central_asia.0001 #I became the Genghis Khan
add_to_temporary_list = received_notification
every_vassal_or_below = {
trigger_event = central_asia.0002 #My ruler became the Genghis Khan
add_to_temporary_list = received_notification
}
every_ruler = {
limit = {
NOT = {
is_in_list = received_notification
}
}
trigger_event = central_asia.0003 #Someone has become Genghis Khan
}
}
}
##########
#Enforce Bactrian Supremacy
# by Petter Vilberg
### Establish Bactrian Supremacy ###
establish_bactrian_supremacy_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_sunder.dds"
}
decision_group_type = major
desc = establish_bactrian_supremacy_decision_desc
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 120
empire = 120
hegemony = 120
}
is_shown = {
highest_held_title_tier >= tier_county
culture = {
OR = {
this = culture:afghan
this = culture:tajik
any_parent_culture_or_above = {
OR = {
this = culture:tajik
this = culture:afghan
}
}
}
}
NOT = {
is_target_in_global_variable_list = {
name = unavailable_unique_decisions
target = flag:establish_bactrian_supremacy_decision
}
}
}
is_valid = {
completely_controls_region = custom_bactria
custom_description = {
text = "is_king_or_emperor"
highest_held_title_tier >= tier_kingdom
}
OR = {
religion = religion:zoroastrianism_religion
religion = religion:buddhism_religion
faith = faith:manichean
}
prestige_level >= 3
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
government_allows = administrative
government_has_flag = government_is_landless_adventurer
}
capital_province = {
geographical_region = custom_bactria
}
}
is_valid_showing_failures_only = {
is_landed = yes
is_adult = yes
is_available = yes
top_liege = this
}
cost = {
gold = {
value = 0
if = {
limit = {
has_treasury = no
}
add = massive_gold_value
}
}
treasury = {
value = 0
if = {
limit = {
has_treasury = yes
}
add = massive_gold_value
}
}
prestige = {
value = major_prestige_value
}
}
effect = {
gain_heroic_legend_seed_tooltip_effect = yes
#Can only happen once
add_to_global_variable_list = {
name = unavailable_unique_decisions
target = flag:establish_bactrian_supremacy_decision
}
save_scope_as = bactrian_emperor
show_as_tooltip = {
establish_bactrian_supremacy_effect = yes
}
trigger_event = central_asia.0011
add_to_list = notification_sent
}
ai_will_do = {
base = 100
}
}
##########
#Establish the Yamagate in Samarkand
# by James Beaumont
### Establish the Yamagate in Samarkand ###
establish_yamagate_in_samarkand_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
}
desc = establish_yamagate_in_samarkand_decision_desc
selection_tooltip = establish_yamagate_in_samarkand_decision_tooltip
decision_group_type = major
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 120
empire = 120
hegemony = 120
}
is_shown = {
is_ruler = yes
is_playable_character = yes
faith = faith:manichean
NOT = {
has_title = title:d_manichean
}
NOT = { title:c_samarkand.holder = { has_title = title:d_manichean } }
NOT = { capital_county = { this = title:c_samarkand } }
OR = {
NOT = {
exists = title:d_manichean.holder
}
AND = {
exists = title:d_manichean.holder
title:d_manichean.holder = {
NOT = {
has_opinion_modifier = { #Not accepting it if you conquered it yourself.
target = root
modifier = declared_war
}
}
NOT = {
has_opinion_modifier = { #Not accepting it if you conquered it yourself.
target = root
modifier = revoked_title
}
}
}
}
}
NOT = { has_character_flag = flag_already_given_samarkand_once }
}
is_valid_showing_failures_only = {
is_landed = yes
is_capable_adult = yes
is_imprisoned = no
top_liege = this
highest_held_title_tier > 3 #Only Kings and Emperors
custom_tooltip = {
text = hof_exists_tt
faith = { exists = religious_head }
}
custom_tooltip = {
text = samarkand_held_by_you_or_vassal_tt
OR = {
title:c_samarkand.holder = {
any_liege_or_above = { this = root }
}
title:c_samarkand.holder = { this = root }
}
}
}
effect = {
add_piety = 1000
add_character_flag = flag_already_given_samarkand_once
create_title_and_vassal_change = {
type = returned
save_scope_as = change
add_claim_on_loss = no
}
title:c_samarkand = {
change_title_holder = {
holder = title:d_manichean.holder
change = scope:change
}
}
#If you're a higher tier than the HoF, vassalise them
if = {
limit = {
tier_difference = {
target = title:d_manichean.holder
value >= 1
}
}
title:d_manichean.holder = {
change_liege = {
liege = root
change = scope:change
}
}
}
resolve_title_and_vassal_change = scope:change
title:d_manichean.holder = {
set_realm_capital = title:c_samarkand
add_opinion = {
target = prev
modifier = established_samarkand_opinion
}
}
}
ai_potential = {
faith = faith:manichean
}
ai_will_do = { #Do it always, for coherence.
base = 100
modifier = {
factor = 0
title:c_samarkand.holder = {
OR = {
is_ai = no
any_liege_or_above = { is_ai = no } # AI will never take provinces away from a player.
}
}
}
modifier = {
factor = 0
has_trait = cynical
}
}
}
##########
#End the Old Ways
# by James Beaumont
### Break With the Old Ways ###
break_with_the_old_ways_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
}
desc = break_with_the_old_ways_decision_desc
selection_tooltip = break_with_the_old_ways_decision_tooltip
decision_group_type = major
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 120
empire = 120
hegemony = 120
}
is_shown = {
is_ruler = yes
is_playable_character = yes
faith = faith:kabarism
NOT = {
faith:kabarism = {
has_variable = old_ways_been_broken
}
}
}
is_valid_showing_failures_only = {
is_capable_adult = yes
is_imprisoned = no
top_liege = this
highest_held_title_tier > 3 #Only Kings and Emperors
custom_tooltip = {
text = hof_exists_tt
faith = { exists = religious_head }
}
trigger_if = {
limit = {
faith = { exists = religious_head }
}
is_liege_or_above_of = root.faith.religious_head
}
}
widget = {
gui = "decision_view_widget_option_list_generic"
controller = decision_option_list_controller
decision_to_second_step_button = "CHOOSE_REFORMATION_TYPE"
show_from_start = yes
item = { # Righteous: Chosen People
value = bwow_no_changes
current_description = bwow_no_changes_desc
localization = bwow_chosen_people
icon = "gfx/interface/icons/faith/tengri.dds"
ai_chance = {
value = 10
add = ai_sociability
add = ai_compassion
}
}
item = { # Pluralist
value = bwow_chosen_people
current_description = bwow_chosen_people_desc
localization = bwow_no_changes
icon = "gfx/interface/icons/icon_culture.dds"
ai_chance = {
value = 100
add = ai_zeal
}
}
item = { # Righteous: Esotericism
value = bwow_esotericism
current_description = bwow_esotericism_desc
localization = bwow_esotericism
icon = "gfx/interface/icons/traits/mystic_base.dds"
ai_chance = {
value = 100
add = {
subtract = ai_rationality
}
}
}
item = { # Fundementalist
value = bwow_fundementalist
current_description = bwow_fundementalist_desc
localization = bwow_fundementalist
icon = "gfx/interface/icons/icon_skill_martial.dds"
ai_chance = {
value = 0
add = ai_zeal
add = ai_vengefulness
add = {
subtract = ai_sociability
subtract = ai_compassion
}
}
}
}
effect = {
trigger_event = religious_decision.0501
show_as_tooltip = {
if = {
limit = {
scope:bwow_no_changes = yes
}
root.faith = { remove_doctrine = unreformed_faith_doctrine }
}
if = {
limit = {
scope:bwow_chosen_people = yes
}
root.faith = { break_with_old_ways_become_syncretic = yes }
}
if = {
limit = {
scope:bwow_esotericism = yes
}
root.faith = { break_with_old_ways_become_righteous = yes }
}
if = {
limit = {
scope:bwow_fundementalist = yes
}
root.faith = { break_with_old_ways_become_fundamentalist = yes }
}
}
hidden_effect = {
faith:kabarism = {
set_variable = old_ways_been_broken
}
}
}
ai_potential = {
faith = faith:kabarism
}
ai_will_do = {
base = 100
modifier = {
factor = 0
has_trait = cynical
}
}
}

