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353
common/character_interactions/00_ce1_interactions.txt
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353
common/character_interactions/00_ce1_interactions.txt
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# Ask to Promote your Legend
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ce1_ask_to_promote_legend_interaction = {
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icon = icon_contract_modification_single
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category = interaction_category_diplomacy
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popup_on_receive = yes
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pause_on_receive = yes
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can_send_despite_rejection = yes
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ai_maybe = yes
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interface_priority = 5
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desc = ce1_ask_to_promote_legend_interaction_desc
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greeting = positive
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notification_text = PROMOTE_LEGEND_NOTIFICATION
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is_shown = {
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scope:actor.promoted_legend.legend_owner ?= scope:actor
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NOT = { scope:actor = scope:recipient }
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scope:recipient = {
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is_landed = yes
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age >= 12
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is_physically_able = yes
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}
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}
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is_valid_showing_failures_only = {
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scope:recipient = {
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custom_tooltip = {
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text = recipient_already_promoting_legend_tt
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NOT = { exists = promoted_legend }
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}
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}
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custom_tooltip = {
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text = recipient_close_or_neighbor_tt
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OR = {
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scope:recipient.dynasty = scope:actor.dynasty
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scope:recipient = { knows_language_of_culture = scope:actor.culture }
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scope:actor = {
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has_friendly_relationship_with_character_trigger = { CHARACTER = scope:recipient }
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}
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scope:recipient = {
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any_character_to_title_neighboring_county = {
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any_county_province = {
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any_province_legend = {
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this = scope:actor.promoted_legend
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}
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}
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}
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}
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}
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}
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}
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cooldown_against_recipient = { years = 5 }
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ai_min_reply_days = 2
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ai_max_reply_days = 7
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ai_accept = {
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base = -10
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## Tier
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modifier = {
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add = -5
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scope:recipient.primary_title = {
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tier = 2
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}
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desc = TIER_REASON_COUNT
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}
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modifier = {
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add = -10
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scope:recipient.primary_title = {
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tier = 3
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}
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desc = TIER_REASON_DUKE
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}
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modifier = {
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add = -20
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scope:recipient.primary_title = {
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tier = 4
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}
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desc = TIER_REASON_KING
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}
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modifier = {
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add = -30
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scope:recipient.primary_title = {
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tier = 5
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}
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desc = TIER_REASON_EMPEROR
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}
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## Legend
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# How cool is the legend?
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modifier = {
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add = 10
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desc = REASON_ILLUSTRIOUS_LEGEND
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scope:actor = {
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promoted_legend = {
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legend_quality = illustrious
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}
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}
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}
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modifier = {
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add = 20
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desc = REASON_MYTHICAL_LEGEND
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scope:actor = {
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promoted_legend = {
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legend_quality = mythical
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}
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}
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}
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# Are you using a hook?
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modifier = {
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trigger = {
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scope:hook ?= yes
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}
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add = 100
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desc = LEGEND_HOOK_USED
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}
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# Are you using Gold?
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modifier = {
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trigger = {
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scope:gold_cost ?= yes
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}
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add = 40
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desc = TRADE_GOLD_FOR_BETTER_AI_ACCEPTANCE_TT
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}
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## Opinion
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# Do they like you?
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opinion_modifier = {
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who = scope:recipient
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opinion_target = scope:actor
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multiplier = 1
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desc = AI_OPINION_REASON
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}
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## Personality
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# Are they ambitious?
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modifier = {
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desc = DEMAND_SUBMISSION_RECIPIENT_IS_AMBITIOUS #re-using these
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add = -15
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scope:recipient = {
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has_trait = ambitious
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}
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}
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# Are they content?
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modifier = {
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desc = DEMAND_SUBMISSION_RECIPIENT_IS_CONTENT
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add = 5
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scope:recipient = { has_trait = content }
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}
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# Are they stubborn?
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modifier = {
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desc = DEMAND_SUBMISSION_RECIPIENT_IS_STUBBORN
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add = -10
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scope:recipient = { has_trait = stubborn }
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}
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# Are they arrogant?
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modifier = {
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desc = DEMAND_SUBMISSION_RECIPIENT_IS_ARROGANT
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add = -10
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scope:recipient = { has_trait = arrogant }
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}
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# Are they humble?
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modifier = {
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desc = DEMAND_SUBMISSION_RECIPIENT_IS_HUMBLE
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add = 10
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scope:recipient = { has_trait = humble }
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}
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# Are they trusting?
