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20 changed files with 18974 additions and 1676 deletions

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@ -152,14 +152,14 @@ al_taj_template = {
}
# can this character benefit from the full modifiers of the artifact?
can_benefit = {
OR = {
has_title = title:d_shiite
any_liege_or_above = {
has_title = title:d_shiite
}
}
}
#can_benefit = {
# OR = {
# has_title = title:d_shiite
# any_liege_or_above = {
# has_title = title:d_shiite
# }
# }
#}
is_holy_relic = {
OR = {

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@ -246,19 +246,19 @@
multiply = common_cb_piety_cost_multiplier
# FP3: caliphal discounts.
## We have to do this here as we otherwise can't select what the war is.
if = {
limit = {
scope:attacker = {
has_title = title:d_sunni
# We scope directly to the struggle because e_arabia might not actually be _in_ the struggle.
struggle:persian_struggle ?= { has_struggle_phase_parameter = fp3_caliph_gets_cheaper_subjugation_cb }
}
}
multiply = {
value = fp3_caliph_gets_cheaper_subjugation_cb_actual_value
desc = CB_STRUGGLE_PHASE_DISCOUNT
}
}
#if = {
# limit = {
# scope:attacker = {
# has_title = title:d_sunni
# # We scope directly to the struggle because e_arabia might not actually be _in_ the struggle.
# struggle:persian_struggle ?= { has_struggle_phase_parameter = fp3_caliph_gets_cheaper_subjugation_cb }
# }
# }
# multiply = {
# value = fp3_caliph_gets_cheaper_subjugation_cb_actual_value
# desc = CB_STRUGGLE_PHASE_DISCOUNT
# }
#}
}
}

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@ -0,0 +1,2 @@
# Custom CBs for FP2
# Overwritten

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@ -0,0 +1,2 @@
# Custom CBs for FP3
# Overwritten

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@ -150,29 +150,29 @@
60 = circled_indian_template_offset_inverted
}
# India proper (to tone down those very cultural specific designs vs catch all)
special_selection = {
trigger = {
exists = scope:title
scope:title = {
any_this_title_or_de_jure_above = {
OR = {
this = title:h_india
this = title:e_deccan
this = title:e_rajastan
this = title:k_gondwana
this = title:k_bihar
this = title:k_orissa
}
}
}
}
100 = indian_single_template
100 = indian_single_template_inverted
100 = indian_single_template_senester
100 = indian_single_template_senester_inverted
100 = circled_indian_single_symbol_template
100 = circled_indian_single_symbol_template_inverted
}
#special_selection = {
# trigger = {
# exists = scope:title
# scope:title = {
# any_this_title_or_de_jure_above = {
# OR = {
# this = title:h_india
# this = title:e_deccan
# this = title:e_rajastan
# this = title:k_gondwana
# this = title:k_bihar
# this = title:k_orissa
# }
# }
# }
# }
# 100 = indian_single_template
# 100 = indian_single_template_inverted
# 100 = indian_single_template_senester
# 100 = indian_single_template_senester_inverted
# 100 = circled_indian_single_symbol_template
# 100 = circled_indian_single_symbol_template_inverted
#}
# Tamgha users - Circle/Roundel
special_selection = {