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#Create the Empire of Outremer
### Form the Outremer Empire ###
create_outremer_empire_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds"
}
desc = create_outremer_empire_decision_desc
selection_tooltip = create_outremer_empire_decision_tooltip
decision_group_type = major
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 120
kingdom = 120
empire = 0
hegemony = 0
}
is_shown = {
is_ruler = yes
is_playable_character = yes
#Visible to dukes and kings.
highest_held_title_tier >= tier_duchy
highest_held_title_tier <= tier_kingdom
#Must be in the right area.
capital_province = { geographical_region = world_middle_east }
#Must have the correct religion, and support from the rest of Catholicism.
religion = { exists = var:variable_ghw_unlocked } #The era of the Crusades must have started.
faith = faith:catholic
#Exempt Byzantine group: this is such a huge slap in the face to _anyone_ even vaguely in the Greek sphere.
culture = {
NOR = {
has_cultural_pillar = heritage_byzantine
has_cultural_pillar = heritage_caucasian
has_cultural_pillar = heritage_syriac
}
}
#Can only do it once.
NOT = {
is_target_in_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_created_outremer_empire
}
}
}
is_valid = {
prestige_level >= max_prestige_level
highest_held_title_tier = tier_kingdom
completely_controls_region = custom_outremer
}
is_valid_showing_failures_only = {
is_landed = yes
is_capable_adult = yes
is_imprisoned = no
top_liege = this
is_at_war = no
}
effect = {
custom_tooltip = create_outremer_empire_decision_effect_tooltip
gain_heroic_legend_seed_tooltip_effect = yes
show_as_tooltip = {
form_outremer_scripted_effect = yes
}
trigger_event = {
id = middle_east_decisions.0001
}
hidden_effect = {
add_to_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_created_outremer_empire
}
set_global_variable = {
name = flag_created_outremer_empire
value = root
}
}
}
ai_potential = {
always = yes
}
ai_will_do = {
base = 100
}
}
### Restore the Ash'ari Caliphate ###
restore_sunni_caliphate_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
}
desc = restore_sunni_caliphate_decision_desc
selection_tooltip = restore_sunni_caliphate_decision_tooltip
decision_group_type = major
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 120
empire = 120
hegemony = 120
}
is_shown = {
is_ruler = yes
is_playable_character = yes
faith = faith:ashari
NOT = { faith = { exists = religious_head } }
highest_held_title_tier > 3 #Only Kings and Emperors
}
is_valid = {
completely_controls = title:c_mecca
completely_controls = title:d_medina
completely_controls = title:d_shammar
completely_controls = title:d_palestine
completely_controls = title:d_oultrejourdain
piety_level >= high_piety_level
}
is_valid_showing_failures_only = {
is_landed = yes
is_capable_adult = yes
is_imprisoned = no
top_liege = this
}
effect = {
custom_tooltip = restore_sunni_caliphate_decision_effect_tooltip
show_as_tooltip = {
restore_sunni_caliphate_scripted_effect = yes
}
trigger_event = {
id = middle_east_decisions.0003
}
}
ai_potential = {
always = yes
}
ai_will_do = { #Always do it when possible.
base = 100
ai_value_modifier = {
ai_zeal = 1.0
}
modifier = {
factor = 0
has_trait = cynical
}
}
}
### Embrace Outremer Culture ###
embrace_outremer_culture_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
}
desc = embrace_outremer_culture_decision_desc
selection_tooltip = embrace_outremer_culture_decision_tooltip
decision_group_type = major
ai_check_interval_by_tier = {
barony = 0
county = 120
duchy = 120
kingdom = 120
empire = 120
hegemony = 120
}
is_shown = {
is_ruler = yes
is_playable_character = yes
faith:catholic.religion = { exists = var:variable_ghw_unlocked } #The era of the Crusades must have started.
NOR = {
root.culture = culture:roman
root.culture = {
any_parent_culture = {
has_cultural_pillar = heritage_arabic
}
}
}
OR = {
faith.religion = faith:catholic.religion
top_liege ?= { faith.religion = faith:catholic.religion }
}
capital_province = {
OR = {
geographical_region = world_middle_east
geographical_region = world_persian_empire
geographical_region = world_africa
}
}
top_liege = {
culture != root.culture
}
top_liege.culture = {
any_parent_culture = {
has_cultural_pillar = heritage_arabic
}
}
}
is_valid = {
custom_description = {
text = "under_outremer_liege"
top_liege = {
culture != root.culture
}
liege.culture = {
any_parent_culture = {
has_cultural_pillar = heritage_arabic
}
}
}
custom_description = {
text = "under_outremer_empire"
liege = {
has_title = title:e_outremer
}
}
}
is_valid_showing_failures_only = {
is_landed = yes
}
effect = {
custom_tooltip = embrace_outremer_culture_decision_courtiers_embrace_outremer
custom_tooltip = embrace_outremer_culture_decision_provinces_embrace_outremer
custom_tooltip = embrace_outremer_culture_decision_capital_embraces_outremer
top_liege.culture = { save_scope_as = outremer_equivalent }
hidden_effect = {
every_courtier = {
limit = {
has_culture = root.culture
dynasty = root.dynasty
}
set_culture = scope:outremer_equivalent
}
every_held_title = {
title_tier = county
limit = {
culture = { has_same_culture_heritage = root.culture }
title_province = {
OR = {
geographical_region = world_middle_east
geographical_region = world_persian_empire
geographical_region = world_africa
}
}
}
set_county_culture = scope:outremer_equivalent
}
capital_county = { set_county_culture = scope:outremer_equivalent }
}
set_culture = scope:outremer_equivalent
add_character_flag = converted_culture_this_lifetime
}
ai_potential = {
always = yes
}
ai_will_do = {
base = 100
modifier = { #Small Crusader States will balkanize with their own culture or go native.
factor = 0
top_liege = {
highest_held_title_tier < 4 #Less than King
}
}
}
}
### Restore Israel ###
create_israel_kingdom_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds"
}
desc = create_israel_kingdom_decision_desc
selection_tooltip = create_israel_kingdom_decision_tooltip
decision_group_type = major
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 120
kingdom = 120
empire = 120
hegemony = 120
}
is_shown = {
is_ruler = yes
is_playable_character = yes
faith.religion = faith:rabbinism.religion
NOT = {
exists = title:k_israel.holder
}
NOT = { #Can only do it once.
is_target_in_global_variable_list = {
name = unavailable_unique_decisions
target = flag:create_israel_kingdom
}
}
}
is_valid = {
prestige_level >= high_prestige_level
piety_level >= high_piety_level
completely_controls = title:d_palestine
completely_controls = title:d_urdunn
completely_controls = title:d_oultrejourdain
custom_description = {
text = "jerusalem_is_same_faith"
title:c_jerusalem.faith = root.faith
}
}
is_valid_showing_failures_only = {
is_landed = yes
is_capable_adult = yes
is_imprisoned = no
top_liege = this
is_at_war = no
}
effect = {
gain_heroic_legend_seed_tooltip_effect = yes
custom_tooltip = create_israel_kingdom_decision_effect_tooltip
show_as_tooltip = {
create_israel_scripted_effect = yes
}
trigger_event = {
id = middle_east_decisions.0005
}
hidden_effect = {
add_to_global_variable_list = {
name = unavailable_unique_decisions
target = flag:create_israel_kingdom
}
set_global_variable = {
name = create_israel_kingdom
value = root
}
}
}
ai_potential = {
always = yes
}
ai_will_do = {
base = 100
}
}
### Restore the [ROOT.Char.GetFaith.GetAdjectiveNoTooltip] High Priesthood ###
jewish_restore_high_priesthood_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
}
desc = jewish_restore_high_priesthood_decision_desc
selection_tooltip = jewish_restore_high_priesthood_decision_tooltip
decision_group_type = major
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 120
empire = 120
hegemony = 120
}
is_shown = {
is_ruler = yes
is_playable_character = yes
NOT = { #Can be redone if somehow the High Priest title is destroyed
exists = faith.religious_head
}
religion = religion:judaism_religion
faith = {
NOT = {
has_doctrine_parameter = no_head_of_faith
}
}
}
is_valid = {
piety_level >= 2
custom_description = {
text = "restore_high_priesthood_holy_sites"
faith = {
any_holy_site = {
OR = {
county.holder = root
county.holder.top_liege = { this = root }
}
count >= 3
}
}
}
}
is_valid_showing_failures_only = {
is_capable_adult = yes
is_imprisoned = no
top_liege = this
is_at_war = no
}
effect = {
custom_tooltip = restore_high_priesthood_decision_effect_tooltip
trigger_event = {
id = middle_east_decisions.0007
}
}
ai_potential = {
always = yes
}
ai_will_do = {
base = 100
}
}
### Restore the [ROOT.Char.GetFaith.AltPriestTermPlural] ###
zoroastrian_restore_high_priesthood_decision = { #Updated for FP3 by Ola
picture = {
reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_foundation.dds"
}
desc = zoroastrian_restore_high_priesthood_decision_desc
selection_tooltip = zoroastrian_restore_high_priesthood_decision_tooltip
decision_group_type = major
sort_order = 80
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 120
empire = 120
hegemony = 120
}
is_shown = {
is_ruler = yes
is_playable_character = yes
NOR = { #Can be redone if somehow the High Priest title is destroyed
exists = faith.religious_head
faith = { has_doctrine = doctrine_no_head } #Only if Faith is meant to have one.
faith = { has_doctrine = doctrine_temporal_head } #Cannot be done if you have taken the "Destroy the Magi" decision
}
OR = {
faith = faith:mazdayasna
faith = faith:zurvanism
faith = faith:gayomarthianism
faith = faith:khurmazta
faith = faith:mazdakism
faith = faith:khurramism
faith = faith:urartuism
faith = faith:afridunism
}
}
is_valid = {
piety_level >= high_piety_level
custom_description = {
text = "restore_high_priesthood_holy_sites"
faith = {
any_holy_site = {
OR = {
county.holder = root
county.holder.top_liege = { this = root }
}
count >= 3
}
}
}
}
is_valid_showing_failures_only = {
is_landed = yes
is_capable_adult = yes
is_imprisoned = no
top_liege = this
is_at_war = no
}
effect = {
custom_tooltip = restore_high_priesthood_decision_effect_tooltip
trigger_event = {
id = middle_east_decisions.0009
}
}
ai_potential = {
always = yes
}
ai_will_do = {
base = 100
}
}
### Become the Saoshyant ###
become_saoshyant_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_foundation.dds"
}
desc = become_saoshyant_decision_desc
selection_tooltip = become_saoshyant_decision_tooltip
decision_group_type = major
sort_order = 100 #FP3 change; this is an extremely epic decision, we want it to appear on top.
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 0
empire = 120
hegemony = 120
}
is_shown = {
is_ruler = yes
is_playable_character = yes
faith.religion = faith:mazdayasna.religion
NOT = { #Can only do it once.
is_target_in_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_became_saoshyant
}
}
}
is_valid = {
piety_level >= very_high_piety_level
has_title = title:e_persia
completely_controls = title:e_persia
}
is_valid_showing_failures_only = {
is_capable_adult = yes
is_imprisoned = no
top_liege = this
is_at_war = no
}
effect = {
show_as_tooltip = {
become_saoshyant_decision_effect = yes
}
trigger_event = {
id = middle_east_decisions.0011
}
hidden_effect = {
add_to_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_became_saoshyant
}
}
}
ai_potential = {
always = yes
}
ai_will_do = {
base = 100
}
}
#Refound the long-lapsed & short-lived Armenian Empire - by Ewan Cowhig Croft
### Revive Greater Armenia ###
create_armenian_empire_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
}
desc = create_armenian_empire_decision_desc
selection_tooltip = create_armenian_empire_decision_tooltip
decision_group_type = major
ai_check_interval = 0
is_shown = {
is_playable_character = yes # Normally this will always be true, but if in DEBUG mode and playing as an unlanded ruler this will cause error spam without it.
highest_held_title_tier <= tier_kingdom
capital_province = { geographical_region = custom_greater_armenia }
OR = {
faith = faith:armenian_apostolic
culture = culture:armenian
}
NOT = { #Can only do it once.
is_target_in_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_created_armenian_empire
}
}
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_republic
government_has_flag = government_is_clan
government_allows = administrative
government_has_flag = government_is_landless_adventurer
}
}
is_valid = {
top_liege = this
highest_held_title_tier = tier_kingdom
completely_controls_region = custom_greater_armenia
}
is_valid_showing_failures_only = {
is_landed = yes
is_available_adult = yes
}
cost = {
prestige = 2000
piety = 1000
}
effect = {
show_as_tooltip = {
revive_armenian_empire_decision_scripted_effect = yes
}
save_scope_as = founder
trigger_event = {
id = middle_east_decisions.1001
}
#Notify other players.
every_player = {
limit = {
this != root
is_within_diplo_range = { CHARACTER = root }
}
trigger_event = middle_east_decisions.1002
}
hidden_effect = {
add_to_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_created_armenian_empire
}
set_global_variable = {
name = flag_created_armenian_empire
value = scope:founder
}
}
}
ai_potential = {
always = no
}
ai_will_do = {
base = 0
}
}
#################################
# Found the Empire of Beth Nahrain
# by Anna Johansson
#################################
### Found Empire Of Beth Nahrain Decision ###
found_empire_of_beth_nahrain_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds"
}
decision_group_type = major
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 120
empire = 0
hegemony = 0
}
title = middle_east_major_decisions.1020.t
desc = middle_east_major_decisions.1020.desc
selection_tooltip = middle_east_major_decisions.1020.tt
is_shown = {
is_ruler = yes
is_playable_character = yes
capital_province = { geographical_region = world_middle_east }
any_sub_realm_county = {
OR = {
faith = faith:nestorian
culture = {
OR = {
this = culture:assyrian
any_parent_culture_or_above = {
this = culture:assyrian
}
}
}
}
}
#Can only do it once
NOT = {
is_target_in_global_variable_list = {
name = unavailable_unique_decisions
target = flag:created_beth_nahrain
}
}
}
is_valid = {
is_independent_ruler = yes
highest_held_title_tier = tier_kingdom
culture = { has_cultural_pillar = heritage_syriac }
custom_tooltip = {
text = completely_controls_jazira_mesopotamia_tt
completely_controls = title:k_jazira
completely_controls = title:k_mesopotamia
}
custom_tooltip = {
text = has_titles_jazira_mesopotamia_tt
has_title = title:k_jazira
has_title = title:k_mesopotamia
}
OR = {
custom_tooltip = {
text = has_title_and_completely_control_jerusalem_tt
has_title = title:k_jerusalem
completely_controls = title:k_jerusalem
}
custom_tooltip = {
text = has_title_and_completely_control_syria_tt
has_title = title:k_syria
completely_controls = title:k_syria
}
}
}
is_valid_showing_failures_only = {
is_landed = yes
is_capable_adult = yes
is_imprisoned = no
is_at_war = no
}
effect = {
hidden_effect = {
add_to_global_variable_list = {
name = unavailable_unique_decisions
target = flag:created_beth_nahrain
}
create_title_and_vassal_change = {
type = created
save_scope_as = title_change
add_claim_on_loss = no
}
title:k_jazira = {
set_de_jure_liege_title = title:e_beth_nahrain
}
title:k_mesopotamia = {
set_de_jure_liege_title = title:e_beth_nahrain
}
if = {
limit = {
has_title = title:k_jerusalem
completely_controls = title:k_jerusalem
}
title:k_jerusalem = {
set_de_jure_liege_title = title:e_beth_nahrain
}
}
if = {
limit = {
has_title = title:k_syria
completely_controls = title:k_syria
}
title:k_syria = {
set_de_jure_liege_title = title:e_beth_nahrain
}
}
}
#Create Beth Nahrain
title:e_beth_nahrain = {
change_title_holder = {
holder = root
change = scope:title_change
}
}
resolve_title_and_vassal_change = scope:title_change
dynasty = {
add_dynasty_prestige = 1000
}
give_nickname = nick_beth_nahrain
show_as_tooltip = {
promote_culture_beth_nahrain_scripted_effect = yes
custom_tooltip = middle_east_major_decisions.1020.promote_culture.tt
}
save_scope_as = suppress_tooltips
trigger_event = { id = middle_east_decisions.1020 }
show_as_tooltip = {
random_list = {
100 = {
show_chance = no
desc = middle_east_major_decisions.1020.learning.desc
learning_beth_nahrain_scripted_effect = yes
}
100 = {
show_chance = no
desc = middle_east_major_decisions.1020.martial.desc
martial_beth_nahrain_scripted_effect = yes
}
100 = {
show_chance = no
trigger = {
faith = faith:nestorian
}
desc = middle_east_major_decisions.1020.nestorian.desc
nestorian_faith_beth_nahrain_scripted_effect = yes
}
100 = {
show_chance = no
trigger = {
NOT = {
faith = faith:nestorian
}
}
desc = middle_east_major_decisions.1020.no_faith.desc
no_faith_beth_nahrain_scripted_effect = yes
}
}
}
}
cost = {
prestige = 1000
}
ai_potential = {
culture = { has_cultural_pillar = heritage_syriac }
}
ai_will_do = {
base = 100
}
}
##############
# Dar al-Islam
##############
### Establish the Dar al-Islam ###
create_dar_al_islam_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_foundation.dds"
}
decision_group_type = major
desc = create_dar_al_islam_decision_desc
selection_tooltip = create_dar_al_islam_decision_tt
sort_order = 1000 # Should be at the very top
is_shown = {
# Only for Islamic head of faiths
faith = { religious_head ?= root }
faith.religion = religion:islam_religion
# And only if it hasn't been created yet
NOT = { has_global_variable = created_dar_al_islam }
}
is_valid = {
# The basics
is_independent_ruler = yes
any_held_title = {
count >= 2
tier = tier_empire
}
faith = { has_doctrine = doctrine_temporal_head }
# Must be very pious
prestige_level >= 4
piety_level >= 5
# Controls Islamic core lands
completely_controls_region = world_middle_east_arabia
completely_controls_region = world_middle_east_jerusalem
completely_controls_region = world_persia
completely_controls_region = world_africa_north
# Also controls at minimum % of all islamic counties
save_temporary_scope_as = root_scope
custom_tooltip = {
text = realm_controls_enough_islamic_counties_desc
any_realm_county = {
faith.religion = religion:islam_religion
count >= islam_required_county_number_value
}
}
}
is_valid_showing_failures_only = {
is_capable_adult = yes
is_imprisoned = no
is_at_war = no
}
effect = {
show_as_tooltip = {
create_dar_al_islam_effect = yes
}
save_scope_as = dar_al_islam_ruler
# Save all existing islamic head of faiths and their titles
religion:islam_religion = {
every_faith = {
if = {
limit = {
exists = religious_head
faith_hostility_level = {
target = root.faith
value < faith_hostile_level
}
}
religious_head_title = {
add_to_list = old_hof_title
}
religious_head = {
add_to_list = former_islamic_hofs
}
}
}
}
# Trigger follow-up events
trigger_event = middle_east_decisions.1100
every_player = {
limit = {
this != root
NOT = { is_in_list = former_islamic_hofs }
}
trigger_event = middle_east_decisions.1101
}
every_in_list = {
list = former_islamic_hofs
limit = { this != root }
trigger_event = { id = middle_east_decisions.1102 days = 1 }
}
}
cost = {
piety = 1500
}
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 0
empire = 24
hegemony = 0
}
ai_potential = {
faith = { religious_head ?= root }
faith.religion = religion:islam_religion
}
ai_will_do = {
base = 100
}
}

