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162
common/character_interactions/00_faction_interactions.txt
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162
common/character_interactions/00_faction_interactions.txt
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#Interactions relating to factions
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force_join_faction_interaction = {
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category = interaction_category_vassal
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special_interaction = force_join_faction
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desc = force_join_faction_interaction_desc
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icon = scroll_scales
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force_notification = yes
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greeting = positive
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notification_text = FORCE_JOIN_FACTION_NOTIFICATION
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is_shown = {
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scope:actor = {
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is_a_faction_member = yes
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liege = scope:recipient.liege
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NOR = {
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joined_faction = scope:recipient.joined_faction
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scope:recipient = scope:actor.liege
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}
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}
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}
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is_valid_showing_failures_only = {
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scope:actor = {
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trigger_if = {
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limit = { government_allows = administrative }
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custom_tooltip = {
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text = force_join_faction_admin_requirement_desc
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OR = {
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has_strong_usable_hook = scope:recipient
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AND = {
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influence >= { value = scope:actor.monumental_influence_value multiply = 2 }
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scope:recipient ?= {
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NOT = { opinion = { target = scope:actor value <= -50 } }
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NOT = { opinion = { target = scope:recipient.liege value >= 50 } }
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}
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}
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}
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}
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}
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trigger_else = {
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has_strong_usable_hook = scope:recipient # Make sure to update the NFaction::POTENTIAL_FORCE_JOIN_HOOK_TYPE define if you change the type of hook used here
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}
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NOT = { is_at_war_with = scope:recipient }
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}
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scope:recipient = {
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trigger_if = {
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limit = { is_a_faction_member = yes }
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joined_faction.faction_leader = { is_ai = yes }
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}
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is_forced_into_faction = no
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can_join_faction = scope:actor.joined_faction
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}
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custom_description = {
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text = barons_joining_independence_factions
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NAND = {
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scope:actor.joined_faction = { faction_is_type = independence_faction }
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scope:recipient.highest_held_title_tier = tier_barony
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}
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}
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}
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on_accept = {
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scope:actor = {
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send_interface_message = {
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type = event_faction_neutral
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title = force_join_faction_interaction_notification
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right_icon = scope:recipient
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if = {
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limit = { scope:hook = yes }
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use_hook = scope:recipient
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}
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else_if = {
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limit = { scope:influence = yes }
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change_influence = {
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value = monumental_influence_value
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multiply = -2
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}
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}
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scope:recipient = {
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join_faction_forced = {
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faction = scope:actor.joined_faction
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forced_by = scope:actor
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years = 10
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}
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}
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}
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}
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# If we're a clan this interaction affects unity
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add_clan_unity_interaction_effect = {
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CHARACTER = scope:actor
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TARGET = scope:recipient
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VALUE = medium_unity_loss
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DESC = clan_unity_forced_faction_joinage.desc
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REVERSE_NON_HOUSE_TARGET = no
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}
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}
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auto_accept = yes
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#Use hook
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send_option = {
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is_valid = {
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exists = scope:recipient
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scope:actor ?= { has_strong_usable_hook = scope:recipient }
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}
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flag = hook
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localization = GENERIC_SPEND_A_HOOK
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}
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#Spend influence
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send_option = {
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is_shown = {
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scope:actor = { government_allows = administrative }
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scope:actor.top_liege ?= { government_allows = administrative }
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}
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is_valid = { # Convincing someone with influence is not available if they hate you or love the liege
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scope:actor ?= { influence >= { value = scope:actor.monumental_influence_value multiply = 2 } }
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scope:recipient ?= {
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NOT = { opinion = { target = scope:actor value <= -50 } }
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NOT = { opinion = { target = scope:recipient.liege value >= 50 } }
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}
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}
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flag = influence
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localization = SPEND_INFLUENCE
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}
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send_options_exclusive = yes
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# AI
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ai_targets = {
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ai_recipients = peer_vassals
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}
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ai_frequency = 12
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ai_potential = {
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is_independent_ruler = no
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is_a_faction_member = yes
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# Only force others to join a faction if you joined by your own free will
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is_forced_into_faction = no
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}
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ai_will_do = {
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base = 100
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# Don't steal players' factions' members
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modifier = {
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factor = 0
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scope:recipient = {
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is_a_faction_member = yes
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joined_faction = {
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faction_leader = {
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is_ai = no
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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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