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@ -1390,7 +1390,7 @@ GetActualBishopTitle = {
OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:oriental_orthodox_religion }
OR = {
has_title = title:d_et_georgia
has_title = title:d_et_kartli
#has_title = title:d_et_kartli
has_title = title:d_et_moscow
}
}
@ -1401,7 +1401,7 @@ GetActualBishopTitle = {
OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:oriental_orthodox_religion }
OR = {
has_title = title:d_et_georgia
has_title = title:d_et_kartli
#has_title = title:d_et_kartli
has_title = title:d_et_moscow
}
}
@ -1409,26 +1409,26 @@ GetActualBishopTitle = {
}
# Patriarch exception
text = {
trigger = {
OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:oriental_orthodox_religion }
OR = {
primary_title ?= title:d_et_alexandria
primary_title ?= title:d_et_antioch
primary_title ?= title:d_et_aquileia
primary_title ?= title:d_et_jerusalem
cp:councillor_court_chaplain ?= {
OR = {
primary_title ?= title:d_et_alexandria
primary_title ?= title:d_et_antioch
primary_title ?= title:d_et_aquileia
primary_title ?= title:d_et_jerusalem
}
}
}
}
localization_key = councillor_court_chaplain_orthodox_clerical_region_holy_site
}
#text = {
# trigger = {
# OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:oriental_orthodox_religion }
# OR = {
# primary_title ?= title:d_et_alexandria
# primary_title ?= title:d_et_antioch
# primary_title ?= title:d_et_aquileia
# primary_title ?= title:d_et_jerusalem
# cp:councillor_court_chaplain ?= {
# OR = {
# primary_title ?= title:d_et_alexandria
# primary_title ?= title:d_et_antioch
# primary_title ?= title:d_et_aquileia
# primary_title ?= title:d_et_jerusalem
# }
# }
# }
# }
# localization_key = councillor_court_chaplain_orthodox_clerical_region_holy_site
#}
text = {
trigger = {
@ -2218,27 +2218,27 @@ GetActualDukeTheocracyTitle = {
type = character
# 'Early Out' keys for the Eastern Christian sees that keep their own head titles rather than Patriarch.
text = {
trigger = {
has_title = title:d_coptic_papacy
is_female = yes
}
localization_key = coptic_religious_head_title_female
}
#text = {
# trigger = {
# has_title = title:d_coptic_papacy
# is_female = yes
# }
# localization_key = coptic_religious_head_title_female
#}
text = {
trigger = {
has_title = title:d_coptic_papacy
}
localization_key = coptic_religious_head_title
}
#text = {
# trigger = {
# has_title = title:d_coptic_papacy
# }
# localization_key = coptic_religious_head_title
#}
text = {
trigger = {
has_title = title:d_apostolic_church
}
localization_key = apostolic_religious_head_title
}
#text = {
# trigger = {
# has_title = title:d_apostolic_church
# }
# localization_key = apostolic_religious_head_title
#}
text = {
trigger = {
@ -3043,7 +3043,7 @@ GetActualBishopTitlePossessive = {
OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:oriental_orthodox_religion }
OR = {
has_title = title:d_et_georgia
has_title = title:d_et_kartli
#has_title = title:d_et_kartli
has_title = title:d_et_moscow
}
}
@ -3054,7 +3054,7 @@ GetActualBishopTitlePossessive = {
OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:oriental_orthodox_religion }
OR = {
has_title = title:d_et_georgia
has_title = title:d_et_kartli
#has_title = title:d_et_kartli
has_title = title:d_et_moscow
}
}