View file

@ -0,0 +1,698 @@
###DECISIONS LIST###
##
#Become Chakravarti
#Become Lord/Lady of the Sacred River
#Declare Bene Israel
#Found the Empire of Hindustan
##
##########
#Become Chakravarti
# by Petter Vilberg
### Become Chakravarti ###
become_chakravarti_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/hindu_ruler.dds"
}
decision_group_type = major
desc = become_chakravarti_decision_desc
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 120
empire = 120
hegemony = 120
}
is_shown = {
OR = {
religion = religion:hinduism_religion
religion = religion:buddhism_religion
religion = religion:jainism_religion
}
highest_held_title_tier >= tier_kingdom
capital_province = {
geographical_region = world_india
}
NOT = {
is_target_in_global_variable_list = {
name = unavailable_unique_decisions
target = flag:become_chakravarti_decision
}
}
}
is_valid = {
completely_controls = title:e_rajastan
completely_controls = title:e_deccan
completely_controls = title:e_bengal
piety_level >= 5
}
is_valid_showing_failures_only = {
is_landed = yes
is_adult = yes
is_available = yes
top_liege = this
}
cost = {
piety = {
value = massive_piety_value
}
gold = {
value = 0
if = {
limit = {
has_treasury = no
}
add = massive_gold_value
}
}
treasury = {
value = 0
if = {
limit = {
has_treasury = yes
}
add = massive_gold_value
}
}
}
effect = {
gain_heroic_legend_seed_tooltip_effect = yes
#Can only happen once
add_to_global_variable_list = {
name = unavailable_unique_decisions
target = flag:become_chakravarti_decision
}
custom_tooltip = become_chakravarti_decision_indian_empires_unite_effect
custom_tooltip = become_chakravarti_decision_new_primary_title_effect
show_as_tooltip = {
add_trait = chakravarti
add_prestige = massive_prestige_value
add_prestige_level = 2
faith = {
add_doctrine = divine_destiny_doctrine
change_fervor = {
value = major_fervor_gain
desc = fervor_gain_chakravarti
}
}
}
save_scope_as = chakravarti
trigger_event = south_asia.0001 #I became the Chakravarti
add_to_temporary_list = received_notification
every_vassal_or_below = {
if = {
limit = {
OR = {
faith.religion = faith:vaishnavism.religion
faith.religion = faith:theravada.religion
faith.religion = faith:digambara.religion
}
}
trigger_event = south_asia.0002 #My ruler became the Chakravarti
}
else = {
trigger_event = south_asia.0003 #My ruler became the Chakravarti - convert?
}
add_to_temporary_list = received_notification
}
every_ruler = {
limit = {
NOT = {
is_in_list = received_notification
}
}
trigger_event = south_asia.0004 #Someone has become the Chakravarti
}
}
ai_will_do = {
base = 100
}
}
##########
#Become Lord/Lady of the Sacred River
# by Petter Vilberg
### Take Stewardship of the Sacred River ###
take_stewardship_of_the_sacred_river_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/hindu_religious.dds"
}
decision_group_type = major
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 120
kingdom = 120
empire = 120
hegemony = 120
}
desc = take_stewardship_of_the_sacred_river_decision_desc
is_shown = {
religion = religion:hinduism_religion
highest_held_title_tier >= tier_duchy
NOT = { has_character_modifier = ruler_of_the_ganges_modifier }
#Only if the Hindu Mandala already has their capital in the area
trigger_if = {
limit = { government_has_flag = government_is_mandala }
capital_province = { geographical_region = custom_ganges_plain }
}
}
is_valid = {
completely_controls_region = custom_ganges_plain
custom_description = {
text = capital_province_in_ganges_region
capital_province = { geographical_region = custom_ganges_plain }
}
prestige_level >= 3
piety_level >= 1
}
is_valid_showing_failures_only = {
is_landed = yes
is_adult = yes
is_available = yes
trigger_if = {
limit = { has_global_variable = ruler_of_ganges }
custom_description = {
text = capital_province_in_ganges_region
NOR = {
global_var:ruler_of_ganges = {
is_alive = yes
target_is_liege_or_above = root
}
AND = {
global_var:ruler_of_ganges = { is_alive = yes }
target_is_liege_or_above = global_var:ruler_of_ganges
}
}
}
}
}
cost = {
piety = {
value = major_prestige_value
}
gold = {
value = 0
if = {
limit = {
has_treasury = no
}
add = major_gold_value
}
}
treasury = {
value = 0
if = {
limit = {
has_treasury = yes
}
add = major_gold_value
}
}
}
effect = {
gain_heroic_legend_seed_tooltip_effect = yes
show_as_tooltip = {
take_stewardship_of_the_sacred_river_effect = yes
}
save_scope_as = ruler_of_ganges
trigger_event = south_asia.0011
add_to_temporary_list = ruler_of_ganges_notification_sent
if = {
limit = {
exists = global_var:ruler_of_ganges
global_var:ruler_of_ganges = {
is_alive = yes
}
}
global_var:ruler_of_ganges = {
trigger_event = {
id = south_asia.0013 #Someone else has taken my title
days = 3
}
add_to_temporary_list = ruler_of_ganges_notification_sent
}
}
if = { #Only send notification the first time the decision is taken
limit = {
NOT = { has_global_variable = ruler_of_ganges_notification_sent }
}
every_independent_ruler = {
limit = {
religion = religion:hinduism_religion
}
trigger_event = {
id = south_asia.0012
days = 3
}
add_to_temporary_list = ruler_of_ganges_notification_sent
}
set_global_variable = {
name = ruler_of_ganges_notification_sent
value = yes
}
}
}
ai_will_do = {
base = 100
}
}
##########
#Declare Bene Israel
# by James Beaumont
### Consolidate Bene Israel ###
form_bene_israel_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds"
}
decision_group_type = major
desc = form_bene_israel_decision_desc
selection_tooltip = form_bene_israel_decision_tooltip
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 120
kingdom = 120
empire = 120
hegemony = 120
}
is_shown = {
is_ruler = yes
is_playable_character = yes
faith = faith:malabarism
highest_held_title_tier = tier_duchy
capital_province = { geographical_region = world_india }
NOT = {
is_target_in_global_variable_list = {
name = unavailable_unique_decisions
target = flag:form_bene_israel_decision
}
}
}
is_valid = {
has_title = title:d_chera_nadu
has_title = title:d_konkana
completely_controls = title:d_chera_nadu
completely_controls = title:d_konkana
custom_description = {
text = malabarism_religious_head_exists_tt
subject = this
faith = { exists = religious_head }
}
piety_level >= 3
}
is_valid_showing_failures_only = {
is_landed = yes
is_adult = yes
is_available = yes
top_liege = this
}
cost = {
piety = {
value = medium_piety_value
}
gold = {
value = 0
if = {
limit = {
has_treasury = no
}
add = medium_gold_value
}
}
treasury = {
value = 0
if = {
limit = {
has_treasury = yes
}
add = medium_gold_value
}
}
}
effect = {
#Can only happen once
add_to_global_variable_list = {
name = unavailable_unique_decisions
target = flag:form_bene_israel_decision
}
save_scope_as = founder
show_as_tooltip = {
unite_bene_israel_effect = yes
}
trigger_event = south_asia.0021 #I formed Bene Israel
every_player = {
limit = {
this != scope:founder
top_liege = {
OR = {
this = scope:founder
any_neighboring_and_across_water_top_liege_realm_owner = { this = scope:founder }
}
}
}
trigger_event = south_asia.0022
}
}
ai_will_do = {
base = 100
}
}
######################################
## Establish the Theravada Faith ##
## ##
## by Nick Meredith ##
## in memory of RDH ##
######################################
### Spread the [ROOT.Char.GetFaith.GetNameNoTooltip] Faith ###
spread_theravada_faith_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/hindu_religious.dds"
}
decision_group_type = major
title = spread_theravada_faith_decision
desc = spread_theravada_faith_decision_desc
confirm_text = spread_theravada_faith_decision_confirm # had to use an override for some reason
selection_tooltip = spread_theravada_faith_decision_tooltip # same here
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 120
empire = 120
hegemony = 120
}
cooldown = { days = 365 }
is_shown = {
highest_held_title_tier >= tier_kingdom
faith = faith:theravada
OR = {
culture = culture:burmese
culture = culture:mon
}
NOT = {
is_target_in_global_variable_list = {
name = unavailable_unique_decisions
target = flag:spread_theravada_faith_flag
}
}
any_vassal = { #so that potential later events don't break
has_faith = faith:ari
is_powerful_vassal = yes
}
exists = cp:councillor_court_chaplain
}
is_valid = {
highest_held_title_tier >= tier_kingdom
faith = faith:theravada
OR = {
culture = culture:burmese
culture = culture:mon
}
prestige_level >= 3
piety_level >= 2
}
is_valid_showing_failures_only = {
is_landed = yes
}
cost = {
piety = {
value = major_piety_value
}
gold = {
value = 0
if = {
limit = {
has_treasury = no
}
add = medium_gold_value
}
}
treasury = {
value = 0
if = {
limit = {
has_treasury = yes
}
add = medium_gold_value
}
}
prestige = {
value = massive_prestige_value
}
}
effect = {
show_as_tooltip = {
custom_tooltip = spread_theravada_faith_decision_cus_tt
}
trigger_event = {
id = south_asia.0030
}
}
ai_will_do = {
base = 100
}
}
######################################
## Found the empire of Hindustan ##
## ##
## by Henrik Lohmander ##
######################################
### Found the Empire of Hindustan ###
found_the_empire_of_hindustan_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_sunder.dds"
}
decision_group_type = major
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 12
empire = 12
hegemony = 0
}
is_shown = {
is_landed_or_landless_administrative = yes
exists = dynasty # Everyone should have a dynasty, but in case they don't...
NOT = { #Title existance conditions.
exists = title:e_hindustan.holder #Empire of Hindustan
}
capital_province = {
OR = {
geographical_region = world_khorasan
geographical_region = world_transoxiana
geographical_region = world_makran
geographical_region = world_kabulistan
geographical_region = world_india
geographical_region = world_burma
}
}
NOT = { #You can only do it once.
is_target_in_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_founded_hindustan
}
}
faith = {
religion_tag = islam_religion
}
OR = { #Government conditions.
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
government_allows = administrative
government_has_flag = government_is_landless_adventurer
}
OR = {
highest_held_title_tier <= tier_kingdom
has_title = title:e_bengal
has_title = title:e_deccan
has_title = title:e_rajastan
}
}
is_valid = {
#Standard requirements.
is_independent_ruler = yes
prestige_level >= very_high_prestige_level
piety_level >= high_piety_level
#Title ownership conditions.
#This is currently significantly easier for AI to get the ball rolling
trigger_if = {
limit = {
is_ai = yes
}
OR = {
completely_controls = title:k_punjab
has_title = title:k_punjab
}
OR = {
completely_controls = title:k_delhi
has_title = title:k_delhi
}
}
trigger_if = {
limit = {
is_ai = no
} #And have some additional royal dignity for good measure.
has_title = title:k_punjab
has_title = title:k_delhi
completely_controls = title:d_kuru
OR = {
has_title = title:k_kosala
has_title = title:k_malwa
has_title = title:k_rajputana
}
}
sub_realm_size >= 40 #This is roughly equal to Punjab, Delhi and Kosala.
#HoF preference conditions.
trigger_if = {
limit = {
is_ai = no
exists = faith.religious_head
}
OR = {
faith.religious_head = { #And they have to actually like you enough to want to invest you.
opinion = {
target = root
value >= high_positive_opinion
}
}
root = { has_strong_usable_hook = faith.religious_head } #Or you have a strong hook on them that you can actually use.
root = { has_weak_hook = faith.religious_head } #Or a regular hook, to be fair, provided you meet the other criteria.
}
}
}
is_valid_showing_failures_only = {
is_available_adult = yes
}
effect = {
save_scope_as = founder
show_as_tooltip = {
found_empire_of_hindustan_scripted_effect = yes
}
gain_heroic_legend_seed_tooltip_effect = yes
if = {
limit = {
faith.religious_head ?= { is_playable_character = yes }
}
faith.religious_head = { save_scope_as = founder_hof }
faith.religious_head.capital_province = { save_scope_as = ceremony_locale }
}
else = {
capital_province = { save_scope_as = ceremony_locale }
}
trigger_event = {
id = south_asia.0050
}
#Notify other players.
every_player = {
limit = {
is_ai = no
NOT = { this = root }
is_within_diplo_range = { CHARACTER = root }
}
trigger_event = south_asia.0051
}
hidden_effect = {
add_to_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_founded_hindustan
}
}
}
cost = {
gold = {
value = 0
if = {
limit = {
has_treasury = no
is_ai = no
}
add = 500
}
}
treasury = {
value = 0
if = {
limit = {
has_treasury = yes
is_ai = no
}
add = 500
}
}
piety = 200
}
ai_potential = {
is_independent_ruler = yes
}
ai_will_do = {
base = 100
}
}