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modifier = {
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desc = DEMAND_SUBMISSION_RECIPIENT_IS_TRUSTING
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add = 15
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scope:recipient = { has_trait = trusting }
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}
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# Are they paranoid?
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modifier = {
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desc = DEMAND_SUBMISSION_RECIPIENT_IS_PARANOID
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add = -10
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scope:recipient = { has_trait = paranoid }
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}
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## Dread
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modifier = {
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add = intimidated_halved_reason_value
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scope:recipient = {
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has_dread_level_towards = {
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target = scope:actor
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level = 1
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}
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}
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desc = INTIMIDATED_REASON
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}
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modifier = {
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add = cowed_halved_reason_value
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scope:recipient = {
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has_dread_level_towards = {
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target = scope:actor
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level = 2
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}
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}
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desc = COWED_REASON
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}
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## War
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modifier = {
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add = -50
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scope:recipient = {
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is_at_war = yes
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}
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desc = HOSTAGE_AT_WAR_REASON
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}
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## Low Gold
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modifier = {
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add = -100
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scope:actor.promoted_legend = {
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legend_quality = famed
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}
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scope:recipient = {
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monthly_character_income < famed_legend_promoter_cost
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}
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desc = TOO_HIGH_PROMOTER_MAINTENANCE_REASON
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}
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modifier = {
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add = -100
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scope:actor.promoted_legend = {
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legend_quality = illustrious
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}
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scope:recipient = {
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monthly_character_income < illustrious_legend_promoter_cost
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}
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desc = TOO_HIGH_PROMOTER_MAINTENANCE_REASON
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}
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modifier = {
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add = -100
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scope:actor.promoted_legend = {
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legend_quality = mythical
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}
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scope:recipient = {
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monthly_character_income < mythical_legend_promoter_cost
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}
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desc = TOO_HIGH_PROMOTER_MAINTENANCE_REASON
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}
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modifier = {
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add = 25
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scope:recipient = {
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is_contact_of = scope:actor
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}
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desc = IS_CONTACT_REASON
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}
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}
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on_accept = {
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scope:actor.promoted_legend = {
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save_scope_as = promoted_legend
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}
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scope:actor = {
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send_interface_toast = {
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type = event_toast_effect_good
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title = ce1_ask_to_promote_legend_acceptance_tt
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left_icon = scope:actor
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right_icon = scope:recipient
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if = {
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limit = { always = scope:hook }
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scope:actor = {
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use_hook = scope:recipient
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}
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}
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if = {
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limit = { always = scope:gold_cost }
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scope:actor = {
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pay_short_term_gold = {
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target = scope:recipient
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gold = medium_gold_value
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}
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}
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promoted_legend = { # To prevent gold exploits
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add_to_variable_list = {
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name = accepted_promote_legend_var
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target = scope:recipient
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years = 10
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}
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}
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}
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scope:recipient = {
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set_promoted_legend = scope:actor.promoted_legend
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}
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}
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}
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}
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on_decline = {
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scope:actor = {
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send_interface_toast = {
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type = event_toast_effect_bad
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title = ce1_ask_to_promote_legend_decline_tt
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left_icon = scope:actor
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right_icon = scope:recipient
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}
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}
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}
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# Use gold to increase acceptance
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send_option = {
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flag = gold_cost
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localization = TRADE_GOLD_FOR_BETTER_AI_ACCEPTANCE
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}
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send_option = {
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flag = hook
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is_valid = {
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scope:actor = {
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has_usable_hook = scope:recipient
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}
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}
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localization = GENERIC_SPEND_A_HOOK
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}
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send_options_exclusive = no
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ai_potential = {
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is_physically_able = yes
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}
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ai_targets = {
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ai_recipients = neighboring_rulers
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}
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ai_frequency = 12
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# Very similar to ai_accept, but ignores effects that are < 10 in value for brevity's sake
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ai_will_do = {
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base = 0
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## Legends
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modifier = {
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add = 25
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exists = promoted_legend
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}
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modifier = {
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add = 25
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promoted_legend = {
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legend_quality = mythical
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}
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}
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## Gold
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modifier = {
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add = -100
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debt_level >= 0
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}
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modifier = {
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add = -50
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gold <= major_gold_value
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}
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## Personality
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modifier = {
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add = 25
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has_trait = arrogant
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}
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}
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}
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