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@ -0,0 +1,577 @@
### Recruit Terrain Specialist ###
recruit_terrain_specialist_decision = {
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 60
kingdom = 60
empire = 60
hegemony = 60
}
picture = {
trigger = {
government_has_flag = government_is_nomadic
}
reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_tribal_neutral.dds"
}
picture = {
trigger = {
culture = { has_graphical_japanese_culture_group_trigger = yes }
}
reference = "gfx/interface/illustrations/decisions/tgp_dominance.dds"
}
picture = {
trigger = {
culture = { has_graphical_east_asia_culture_group_trigger = yes }
}
reference = "gfx/interface/illustrations/event_scenes/tgp_camp_asia.dds"
}
picture = {
trigger = {
culture = { has_graphical_india_culture_group_trigger = yes }
}
reference = "gfx/interface/illustrations/decisions/tgp_projects_mandala_capital.dds"
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_recruitment.dds"
}
sort_order = 10
decision_group_type = courtier
is_shown = {
# You can hire at least one type of terrain expert
OR = {
culture ?= {
OR = {
has_cultural_parameter = can_recruit_mountain_specialist
has_cultural_parameter = can_recruit_open_specialist
has_cultural_parameter = can_recruit_dry_specialist
has_cultural_parameter = can_recruit_hill_specialist
has_cultural_parameter = can_recruit_jungle_specialist
has_cultural_parameter = can_recruit_forest_specialist
has_cultural_parameter = can_recruit_winter_specialist
root = {
has_trait = nomadic_philosophy
}
}
}
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
is_landless_adventurer = no
}
is_valid = {
trigger_if = {
limit = {
government_has_flag = government_is_nomadic
}
domicile ?= {
has_domicile_building_or_higher = character_warfare_yurt_03
}
}
}
is_valid_showing_failures_only = {
is_imprisoned = no
}
desc = {
random_valid = {
triggered_desc = {
trigger = { culture = { has_cultural_parameter = can_recruit_winter_specialist } }
desc = recruit_winter_specialist_decision_desc
}
triggered_desc = {
trigger = { culture = { has_cultural_parameter = can_recruit_forest_specialist } }
desc = recruit_forest_specialist_decision_desc
}
triggered_desc = {
trigger = { culture = { has_cultural_parameter = can_recruit_mountain_specialist } }
desc = recruit_mountain_specialist_decision_desc
}
triggered_desc = {
trigger = { culture = { has_cultural_parameter = can_recruit_dry_specialist } }
desc = recruit_dry_specialist_decision_desc
}
triggered_desc = {
trigger = { culture = { has_cultural_parameter = can_recruit_hill_specialist } }
desc = recruit_hill_specialist_decision_desc
}
triggered_desc = {
trigger = { culture = { has_cultural_parameter = can_recruit_jungle_specialist } }
desc = recruit_jungle_specialist_decision_desc
}
triggered_desc = {
trigger = {
OR = {
culture = { has_cultural_parameter = can_recruit_open_specialist }
has_trait = nomadic_philosophy
}
}
desc = recruit_open_specialist_decision_desc
}
triggered_desc = {
trigger = {
NOR = {
culture = { has_cultural_parameter = can_recruit_winter_specialist }
culture = { has_cultural_parameter = can_recruit_forest_specialist }
culture = { has_cultural_parameter = can_recruit_mountain_specialist }
culture = { has_cultural_parameter = can_recruit_dry_specialist }
culture = { has_cultural_parameter = can_recruit_hill_specialist }
culture = { has_cultural_parameter = can_recruit_jungle_specialist }
culture = { has_cultural_parameter = can_recruit_open_specialist }
has_trait = nomadic_philosophy
}
}
desc = recruit_terrain_specialist_decision_desc
}
}
}
cost = {
gold = {
value = minor_gold_value
}
prestige = {
value = medium_prestige_value
}
}
cooldown = { years = 5 }
widget = {
gui = "decision_view_widget_option_list_generic"
controller = decision_option_list_controller
decision_to_second_step_button = "CHOOSE_TERRAIN_SPECIALIST_DECISION_NEXT_STEP_BUTTON"
show_from_start = yes
item = { # Winter Soldier
value = recruit_winter_specialist_decision
is_valid = {
custom_tooltip = {
text = recruit_winter_specialist_decision_valid_tt
OR = {
culture = {
has_cultural_parameter = can_recruit_winter_specialist
}
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
}
current_description = recruit_winter_specialist_decision
localization = recruit_winter_specialist_decision
icon = "gfx/interface/icons/traits/winter_soldier.dds"
ai_chance = {
value = 0
if = {
limit = {
culture = {
has_cultural_parameter = can_recruit_winter_specialist
}
}
add = 100
}
if = {
limit = {
OR = {
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
add = 50
}
if = {
limit = { has_trait = winter_soldier }
multiply = 0
}
}
}
item = { # Forest Fighter