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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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@ -0,0 +1,102 @@
#############################################
# Lead a Separatist Uprising
#############################################
### Champion the [ROOT.Char.GetCulture.GetNameNoTooltip] Culture ###
separatist_uprising_decision = {
picture = { reference = "gfx/interface/illustrations/decisions/decision_culture.dds" }
desc = separatist_uprising_decision_desc
decision_group_type = adventurer
selection_tooltip = separatist_uprising_decision_tooltip
cooldown = { months = 1 }
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 12
kingdom = 0
empire = 0
hegemony = 0
}
sort_order = 350
is_shown = {
has_ep3_dlc_trigger = yes
has_government = landless_adventurer_government
NOT = { has_trait = populist_leader }
NOT = { has_variable = separatist_uprising_decision_var }
}
is_valid = {
custom_tooltip = {
text = separatist_uprising_culture_duchy_check_tt
exists = location.county
exists = location.duchy
exists = location.duchy.holder.liege
}
custom_tooltip = {
text = separatist_uprising_culture_county_tt
location.county.culture = root.culture
}
custom_tooltip = {
text = separatist_uprising_capital_county_tt
location.county != location.duchy.holder.top_liege.capital_county
}
NOT = {
location.duchy.holder.culture = root.culture
}
prestige_level >= 3
}
is_valid_showing_failures_only = {
NOR = {
is_available = no
has_trait = infirm
is_incapable = yes
top_liege != this
}
}
cost = {
prestige = 2000
gold = 500
}
effect = {
show_as_tooltip = {
add_pressed_claim = location.duchy
}
custom_tooltip = separatist_uprising_decision_war_tt
if = {
limit = {
OR = {
can_set_relation_potential_lover_trigger = { CHARACTER = location.duchy.holder.liege }
can_set_relation_lover_trigger = { CHARACTER = location.duchy.holder.liege }
}
}
custom_tooltip = separatist_uprising_decision_pacifist_option_friend_lover_tt
}
else = {
custom_tooltip = separatist_uprising_decision_pacifist_option_friend_tt
}
trigger_event = ep3_decisions_event.6001
}
ai_will_do = {
base = 50
modifier = { # More likely to do it if they can actually win
add = 100
root_military_strength_higher_than_recipient_value > recipient_strength_root_value
}
modifier = { # They should never take it if they don't have enough Prestige and a bit more
add = -200
prestige <= 300
gold <= 150
}
modifier = { # Asen and Peter always try to do this
add = 1000
primary_title = title:d_laamp_asen
}
}
}

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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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@ -0,0 +1,601 @@
#################################
# Embellish Capital #
# By Ola Jentzsch #
# Reworked by Chad Uhl #
#################################
### Embellish Capital ###
fp3_embellish_capital_decision = {
title = fp3_embellish_capital_decision_name
picture = {
trigger = {
culture = { has_graphical_japanese_culture_group_trigger = yes }
}
reference = "gfx/interface/illustrations/event_scenes/tgp_japanese_city.dds"
}
picture = {
trigger = {
culture = { has_graphical_east_asia_culture_group_trigger = yes }
}
reference = "gfx/interface/illustrations/decisions/tgp_great_project.dds"
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_golden_age.dds"
}
desc = fp3_embellish_capital_decision.desc
selection_tooltip = fp3_embellish_capital_decision_tooltip
cooldown = { years = 30 }
sort_order = 150
is_shown = {
dynasty ?= {
has_dynasty_perk = fp3_khvarenah_legacy_5
}
exists = capital_county
}
is_valid = {
OR = {
custom_tooltip = {
text = recently_conquered_land_tooltip
any_held_county = {
this != this.holder.top_liege.capital_county
recent_history = {
type = conquest
years = 10
}
}
}
short_term_gold >= embellish_capital_gold_cost
}
}
is_valid_showing_failures_only = {
is_available_at_peace_adult = yes
OR = {
# At least one of the decision options is available
employs_court_position = royal_architect_court_position
any_consort = { fp3_embellish_capital_decision_character_trigger = yes }
any_courtier = { fp3_embellish_capital_decision_character_trigger = yes }
cp:councillor_court_chaplain ?= { fp3_embellish_capital_decision_character_trigger = yes }
}
}
cost = {
gold = {
value = 0
if = {
limit = {
NOR = {
has_treasury = yes
any_held_county = {
NOT = { this = this.holder.top_liege.capital_county }
recent_history = {
type = conquest
years = 10
}
}
}
}
add = embellish_capital_gold_cost
}
}
treasury = {
value = 0
if = {
limit = {
has_treasury = yes
NOT = {
any_held_county = {
NOT = { this = this.holder.top_liege.capital_county }
recent_history = {
type = conquest
years = 10
}
}
}
}
add = embellish_capital_gold_cost
}
}
}
widget = {
gui = "decision_view_widget_option_list_generic"
controller = decision_option_list_controller
decision_to_second_step_button = "CHOOSE_ARCHITECT_DECISION_NEXT_STEP_BUTTON"
### Royal Architect
# Mausoleum
# Refurbish Residence
# Baths and Fountains
item = {
value = embellish_capital_royal_architect
is_valid = {
employs_court_position = royal_architect_court_position
trigger_if = {
limit = { employs_court_position = royal_architect_court_position }
court_position:royal_architect_court_position = {
fp3_embellish_capital_decision_character_trigger = yes
}
}
}
localization = embellish_capital_option_royal_architect
icon = "gfx/interface/icons/message_feed/building.dds"
ai_chance = {
value = 100
}
}
#### Courtier
# Hammam
# Temple
# Palace
item = {
value = embellish_capital_consort_courtier
is_valid = {
OR = {
any_consort = {
fp3_embellish_capital_decision_character_trigger = yes
NOR = {
trigger_if = {
limit = {
root = { employs_court_position = royal_architect_court_position }
}
has_court_position = royal_architect_court_position
}
is_councillor_of = root
}
}
any_courtier = {
fp3_embellish_capital_decision_character_trigger = yes
NOR = {
trigger_if = {
limit = {
root = { employs_court_position = royal_architect_court_position }
}
has_court_position = royal_architect_court_position
}
is_councillor_of = root
}
}
}
}
localization = embellish_capital_option_consort_courtier
icon = "gfx/interface/icons/message_feed/council.dds"
ai_chance = {
value = 90
}
}
#### Chaplain
# Temple
# Dakhma
# Madrasa
# Fresco
item = {
value = embellish_capital_chaplain
is_valid = {
cp:councillor_court_chaplain ?= { fp3_embellish_capital_decision_character_trigger = yes }
}
localization = embellish_capital_option_chaplain
icon = "gfx/interface/icons/message_feed/religious.dds"
ai_chance = {
value = 70
if = {
limit = {
has_trait = zealous
}
add = 30
}
}
}
#### Me
# Monument to myself
item = {
value = embellish_capital_me
is_valid = {
is_available_adult = yes
}
localization = embellish_capital_option_me
icon = "gfx/interface/icons/character_interactions/icon_scheme_claim_throne.dds"
ai_chance = {
value = 60
if = {
limit = {
has_trait = arrogant
}
add = 50
}
}
}
}
effect = {
custom_tooltip = fp3_embellish_capital_decision_effects.tt
hidden_effect = {
save_scope_as = root_scope # For custom tooltips within the event chain
capital_county = { save_scope_as = capital_county }
capital_province = { save_scope_as = capital_province }
if = { # Case: You don't have the gold but you do have the recently conquered county
limit = {
any_held_county = {
this != this.holder.top_liege.capital_county
recent_history = {
type = conquest
years = 10
}
}
NOT = {
short_term_gold >= embellish_capital_gold_cost
}
}
random_held_county = {
limit = {
this != this.holder.top_liege.capital_county
recent_history = {
type = conquest
years = 10
}
}
save_scope_as = target_county
}
# Fire the event based on the option selected
if = { # Royal Architect
limit = { scope:embellish_capital_royal_architect = yes }
random_court_position_holder = {
type = royal_architect_court_position
limit = { fp3_embellish_capital_decision_character_trigger = yes }
save_scope_as = chosen_architect
}
trigger_event = {
id = fp3_dynasty_decision.0004
days = { 3 10 }
}
}
else_if = { # Consort or Courtier
limit = { scope:embellish_capital_consort_courtier = yes }
random_list = {
1 = {
trigger = {
any_consort = {
count >= 1
fp3_embellish_capital_decision_character_trigger = yes
NOR = {
has_court_position = royal_architect_court_position
is_councillor_of = root
}
}
}
random_consort = {
limit = {
fp3_embellish_capital_decision_character_trigger = yes
NOR = {
has_court_position = royal_architect_court_position
is_councillor_of = root
}
}
weight = {
base = 1
compare_modifier = {
value = stewardship
multiplier = 0.25
}
modifier = {
has_trait = lazy
add = -50
}
modifier = {
OR = {
has_trait = administrator
has_trait = architect
has_trait = scholar
has_trait = lifestyle_gardener
has_trait = overseer
}
add = 50
}
}
save_scope_as = chosen_architect
}
}
1 = {
trigger = {
any_courtier = {
count >= 1
fp3_embellish_capital_decision_character_trigger = yes
NOR = {
has_court_position = royal_architect_court_position
is_councillor_of = root
}
}
}
random_courtier = {
limit = {
fp3_embellish_capital_decision_character_trigger = yes
NOR = {
has_court_position = royal_architect_court_position
is_councillor_of = root
}
}
weight = {
base = 1
compare_modifier = {
value = stewardship
multiplier = 0.25
}
modifier = {
has_trait = lazy
add = -50
}
modifier = {
OR = {
has_trait = administrator
has_trait = architect
has_trait = scholar
has_trait = lifestyle_gardener
has_trait = overseer
}
add = 50
}
}
save_scope_as = chosen_architect
}
}
}
trigger_event = {
id = fp3_dynasty_decision.0005
days = { 3 10 }
}
}
else_if = { # Court Chaplain
limit = { scope:embellish_capital_chaplain = yes }
cp:councillor_court_chaplain = { save_scope_as = chosen_architect }
trigger_event = {
id = fp3_dynasty_decision.0007
days = { 3 10 }
}
}
else_if = { # Me
limit = { scope:embellish_capital_me = yes }
save_scope_as = chosen_architect
trigger_event = {
id = fp3_dynasty_decision.0008
days = { 3 10 }
}
}
}
else_if = { # Case: you have the gold but not the recently conquered county
limit = {
short_term_gold >= embellish_capital_gold_cost
NOT = {
any_held_county = {
this != this.holder.top_liege.capital_county
recent_history = {
type = conquest
years = 10
}
}
}
}
set_variable = {
name = embellish_capital_cost
value = embellish_capital_gold_cost
}
# Fire the event based on the option selected
if = { # Royal Architect
limit = { scope:embellish_capital_royal_architect = yes }
random_court_position_holder = {
type = royal_architect_court_position
limit = { fp3_embellish_capital_decision_character_trigger = yes }
save_scope_as = chosen_architect
}
trigger_event = {
id = fp3_dynasty_decision.0004
days = { 3 10 }
}
}
else_if = { # Consort or Courtier
limit = { scope:embellish_capital_consort_courtier = yes }
random_list = {
1 = {
trigger = {
any_consort = {
count >= 1
fp3_embellish_capital_decision_character_trigger = yes
NOR = {
has_court_position = royal_architect_court_position
is_councillor_of = root
}
}
}
random_consort = {
limit = {
fp3_embellish_capital_decision_character_trigger = yes
NOR = {
has_court_position = royal_architect_court_position
is_councillor_of = root
}
}
weight = {
base = 1
compare_modifier = {
value = stewardship
multiplier = 0.25
}
modifier = {
has_trait = lazy
add = -50
}
modifier = {
OR = {
has_trait = administrator
has_trait = architect
has_trait = scholar
has_trait = lifestyle_gardener
has_trait = overseer
}
add = 50
}
}
save_scope_as = chosen_architect
}
}
1 = {
trigger = {
any_courtier = {
count >= 1
fp3_embellish_capital_decision_character_trigger = yes
NOR = {
has_court_position = royal_architect_court_position
is_councillor_of = root
}
}
}
random_courtier = {
limit = {
fp3_embellish_capital_decision_character_trigger = yes
NOR = {
has_court_position = royal_architect_court_position
is_councillor_of = root
}
}
weight = {
base = 1
compare_modifier = {
value = stewardship
multiplier = 0.25
}
modifier = {
has_trait = lazy
add = -50
}
modifier = {
OR = {
has_trait = administrator
has_trait = architect
has_trait = scholar
has_trait = lifestyle_gardener
has_trait = overseer
}
add = 50
}
}
save_scope_as = chosen_architect
}
}
}
trigger_event = {
id = fp3_dynasty_decision.0005
days = { 3 10 }
}
}
else_if = { # Court Chaplain
limit = { scope:embellish_capital_chaplain = yes }
cp:councillor_court_chaplain = { save_scope_as = chosen_architect }
trigger_event = {
id = fp3_dynasty_decision.0007
days = { 3 10 }
}
}
else_if = { # Me
limit = { scope:embellish_capital_me = yes }
save_scope_as = chosen_architect
trigger_event = {
id = fp3_dynasty_decision.0008
days = { 3 10 }
}
}
scope:chosen_architect = {
add_opinion = {
target = root
modifier = trusted_me_opinion
opinion = 10
}
}
}
else = { # Case: You have both the gold and the recently conquered county, so we let you choose how to pay
# Save the gold value for refund purposes. Deleted later if you choose to pay by pillaging the recently conquered county
set_variable = {
name = embellish_capital_cost
value = embellish_capital_gold_cost
}
# Save architect scope and give opinion
if = { # Royal Architect
limit = { scope:embellish_capital_royal_architect = yes }
random_court_position_holder = {
type = royal_architect_court_position
limit = { fp3_embellish_capital_decision_character_trigger = yes }
save_scope_as = chosen_architect
}
}
else_if = { # Consort or Courtier
limit = { scope:embellish_capital_consort_courtier = yes }
random_list = {
1 = {
trigger = {
any_consort = {
count >= 1
fp3_embellish_capital_decision_character_trigger = yes
}
}
random_consort = {
limit = { fp3_embellish_capital_decision_character_trigger = yes }
save_scope_as = chosen_architect
}
}
1 = {
trigger = {
any_courtier = {
count >= 1
fp3_embellish_capital_decision_character_trigger = yes
}
}
random_courtier = {
limit = { fp3_embellish_capital_decision_character_trigger = yes }
save_scope_as = chosen_architect
}
}
}
}
else_if = { # Court Chaplain
limit = { scope:embellish_capital_chaplain = yes }
cp:councillor_court_chaplain = { save_scope_as = chosen_architect }
}
else_if = { # Me
limit = { scope:embellish_capital_me = yes }
save_scope_as = chosen_architect
}
random_held_county = {
limit = {
this != this.holder.top_liege.capital_county
recent_history = {
type = conquest
years = 10
}
}
save_scope_as = target_county
}
trigger_event = fp3_dynasty_decision.0003
}
}
}
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 120
empire = 120
hegemony = 120
}
ai_potential = {}
ai_will_do = { base = 100 }
}

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### 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
}
}
}

View file

@ -0,0 +1,806 @@
#Decisions for and to Tributaries
tribute_mission_decision_mandala = {
picture = {
reference = "gfx/interface/illustrations/decisions/tgp_projects_mandala_capital.dds"
}
decision_group_type = realm
should_create_alert = { always = yes }
desc = tribute_mission_decision_desc_mandala
cooldown = { years = 5 }
is_shown = {
is_tributary = yes
suzerain = { government_has_flag = government_is_mandala }
}
is_valid_showing_failures_only = {
is_available_adult = yes
NOT = { is_at_war_with = suzerain } #Pretty obvious
OR = {
tribute_mission_decision_generic_trigger = yes
tribute_mission_decision_concubine_trigger = { OVERLORD = suzerain }
tribute_mission_decision_eunuch_trigger = { OVERLORD = suzerain }
has_bunga_mas_tribute_trigger = yes
}
}
widget = {
gui = "decision_view_widget_pay_tribute"
controller = decision_option_list_controller
decision_to_second_step_button = "CHOOSE_TRIBUTE_DECISION_NEXT_STEP_BUTTON"
item = { # Gold
value = tribute_mission_gold
is_valid = { has_gold_tribute_trigger = yes }
localization = tribute_mission_decision_option_gold
icon = "gfx/interface/icons/message_feed/money.dds"
ai_chance = {
value = 20
if = {
limit = { short_term_gold >= excessive_gold_tribute_value }
add = 20
}
if = {
limit = { short_term_gold >= adequate_gold_tribute_value }
add = 20
}
}
}
item = { # Herd
value = tribute_mission_herd
is_valid = { has_herd_tribute_trigger = yes }
localization = tribute_mission_decision_option_herd
icon = "gfx/interface/icons/icon_herd.dds"
ai_chance = {
value = 20
if = {
limit = {
domicile ?= { herd >= excessive_herd_tribute_value }
}
add = 20
}
if = {
limit = {
domicile ?= { herd >= adequate_herd_tribute_value }
}
add = 20
}
}
}
item = { # Artifact
value = tribute_mission_artifact
is_valid = { has_artifact_tribute_trigger = yes }
localization = tribute_mission_decision_option_artifact
icon = "gfx/interface/icons/message_feed/artifact.dds"
ai_chance = { value = 20 }
}
item = { # Concubine
value = tribute_mission_concubine
is_valid = {
has_concubine_tribute_trigger = yes
can_have_concubines_trigger = { CHAR = suzerain }
}
localization = tribute_mission_decision_option_concubine
icon = "gfx/interface/icons/concubine_icon.dds"
ai_chance = { value = 50 } #The AI can do it? Do it!
}
item = { # Eunuch
value = tribute_mission_eunuch
is_valid = {
has_eunuch_tribute_trigger = yes
can_employ_court_eunuchs_trigger = { CHAR = suzerain }
}
localization = tribute_mission_decision_option_eunuch
icon = "gfx/interface/icons/character_interactions/eunuch.dds"
ai_chance = { value = 50 } #The AI can do it? Do it!
}
item = { # Bunga Mas
value = tribute_mission_bunga_mas
is_valid = { has_bunga_mas_tribute_trigger = yes }
localization = tribute_mission_decision_option_bunga_mas
icon = "gfx/interface/icons/artifact/tgp_artifact_golden_flower.dds"
ai_chance = { value = 100 } #The AI can do it? Do it!
}
}
effect = {
custom_tooltip = tribute_mission_decision_effects_mandala_tt
tribute_mission_decision_effect = { TARGET = suzerain }
}
ai_check_interval_by_tier = {
barony = 0
county = 36
duchy = 36
kingdom = 36
empire = 36
hegemony = 0
}
ai_potential = {
tribute_mission_decision_ai_potential_trigger = { TARGET = suzerain }
}
ai_will_do = {
base = 20
tribute_mission_decision_ai_will_do_modifiers = yes
}
}
tribute_mission_decision_china = {
picture = {
reference = "gfx/interface/illustrations/decisions/tgp_kowtow.dds"
}
decision_group_type = realm
should_create_alert = { always = yes }
desc = tribute_mission_decision_desc_china
cooldown = { years = 5 }
is_shown = {
title:h_china ?= { is_title_created = yes }
is_tributary_or_independent_neighbor_of_hegemon_trigger = { HEGEMON = h_china }
}
is_valid_showing_failures_only = {
is_available_adult = yes
NOT = { is_at_war_with = title:h_china.holder } #Pretty obvious
OR = {
tribute_mission_decision_generic_trigger = yes
tribute_mission_decision_concubine_trigger = { OVERLORD = title:h_china.holder }
tribute_mission_decision_eunuch_trigger = { OVERLORD = title:h_china.holder }
}
}
widget = {
gui = "decision_view_widget_pay_tribute"
controller = decision_option_list_controller
decision_to_second_step_button = "CHOOSE_TRIBUTE_DECISION_NEXT_STEP_BUTTON"
item = { # Gold
value = tribute_mission_gold
is_valid = { has_gold_tribute_trigger = yes }
localization = tribute_mission_decision_option_gold
icon = "gfx/interface/icons/message_feed/money.dds"
ai_chance = {
value = 20
if = {
limit = { short_term_gold >= excessive_gold_tribute_value }
add = 20
}
if = {
limit = { short_term_gold >= adequate_gold_tribute_value }
add = 20
}
}
}
item = { # Herd
value = tribute_mission_herd
is_valid = { has_herd_tribute_trigger = yes }
localization = tribute_mission_decision_option_herd
icon = "gfx/interface/icons/icon_herd.dds"
ai_chance = {
value = 20
if = {
limit = {
domicile ?= { herd >= excessive_herd_tribute_value }
}
add = 20
}
if = {
limit = {
domicile ?= { herd >= adequate_herd_tribute_value }
}
add = 20
}
}
}
item = { # Artifact
value = tribute_mission_artifact
is_valid = { has_artifact_tribute_trigger = yes }
localization = tribute_mission_decision_option_artifact
icon = "gfx/interface/icons/message_feed/artifact.dds"
ai_chance = { value = 20 }
}
item = { # Concubine
value = tribute_mission_concubine
is_valid = {
has_concubine_tribute_trigger = yes
title:h_china.holder = { is_adult = yes }
can_have_concubines_trigger = { CHAR = title:h_china.holder }
}
localization = tribute_mission_decision_option_concubine
icon = "gfx/interface/icons/concubine_icon.dds"
ai_chance = { value = 50 } #The AI can do it? Do it!
}
item = { # Eunuch
value = tribute_mission_eunuch
is_valid = {
has_eunuch_tribute_trigger = yes
can_employ_court_eunuchs_trigger = { CHAR = title:h_china.holder }
}
localization = tribute_mission_decision_option_eunuch
icon = "gfx/interface/icons/character_interactions/eunuch.dds"
ai_chance = { value = 50 } #The AI can do it? Do it!
}
}
effect = {
custom_tooltip = tribute_mission_decision_effects_china_tt
tribute_mission_decision_effect = { TARGET = title:h_china.holder }
}
ai_check_interval_by_tier = {
barony = 0
county = 72
duchy = 36
kingdom = 36
empire = 36
hegemony = 0
}
ai_potential = {
exists = title:h_china.holder
tribute_mission_decision_ai_potential_trigger = { TARGET = title:h_china.holder }
}
ai_will_do = {
base = 20
tribute_mission_decision_ai_will_do_modifiers = yes
modifier = {
add = -25
primary_title.tier = tier_kingdom
NOT = { tribute_mission_decision_ai_religion_culture_limit_trigger = { TARGET = title:h_china.holder } }
}
}
}
tribute_mission_decision_roman_empire = {
picture = {
reference = "gfx/interface/illustrations/decisions/ep3_decision_roman_restoration.dds"
}
decision_group_type = realm
should_create_alert = { always = yes }
desc = tribute_mission_decision_desc_roman_empire
cooldown = { years = 5 }
is_shown = {
title:h_roman_empire ?= { is_title_created = yes }
is_tributary_or_independent_neighbor_of_hegemon_trigger = { HEGEMON = h_roman_empire }
}
is_valid_showing_failures_only = {
is_available_adult = yes
NOT = { is_at_war_with = title:h_roman_empire.holder } #Pretty obvious
OR = {
tribute_mission_decision_generic_trigger = yes
tribute_mission_decision_concubine_trigger = { OVERLORD = title:h_roman_empire.holder }
tribute_mission_decision_eunuch_trigger = { OVERLORD = title:h_roman_empire.holder }
}
}
widget = {
gui = "decision_view_widget_pay_tribute"
controller = decision_option_list_controller
decision_to_second_step_button = "CHOOSE_TRIBUTE_DECISION_NEXT_STEP_BUTTON"
item = { # Gold
value = tribute_mission_gold
is_valid = { has_gold_tribute_trigger = yes }
localization = tribute_mission_decision_option_gold
icon = "gfx/interface/icons/message_feed/money.dds"
ai_chance = {
value = 20
if = {
limit = { short_term_gold >= excessive_gold_tribute_value }
add = 20
}
if = {
limit = { short_term_gold >= adequate_gold_tribute_value }
add = 20
}
}
}
item = { # Herd
value = tribute_mission_herd
is_valid = { has_herd_tribute_trigger = yes }
localization = tribute_mission_decision_option_herd
icon = "gfx/interface/icons/icon_herd.dds"
ai_chance = {
value = 20
if = {
limit = {
domicile ?= { herd >= excessive_herd_tribute_value }
}
add = 20
}
if = {
limit = {
domicile ?= { herd >= adequate_herd_tribute_value }
}
add = 20
}
}
}
item = { # Artifact
value = tribute_mission_artifact
is_valid = { has_artifact_tribute_trigger = yes }
localization = tribute_mission_decision_option_artifact
icon = "gfx/interface/icons/message_feed/artifact.dds"
ai_chance = { value = 20 }
}
item = { # Concubine
value = tribute_mission_concubine
is_valid = {
has_concubine_tribute_trigger = yes
title:h_roman_empire.holder = { is_adult = yes }
can_have_concubines_trigger = { CHAR = title:h_roman_empire.holder }
}
localization = tribute_mission_decision_option_concubine
icon = "gfx/interface/icons/concubine_icon.dds"
ai_chance = { value = 50 } #The AI can do it? Do it!
}
item = { # Eunuch
value = tribute_mission_eunuch
is_valid = {
has_eunuch_tribute_trigger = yes
can_employ_court_eunuchs_trigger = { CHAR = title:h_roman_empire.holder }
}
localization = tribute_mission_decision_option_eunuch
icon = "gfx/interface/icons/character_interactions/eunuch.dds"
ai_chance = { value = 50 } #The AI can do it? Do it!
}
}
effect = {
custom_tooltip = tribute_mission_decision_effects_roman_empire_tt
tribute_mission_decision_effect = { TARGET = title:h_roman_empire.holder }
}
ai_check_interval_by_tier = {
barony = 0
county = 72
duchy = 36
kingdom = 36
empire = 36
hegemony = 0
}
ai_potential = {
exists = title:h_roman_empire.holder
tribute_mission_decision_ai_potential_trigger = { TARGET = title:h_roman_empire.holder }
}
ai_will_do = {
base = 20
tribute_mission_decision_ai_will_do_modifiers = yes
modifier = {
add = -25
primary_title.tier = tier_kingdom
NOT = { tribute_mission_decision_ai_religion_culture_limit_trigger = { TARGET = title:h_roman_empire.holder } }
}
}
}
tribute_mission_decision_eastern_roman_empire = {
picture = {
reference = "gfx/interface/illustrations/decisions/ep3_decision_roman_restoration.dds"
}
decision_group_type = realm
should_create_alert = { always = yes }
desc = tribute_mission_decision_desc_eastern_roman_empire
cooldown = { years = 5 }
is_shown = {
title:h_eastern_roman_empire ?= { is_title_created = yes }
is_tributary_or_independent_neighbor_of_hegemon_trigger = { HEGEMON = h_eastern_roman_empire }
}
is_valid_showing_failures_only = {
is_available_adult = yes
NOT = { is_at_war_with = title:h_eastern_roman_empire.holder } #Pretty obvious
OR = {
tribute_mission_decision_generic_trigger = yes
tribute_mission_decision_concubine_trigger = { OVERLORD = title:h_eastern_roman_empire.holder }
tribute_mission_decision_eunuch_trigger = { OVERLORD = title:h_eastern_roman_empire.holder }
}
}
widget = {
gui = "decision_view_widget_pay_tribute"
controller = decision_option_list_controller
decision_to_second_step_button = "CHOOSE_TRIBUTE_DECISION_NEXT_STEP_BUTTON"
item = { # Gold
value = tribute_mission_gold
is_valid = { has_gold_tribute_trigger = yes }
localization = tribute_mission_decision_option_gold
icon = "gfx/interface/icons/message_feed/money.dds"
ai_chance = {
value = 20
if = {
limit = { short_term_gold >= excessive_gold_tribute_value }
add = 20
}
if = {
limit = { short_term_gold >= adequate_gold_tribute_value }
add = 20
}
}
}
item = { # Herd
value = tribute_mission_herd
is_valid = { has_herd_tribute_trigger = yes }
localization = tribute_mission_decision_option_herd
icon = "gfx/interface/icons/icon_herd.dds"
ai_chance = {
value = 20
if = {
limit = {
domicile ?= { herd >= excessive_herd_tribute_value }
}
add = 20
}
if = {
limit = {
domicile ?= { herd >= adequate_herd_tribute_value }
}
add = 20
}
}
}
item = { # Artifact
value = tribute_mission_artifact
is_valid = { has_artifact_tribute_trigger = yes }
localization = tribute_mission_decision_option_artifact
icon = "gfx/interface/icons/message_feed/artifact.dds"
ai_chance = { value = 20 }
}
item = { # Concubine
value = tribute_mission_concubine
is_valid = {
has_concubine_tribute_trigger = yes
title:h_eastern_roman_empire.holder = { is_adult = yes }
can_have_concubines_trigger = { CHAR = title:h_eastern_roman_empire.holder }
}
localization = tribute_mission_decision_option_concubine
icon = "gfx/interface/icons/concubine_icon.dds"
ai_chance = { value = 50 } #The AI can do it? Do it!
}
item = { # Eunuch
value = tribute_mission_eunuch
is_valid = {
has_eunuch_tribute_trigger = yes
can_employ_court_eunuchs_trigger = { CHAR = title:h_eastern_roman_empire.holder }
}
localization = tribute_mission_decision_option_eunuch
icon = "gfx/interface/icons/character_interactions/eunuch.dds"
ai_chance = { value = 50 } #The AI can do it? Do it!
}
}
effect = {
custom_tooltip = tribute_mission_decision_effects_eastern_roman_empire_tt
tribute_mission_decision_effect = { TARGET = title:h_eastern_roman_empire.holder }
}
ai_check_interval_by_tier = {
barony = 0
county = 72
duchy = 36
kingdom = 36
empire = 36
hegemony = 0
}
ai_potential = {
exists = title:h_eastern_roman_empire.holder
tribute_mission_decision_ai_potential_trigger = { TARGET = title:h_eastern_roman_empire.holder }
}
ai_will_do = {
base = 20
tribute_mission_decision_ai_will_do_modifiers = yes
modifier = {
add = -25
primary_title.tier = tier_kingdom
NOT = { tribute_mission_decision_ai_religion_culture_limit_trigger = { TARGET = title:h_eastern_roman_empire.holder } }
}
}
}
tribute_mission_decision_dar_al_islam = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_golden_age.dds"
}
decision_group_type = realm
should_create_alert = { always = yes }
desc = tribute_mission_decision_desc_dar_al_islam
cooldown = { years = 5 }
is_shown = {
title:h_dar_al_islam ?= { is_title_created = yes }
is_tributary_or_independent_neighbor_of_hegemon_trigger = { HEGEMON = h_dar_al_islam }
}
is_valid_showing_failures_only = {
is_available_adult = yes
NOT = { is_at_war_with = title:h_dar_al_islam.holder } #Pretty obvious
OR = {
tribute_mission_decision_generic_trigger = yes
tribute_mission_decision_concubine_trigger = { OVERLORD = title:h_dar_al_islam.holder }
tribute_mission_decision_eunuch_trigger = { OVERLORD = title:h_dar_al_islam.holder }
}
}
widget = {
gui = "decision_view_widget_pay_tribute"
controller = decision_option_list_controller
decision_to_second_step_button = "CHOOSE_TRIBUTE_DECISION_NEXT_STEP_BUTTON"
item = { # Gold
value = tribute_mission_gold
is_valid = { has_gold_tribute_trigger = yes }
localization = tribute_mission_decision_option_gold
icon = "gfx/interface/icons/message_feed/money.dds"
ai_chance = {
value = 20
if = {
limit = { short_term_gold >= excessive_gold_tribute_value }
add = 20
}
if = {
limit = { short_term_gold >= adequate_gold_tribute_value }
add = 20
}
}
}
item = { # Herd
value = tribute_mission_herd
is_valid = { has_herd_tribute_trigger = yes }
localization = tribute_mission_decision_option_herd
icon = "gfx/interface/icons/icon_herd.dds"
ai_chance = {
value = 20
if = {
limit = {
domicile ?= { herd >= excessive_herd_tribute_value }
}
add = 20
}
if = {
limit = {
domicile ?= { herd >= adequate_herd_tribute_value }
}
add = 20
}
}
}
item = { # Artifact
value = tribute_mission_artifact
is_valid = { has_artifact_tribute_trigger = yes }
localization = tribute_mission_decision_option_artifact
icon = "gfx/interface/icons/message_feed/artifact.dds"
ai_chance = { value = 20 }
}
item = { # Concubine
value = tribute_mission_concubine
is_valid = {
has_concubine_tribute_trigger = yes
title:h_dar_al_islam.holder = { is_adult = yes }
can_have_concubines_trigger = { CHAR = title:h_dar_al_islam.holder }
}
localization = tribute_mission_decision_option_concubine
icon = "gfx/interface/icons/concubine_icon.dds"
ai_chance = { value = 50 } #The AI can do it? Do it!
}
item = { # Eunuch
value = tribute_mission_eunuch
is_valid = {
has_eunuch_tribute_trigger = yes
can_employ_court_eunuchs_trigger = { CHAR = title:h_dar_al_islam.holder }
}
localization = tribute_mission_decision_option_eunuch
icon = "gfx/interface/icons/character_interactions/eunuch.dds"
ai_chance = { value = 50 } #The AI can do it? Do it!
}
}
effect = {
custom_tooltip = tribute_mission_decision_effects_dar_al_islam_tt
tribute_mission_decision_effect = { TARGET = title:h_dar_al_islam.holder }
}
ai_check_interval_by_tier = {
barony = 0
county = 72
duchy = 36
kingdom = 36
empire = 36
hegemony = 0
}
ai_potential = {
exists = title:h_dar_al_islam.holder
tribute_mission_decision_ai_potential_trigger = { TARGET = title:h_dar_al_islam.holder }
}
ai_will_do = {
base = 20
tribute_mission_decision_ai_will_do_modifiers = yes
modifier = {
add = -25
primary_title.tier = tier_kingdom
NOT = { tribute_mission_decision_ai_religion_culture_limit_trigger = { TARGET = title:h_dar_al_islam.holder } }
}
}
}
tribute_mission_decision_india = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_golden_age.dds"
}
decision_group_type = realm
should_create_alert = { always = yes }
desc = tribute_mission_decision_desc_india
cooldown = { years = 5 }
is_shown = {
title:h_india ?= { is_title_created = yes }
is_tributary_or_independent_neighbor_of_hegemon_trigger = { HEGEMON = h_india }
}
is_valid_showing_failures_only = {
is_available_adult = yes
NOT = { is_at_war_with = title:h_india.holder } #Pretty obvious
OR = {
tribute_mission_decision_generic_trigger = yes
tribute_mission_decision_concubine_trigger = { OVERLORD = title:h_india.holder }
tribute_mission_decision_eunuch_trigger = { OVERLORD = title:h_india.holder }
}
}
widget = {
gui = "decision_view_widget_pay_tribute"
controller = decision_option_list_controller
decision_to_second_step_button = "CHOOSE_TRIBUTE_DECISION_NEXT_STEP_BUTTON"
item = { # Gold
value = tribute_mission_gold
is_valid = { has_gold_tribute_trigger = yes }
localization = tribute_mission_decision_option_gold
icon = "gfx/interface/icons/message_feed/money.dds"
ai_chance = {
value = 20
if = {
limit = { short_term_gold >= excessive_gold_tribute_value }
add = 20
}
if = {
limit = { short_term_gold >= adequate_gold_tribute_value }
add = 20
}
}
}
item = { # Herd
value = tribute_mission_herd
is_valid = { has_herd_tribute_trigger = yes }
localization = tribute_mission_decision_option_herd
icon = "gfx/interface/icons/icon_herd.dds"
ai_chance = {
value = 20
if = {
limit = {
domicile ?= { herd >= excessive_herd_tribute_value }
}
add = 20
}
if = {
limit = {
domicile ?= { herd >= adequate_herd_tribute_value }
}
add = 20
}
}
}
item = { # Artifact
value = tribute_mission_artifact
is_valid = { has_artifact_tribute_trigger = yes }
localization = tribute_mission_decision_option_artifact
icon = "gfx/interface/icons/message_feed/artifact.dds"
ai_chance = { value = 20 }
}
item = { # Concubine
value = tribute_mission_concubine
is_valid = {
has_concubine_tribute_trigger = yes
title:h_india.holder = { is_adult = yes }
can_have_concubines_trigger = { CHAR = title:h_india.holder }
}
localization = tribute_mission_decision_option_concubine
icon = "gfx/interface/icons/concubine_icon.dds"
ai_chance = { value = 50 } #The AI can do it? Do it!
}
item = { # Eunuch
value = tribute_mission_eunuch
is_valid = {
has_eunuch_tribute_trigger = yes
can_employ_court_eunuchs_trigger = { CHAR = title:h_india.holder }
}
localization = tribute_mission_decision_option_eunuch
icon = "gfx/interface/icons/character_interactions/eunuch.dds"
ai_chance = { value = 50 } #The AI can do it? Do it!
}
}
effect = {
custom_tooltip = tribute_mission_decision_effects_india_tt
tribute_mission_decision_effect = { TARGET = title:h_india.holder }
}
ai_check_interval_by_tier = {
barony = 0
county = 72
duchy = 36
kingdom = 36
empire = 36
hegemony = 0
}
ai_potential = {
exists = title:h_india.holder
tribute_mission_decision_ai_potential_trigger = { TARGET = title:h_india.holder }
}
ai_will_do = {
base = 20
tribute_mission_decision_ai_will_do_modifiers = yes
modifier = {
add = -25
primary_title.tier = tier_kingdom
NOT = { tribute_mission_decision_ai_religion_culture_limit_trigger = { TARGET = title:h_india.holder } }
}
}
}

View file

@ -460,7 +460,7 @@ restore_swedish_empire_decision = {
restore_swedish_empire_effect = yes
add_to_global_variable_list = {
name = unavailable_unique_decisions
target = flag:restored_swedish_empire
target = flag:flag_restored_swedish_empire
}
set_global_variable = {
name = flag_restored_swedish_empire

View file

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

View file

@ -364,11 +364,8 @@ bubonic_plague = {
trigger = {
OR = {
outbreak_province.county.religion = religion:catholic_religion
outbreak_province.county.faith = faith:orthodox
outbreak_province.county.faith = faith:nestorian
outbreak_province.county.faith = faith:coptic
outbreak_province.county.faith = faith:armenian_apostolic
outbreak_province.county.faith = faith:insular_celtic
outbreak_province.county.religion = religion:protestant_religion
outbreak_province.county.religion = religion:eastern_orthodox_religion
}
}
desc = epidemic_random_saint_plague

View file

@ -353,7 +353,7 @@ baron_theocracy_male_bon_religion = {
tier = barony
priority = 7
governments = { theocracy_government }
religions = { bon_religion taoism_religion }
religions = { taoism_religion }
flavourization_rules = {
top_liege = no
}
@ -365,18 +365,18 @@ baron_theocracy_female_bon_religion = {
tier = barony
priority = 7
governments = { theocracy_government }
religions = { bon_religion taoism_religion }
}
barony_theocracy_bon_religion = {
type = title
tier = barony
priority = 7
holding = church_holding
religions = { bon_religion }
flavourization_rules = {
top_liege = no
}
religions = { taoism_religion }
}
#barony_theocracy_bon_religion = {
# type = title
# tier = barony
# priority = 7
# holding = church_holding
# religions = { bon_religion }
# flavourization_rules = {
# top_liege = no
# }
#}
count_theocracy_male_bon_religion = {
type = character
gender = male
@ -384,7 +384,7 @@ count_theocracy_male_bon_religion = {
tier = county
priority = 18
governments = { theocracy_government }
religions = { bon_religion taoism_religion zunism_religion }
religions = { taoism_religion zunism_religion }
flavourization_rules = {
top_liege = no
}
@ -396,7 +396,7 @@ count_theocracy_female_bon_religion = {
tier = county
priority = 18
governments = { theocracy_government }
religions = { bon_religion taoism_religion zunism_religion }
religions = { taoism_religion zunism_religion }
flavourization_rules = {
top_liege = no
}
@ -406,7 +406,7 @@ county_theocracy_bon_religion = {
tier = county
priority = 18
governments = { theocracy_government }
religions = { bon_religion buddhism_religion }
religions = { buddhism_religion }
flavourization_rules = {
top_liege = no
}
@ -418,7 +418,7 @@ emperor_theocracy_male_bon_religion = {
tier = empire
priority = 102
governments = { theocracy_government }
religions = { bon_religion buddhism_religion hinduism_religion jainism_religion }
religions = { buddhism_religion hinduism_religion jainism_religion }
flavourization_rules = {
top_liege = no
}
@ -433,7 +433,7 @@ emperor_theocracy_female_bon_religion = {
top_liege = no
}
governments = { theocracy_government }
religions = { bon_religion buddhism_religion hinduism_religion jainism_religion }
religions = { buddhism_religion hinduism_religion jainism_religion }
}
empire_theocracy_bon_religion = {
type = title
@ -443,7 +443,7 @@ empire_theocracy_bon_religion = {
}
priority = 102
governments = { theocracy_government }
religions = { bon_religion buddhism_religion hinduism_religion jainism_religion }
religions = { buddhism_religion hinduism_religion jainism_religion }
}
emperor_feudal_male_novelist_religion = {

View file

@ -18,7 +18,7 @@ e_greece = {
ai_primary_priority = {
if = {
limit = {
culture = culture:greek
culture = { has_cultural_pillar = heritage_greek }
}
add = @correct_culture_primary_score
}
@ -205,7 +205,7 @@ e_greece = {
ai_primary_priority = {
if = {
limit = {
culture = culture:greek
culture = { has_cultural_pillar = heritage_greek }
}
add = @correct_culture_primary_score
}
@ -316,7 +316,7 @@ e_greece = {
ai_primary_priority = {
if = {
limit = {
culture = culture:greek
culture = { has_cultural_pillar = heritage_greek }
}
add = @correct_culture_primary_score
}
@ -806,7 +806,7 @@ e_greece = {
ai_primary_priority = {
if = {
limit = {
culture = culture:greek
culture = { has_cultural_pillar = heritage_greek }
}
add = @correct_culture_primary_score
}

View file

@ -32,43 +32,43 @@
}
}
# HRE Succession
princely_elective_succession_law = {
can_have = {
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
}
NOR = { #Cultures have their special flavor.
government_has_flag = government_is_prepublic
government_has_flag = government_is_urepublic
}
highest_held_title_tier = tier_empire
}
can_pass = {
can_change_title_law_trigger = yes
}
can_title_have = {
this = title:e_hre
can_title_have_law_general_trigger = yes
}
succession = {
order_of_succession = election
election_type = princely_elective
}
flag = elective_succession_law
title_allegiance_opinion = 10
modifier = {
vassal_limit = 20
minority_opinion = -15
}
revoke_cost = {
prestige = change_hre_title_succession_law_prestige_cost
}
pass_cost = {
prestige = change_title_succession_law_prestige_cost
}
}
# # HRE Succession
# princely_elective_succession_law = {
# can_have = {
# OR = {
# government_has_flag = government_is_feudal
# government_has_flag = government_is_clan
# }
# NOR = { #Cultures have their special flavor.
# government_has_flag = government_is_prepublic
# government_has_flag = government_is_urepublic
# }
# highest_held_title_tier = tier_empire
# }
# can_pass = {
# can_change_title_law_trigger = yes
# }
# can_title_have = {
# this = title:e_hre
# can_title_have_law_general_trigger = yes
# }
# succession = {
# order_of_succession = election
# election_type = princely_elective
# }
# flag = elective_succession_law
# title_allegiance_opinion = 10
# modifier = {
# vassal_limit = 20
# minority_opinion = -15
# }
# revoke_cost = {
# prestige = change_hre_title_succession_law_prestige_cost
# }
# pass_cost = {
# prestige = change_title_succession_law_prestige_cost
# }
# }
# Witenagemot
saxon_elective_succession_law = {
@ -378,39 +378,39 @@
flag = appointment_with_level_requirement
}
# Celestial Grand Marshal Succession
celestial_grand_marshal_appointment_succession_law = {
can_have = {
government_has_flag = government_is_celestial
NOR = {
government_has_flag = government_is_prepublic
government_has_flag = government_is_urepublic
}
}
can_pass = {
}
can_title_have = {
this = title:e_minister_grand_marshal
}
can_realm_have = {
always = no
}
can_remove_from_title = {
custom_tooltip = {
text = celestial_ministry_appointment_cannot_remove_desc
always = no
}
}
succession = {
order_of_succession = appointment
appointment_type = celestial_military_governor
}
modifier = {
celestial_government_opinion = 5
}
flag = appointment_type_succession
flag = appointment_with_level_requirement
}
# # Celestial Grand Marshal Succession
# celestial_grand_marshal_appointment_succession_law = {
# can_have = {
# government_has_flag = government_is_celestial
# NOR = {
# government_has_flag = government_is_prepublic
# government_has_flag = government_is_urepublic
# }
# }
# can_pass = {
# }
# can_title_have = {
# this = title:e_minister_grand_marshal
# }
# can_realm_have = {
# always = no
# }
# can_remove_from_title = {
# custom_tooltip = {
# text = celestial_ministry_appointment_cannot_remove_desc
# always = no
# }
# }
# succession = {
# order_of_succession = appointment
# appointment_type = celestial_military_governor
# }
# modifier = {
# celestial_government_opinion = 5
# }
# flag = appointment_type_succession
# flag = appointment_with_level_requirement
# }
}

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

View file

@ -782,27 +782,6 @@
}
#HISTORICALLY ADMIN PEOPLES WANT TO BE ADMIN
if = {
limit = {
government_has_flag = government_is_administrative
scope:impress_check = {
culture = {
OR = {
this = culture:greek
any_parent_culture_or_above = {
this = culture:greek
}
this = culture:han
any_parent_culture_or_above = {
this = culture:han
}
}
}
}
}
add = 30
}
# AI-only weights, keep the pope from vassalizing too fast
if = {

View file

@ -1341,7 +1341,7 @@ form_outremer_scripted_effect = {
hidden_effect = { set_primary_title_to = title:e_outremer }
if = { #The Sunni Caliphate is dismantled
limit = {
faith:ashari = { exists = religious_head }
faith:aqlani = { exists = religious_head }
}
root = { destroy_title = title:d_sunni }
}
@ -1475,7 +1475,7 @@ restore_sunni_caliphate_scripted_effect = {
}
}
resolve_title_and_vassal_change = scope:change
faith:ashari = {
faith:aqlani = {
change_fervor = {
value = 15
desc = fervor_gain_restored_sunni_caliphate

View file

@ -73,9 +73,10 @@ coa_castilian_trigger = {
}
coa_coptic_trigger = {
OR = {
scope:faith = faith:coptic
}
always = no
# OR = {
# scope:faith = faith:coptic
# }
}
coa_cross_trigger = {
@ -112,14 +113,21 @@ coa_switch_to_norse_trigger = {
NEOW_religion_is_broadly_christian_trigger = no
}
OR = {
faith.religion = religion:germanic_religion
faith.religion = religion:folkgerman_religion
culture = { has_coa_gfx = norse_coa_gfx }
}
}
}
coa_feudal_trigger = {
scope:faith.religion = religion:christianity_religion
scope:faith.religion = {
OR = {
this = religion:catholic_religion
this = religion:eastern_orthodox_religion
this = religion:protestant_religion
}
}
government_has_flag = government_is_feudal
}
@ -242,7 +250,7 @@ coa_mena_trigger = {
coa_suomenusko_trigger = {
OR = {
scope:faith.religion = religion:finno_ugric_religion
scope:faith.religion = religion:finnic_religion
scope:culture = {
OR = {
has_coa_gfx = balto_finnic_group_coa_gfx

View file

@ -50,53 +50,53 @@ is_roman_emperor_primary_title_excluding_byzantium_trigger = {
}
}
valid_for_byz_emperor_content_trigger = {
has_ep3_dlc_trigger = yes
culture = {
OR = {
has_cultural_pillar = heritage_byzantine
has_cultural_pillar = heritage_caucasian
}
}
OR = {
is_roman_emperor_primary_title_trigger = yes
AND = {
culture = {
OR = {
this = culture:greek
any_parent_culture_or_above = { this = culture:greek }
}
}
highest_held_title_tier >= tier_empire
}
}
}
valid_for_byz_governor_content_trigger = {
has_ep3_dlc_trigger = yes
is_governor = yes
top_liege.culture = {
OR = {
has_cultural_pillar = heritage_byzantine
has_cultural_pillar = heritage_caucasian
}
}
top_liege = {
OR = {
is_roman_emperor_primary_title_trigger = yes
AND = {
culture = {
OR = {
this = culture:greek
any_parent_culture_or_above = { this = culture:greek }
}
}
highest_held_title_tier >= tier_empire
}
}
}
}
#valid_for_byz_emperor_content_trigger = {
# has_ep3_dlc_trigger = yes
# culture = {
# OR = {
# has_cultural_pillar = heritage_byzantine
# has_cultural_pillar = heritage_caucasian
# }
# }
# OR = {
# is_roman_emperor_primary_title_trigger = yes
# AND = {
# culture = {
# OR = {
# this = culture:greek
# any_parent_culture_or_above = { this = culture:greek }
# }
# }
# highest_held_title_tier >= tier_empire
# }
# }
#}
#valid_for_byz_governor_content_trigger = {
# has_ep3_dlc_trigger = yes
# is_governor = yes
# top_liege.culture = {
# OR = {
# has_cultural_pillar = heritage_byzantine
# has_cultural_pillar = heritage_caucasian
# }
# }
# top_liege = {
# OR = {
# is_roman_emperor_primary_title_trigger = yes
# AND = {
# culture = {
# OR = {
# this = culture:greek
# any_parent_culture_or_above = { this = culture:greek }
# }
# }
# highest_held_title_tier >= tier_empire
# }
# }
# }
#}
#
valid_for_byz_succession_trigger = {
is_eunuch_trigger = no
NOR = {
@ -131,22 +131,22 @@ available_charioteers_spots_trigger = {
}
}
ep3_varangian_trigger = {
OR = {
culture = {
OR = {
has_cultural_tradition = tradition_fp1_coastal_warriors
has_cultural_tradition = tradition_hird
has_cultural_tradition = tradition_fp1_performative_honour
has_cultural_pillar = heritage_north_germanic
has_cultural_pillar = heritage_west_germanic
}
}
has_trait = varangian
}
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root }
is_physically_able_adult = yes
}
#ep3_varangian_trigger = {
# OR = {
# culture = {
# OR = {
# has_cultural_tradition = tradition_fp1_coastal_warriors
# has_cultural_tradition = tradition_hird
# has_cultural_tradition = tradition_fp1_performative_honour
# has_cultural_pillar = heritage_north_germanic
# has_cultural_pillar = heritage_west_germanic
# }
# }
# has_trait = varangian
# }
# can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root }
# is_physically_able_adult = yes
#}
is_competing_for_same_title_as = {
government_allows = administrative

View file

@ -697,13 +697,5 @@ ep3_frankokratia_notification_recipient_trigger = {
}
ep3_orthodox_faith_trigger = {
OR = {
faith = faith:orthodox
faith = faith:coptic
faith = faith:armenian_apostolic
faith = faith:iconoclast
faith = faith:bogomilist
faith = faith:paulician
faith = faith:nestorian
}
religion = religion:eastern_orthodox_religion
}

View file

@ -414,18 +414,6 @@ gok_willing_new_admin_vassal_trigger = {
OR = {
mpo_greatest_of_khans_0030_dominated_nomad_vassal = yes
mpo_greatest_of_khans_0030_willing_sedentary_vassal = yes
culture = culture:greek
culture = {
any_parent_culture_or_above = {
this = culture:greek
}
}
culture = culture:han
culture = {
any_parent_culture_or_above = {
this = culture:han
}
}
}
NOR = {
government_has_flag = government_is_special_administrative

View file

@ -8993,10 +8993,10 @@ faith_warrior = {
trigger = { faith = { religion_tag = islam_religion } }
desc = trait_mujahid
}
triggered_desc = {
trigger = { faith = { religion_tag = bon_religion } }
desc = trait_crusader_bon
}
# triggered_desc = {
# trigger = { faith = { religion_tag = bon_religion } }
# desc = trait_crusader_bon
# }
triggered_desc = {
trigger = { faith = { religion_tag = buddhism_religion } }
desc = trait_crusader_buddhism

View file

@ -4,6 +4,7 @@ tags={
}
name="N3OW Dev"
replace_path="common/landed_titles"
replace_path="common/dynasties"
replace_path="common/culture/cultures"
replace_path="common/religion/religion_types"
replace_path="history/characters"

File diff suppressed because it is too large Load diff

View file

@ -2098,17 +2098,6 @@ mpo_greatest_of_khans.0030 = {
}
add = -50
}
modifier = {
culture = {
any_parent_culture_or_above = {
OR = {
this = culture:han
this = culture:greek
}
}
}
add = 100
}
}
}
#Convert to feudal government

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View file

@ -872,15 +872,14 @@ scripted_effect bp2_learn_lithurgical_language_effect = {
}
else_if = {
limit = {
scope:activity.activity_location.county.faith = faith:catholic
scope:activity.activity_location.county.faith.religion = religion:catholic_religion
}
learn_language = language_latin
}
else_if = {
limit = {
OR = {
scope:activity.activity_location.county.faith = faith:orthodox
scope:activity.activity_location.county.faith = faith:coptic
scope:activity.activity_location.county.faith.religion = religion:eastern_orthodox_religion
}
}
learn_language = language_greek
@ -914,10 +913,8 @@ bp2_adult_education.1011 = {
OR = {
scope:activity.activity_location.county.faith.religion = religion:islam_religion
scope:activity.activity_location.county.faith.religion = religion:judaism_religion
scope:activity.activity_location.county.faith = faith:catholic
scope:activity.activity_location.county.faith = faith:orthodox
scope:activity.activity_location.county.faith = faith:coptic
scope:activity.activity_location.county.faith = faith:nestorian
scope:activity.activity_location.county.faith.religion = religion:eastern_orthodox_religion
scope:activity.activity_location.county.faith.religion = religion:catholic_religion
}
trigger_if = {
limit = {
@ -929,23 +926,19 @@ bp2_adult_education.1011 = {
limit = {
OR = {
scope:activity.activity_location.county.faith.religion = religion:judaism_religion
scope:activity.activity_location.county.faith = faith:nestorian
}
}
NOT = { knows_language = language_aramaic }
}
trigger_else_if = {
limit = {
scope:activity.activity_location.county.faith = faith:catholic
scope:activity.activity_location.county.faith.religion = religion:catholic_religion
}
NOT = { knows_language = language_latin }
}
trigger_else_if = {
limit = {
OR = {
scope:activity.activity_location.county.faith = faith:orthodox
scope:activity.activity_location.county.faith = faith:coptic
}
scope:activity.activity_location.county.faith.religion = religion:eastern_orthodox_religion
}
NOT = { knows_language = language_greek }
}

View file

@ -5868,12 +5868,7 @@ ep3_emperor_yearly.2230 = {
# An obnoxious "scholar" close to you keeps quoting the Classics out of place
scripted_trigger ep3_valid_greek_culture_trigger = {
OR = {
has_cultural_pillar = heritage_byzantine
has_cultural_pillar = heritage_caucasian
this = culture:greek
any_parent_culture_or_above = { this = culture:greek }
}
has_cultural_pillar = heritage_greek
}
scripted_trigger ep3_2240_valid_courtier_trigger = {

View file

@ -5278,87 +5278,87 @@ ep3_governor_yearly.3060 = {
}
desc = ep3_governor_yearly.3060.desc_regent_acclaim
}
triggered_desc = {
trigger = {
scope:emperor = {
religion = {
OR = {
this = religion:eastern_orthodox_religion
this = religion:catholic_religion
this = religion:protestant_religion
}
}
primary_title = {
this = title:e_byzantium
}
#is either a Byzantine themselves or has a byzantine around to indicate any interest in Byzantine traditions
OR = {
culture = {
has_cultural_pillar = heritage_byzantine
OR = {
any_parent_culture_or_above = {
this = culture:greek
}
this = culture:greek
}
}
any_vassal = {
culture = {
OR = {
has_cultural_pillar = heritage_byzantine
any_parent_culture_or_above = {
this = culture:greek
}
this = culture:greek
}
}
}
}
is_female = no
}
}
desc = ep3_governor_yearly.3060.desc_byzantine
}
triggered_desc = {
trigger = {
scope:emperor = {
religion = {
OR = {
this = religion:eastern_orthodox_religion
this = religion:catholic_religion
this = religion:protestant_religion
}
}
primary_title = {
this = title:e_byzantium
}
OR = {
culture = {
has_cultural_pillar = heritage_byzantine
OR = {
any_parent_culture_or_above = {
this = culture:greek
}
this = culture:greek
}
}
any_vassal = {
culture = {
OR = {
has_cultural_pillar = heritage_byzantine
any_parent_culture_or_above = {
this = culture:greek
}
this = culture:greek
}
}
}
}
is_female = yes
}
}
desc = ep3_governor_yearly.3060.desc_byzantine_femme
}
# triggered_desc = {
# trigger = {
# scope:emperor = {
# religion = {
# OR = {
# this = religion:eastern_orthodox_religion
# this = religion:catholic_religion
# this = religion:protestant_religion
# }
# }
# primary_title = {
# this = title:e_byzantium
# }
# #is either a Byzantine themselves or has a byzantine around to indicate any interest in Byzantine traditions
# OR = {
# culture = {
# has_cultural_pillar = heritage_byzantine
# OR = {
# any_parent_culture_or_above = {
# this = culture:greek
# }
# this = culture:greek
# }
# }
# any_vassal = {
# culture = {
# OR = {
# has_cultural_pillar = heritage_byzantine
# any_parent_culture_or_above = {
# this = culture:greek
# }
# this = culture:greek
# }
# }
# }
# }
# is_female = no
# }
# }
# desc = ep3_governor_yearly.3060.desc_byzantine
# }
# triggered_desc = {
# trigger = {
# scope:emperor = {
# religion = {
# OR = {
# this = religion:eastern_orthodox_religion
# this = religion:catholic_religion
# this = religion:protestant_religion
# }
# }
# primary_title = {
# this = title:e_byzantium
# }
# OR = {
# culture = {
# has_cultural_pillar = heritage_byzantine
# OR = {
# any_parent_culture_or_above = {
# this = culture:greek
# }
# this = culture:greek
# }
# }
# any_vassal = {
# culture = {
# OR = {
# has_cultural_pillar = heritage_byzantine
# any_parent_culture_or_above = {
# this = culture:greek
# }
# this = culture:greek
# }
# }
# }
# }
# is_female = yes
# }
# }
# desc = ep3_governor_yearly.3060.desc_byzantine_femme
# }
desc = ep3_governor_yearly.3060.desc_generic
}
#Emperor's legitimacy

View file

@ -639,7 +639,7 @@ ep3_laamp_decision_event.1000 = {
scope:visiting_location = {
geographical_region = world_europe
NOT = { geographical_region = world_europe_north }
faith = { religion_tag = christianity_religion }
NEOW_religion_is_broadly_christian_trigger = yes
}
}
desc = ep3_laamp_decision_event.1000.desc_outro_regional_europe_returned_03
@ -1868,7 +1868,7 @@ ep3_laamp_decision_event.1001 = {
scope:visiting_location = {
geographical_region = world_europe
NOT = { geographical_region = world_europe_north }
faith = { religion_tag = christianity_religion }
NEOW_religion_is_broadly_christian_trigger = yes
}
}
desc = ep3_laamp_decision_event.1000.desc_outro_regional_europe_returned_03

View file

@ -502,11 +502,7 @@ ep3_travel_events.3001 = {
scripted_trigger ep3_travel_events_3002_byzantine_root_trigger = {
culture = {
has_cultural_pillar = heritage_byzantine
OR = {
any_parent_culture_or_above = { this = culture:greek }
this = culture:greek
}
has_cultural_pillar = heritage_greek
}
}
@ -1094,18 +1090,8 @@ ep3_travel_events.3003 = {
scripted_trigger ep3_travel_events_3010_anatolian_native_trigger = {
OR = {
has_cultural_pillar = heritage_byzantine
AND = {
has_cultural_pillar = heritage_caucasian
any_parent_culture_or_above = { this = culture:armenian }
this = culture:armenian
}
}
OR = {
any_parent_culture_or_above = { this = culture:greek }
this = culture:greek
any_parent_culture_or_above = { this = culture:armenian }
this = culture:armenian
has_cultural_pillar = heritage_greek
has_cultural_pillar = heritage_turkish
}
}

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