value = recruit_forest_specialist_decision
is_valid = {
custom_tooltip = {
text = recruit_forest_specialist_decision_valid_tt
OR = {
culture = {
has_cultural_parameter = can_recruit_forest_specialist
}
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
}
current_description = recruit_forest_specialist_decision
localization = recruit_forest_specialist_decision
icon = "gfx/interface/icons/traits/forest_fighter.dds"
ai_chance = {
value = 0
if = {
limit = {
culture = {
has_cultural_parameter = can_recruit_forest_specialist
}
}
add = 100
}
if = {
limit = {
OR = {
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
add = 50
}
if = {
limit = { has_trait = forest_fighter }
multiply = 0
}
}
}
item = { # Rough Terrain Expert
value = recruit_mountain_specialist_decision
is_valid = {
custom_tooltip = {
text = recruit_mountain_specialist_decision_valid_tt
OR = {
culture = {
has_cultural_parameter = can_recruit_mountain_specialist
}
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
}
current_description = recruit_mountain_specialist_decision
localization = recruit_mountain_specialist_decision
icon = "gfx/interface/icons/traits/rough_terrain_expert.dds"
ai_chance = {
value = 0
if = {
limit = {
culture = {
has_cultural_parameter = can_recruit_mountain_specialist
}
}
add = 100
}
if = {
limit = {
OR = {
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
add = 50
}
if = {
limit = { has_trait = rough_terrain_expert }
multiply = 0
}
}
}
item = { # Desert Warrior
value = recruit_dry_specialist_decision
is_valid = {
custom_tooltip = {
text = recruit_dry_specialist_decision_valid_tt
OR = {
culture = {
has_cultural_parameter = can_recruit_dry_specialist
}
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
}
current_description = recruit_dry_specialist_decision
localization = recruit_dry_specialist_decision
icon = "gfx/interface/icons/traits/desert_warrior.dds"
ai_chance = {
value = 0
if = {
limit = {
culture = {
has_cultural_parameter = can_recruit_dry_specialist
}
}
add = 100
}
if = {
limit = {
OR = {
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
add = 50
}
if = {
limit = { has_trait = desert_warrior }
multiply = 0
}
}
}
item = { # Rough Terrain Expert
value = recruit_hill_specialist_decision
is_valid = {
custom_tooltip = {
text = recruit_hill_specialist_decision_valid_tt
OR = {
culture = {
has_cultural_parameter = can_recruit_hill_specialist
}
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
}
current_description = recruit_hill_specialist_decision
localization = recruit_hill_specialist_decision
icon = "gfx/interface/icons/traits/rough_terrain_expert.dds"
ai_chance = {
value = 0
if = {
limit = {
culture = {
has_cultural_parameter = can_recruit_hill_specialist
}
}
add = 100
}
if = {
limit = {
OR = {
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
add = 50
}
if = {
limit = { has_trait = rough_terrain_expert }
multiply = 0
}
}
}
item = { # Jungle Stalker
value = recruit_jungle_specialist_decision
is_valid = {
custom_tooltip = {
text = recruit_jungle_specialist_decision_valid_tt
OR = {
culture = {
has_cultural_parameter = can_recruit_jungle_specialist
}
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
}
current_description = recruit_jungle_specialist_decision
localization = recruit_jungle_specialist_decision
icon = "gfx/interface/icons/traits/jungle_stalker.dds"
ai_chance = {
value = 0
if = {
limit = {
culture = {
has_cultural_parameter = can_recruit_jungle_specialist
}
}
add = 100
}
if = {
limit = {
OR = {
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
add = 50
}
if = {
limit = { has_trait = jungle_stalker }
multiply = 0
}
}
}
item = { # Open Terrain Expert
value = recruit_open_specialist_decision
is_valid = {
custom_tooltip = {
text = recruit_open_specialist_decision_valid_tt
OR = {
has_trait = nomadic_philosophy
culture = {
has_cultural_parameter = can_recruit_open_specialist
}
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
}
current_description = recruit_open_specialist_decision
localization = recruit_open_specialist_decision
icon = "gfx/interface/icons/traits/open_terrain_expert.dds"
ai_chance = {
value = 0
if = {
limit = {
culture = {
has_cultural_parameter = can_recruit_open_specialist
}
}
add = 100
}
if = {
limit = {
OR = {
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
add = 50
}
if = {
limit = { has_trait = open_terrain_expert }
multiply = 0
}
}
}
}
effect = {
if = {
limit = {
OR = {
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
custom_tooltip = recruit_terrain_specialist_decision_minister_tooltip
}
else = {
custom_tooltip = recruit_terrain_specialist_decision_tooltip
}
hidden_effect = {
if = {
limit = { scope:recruit_winter_specialist_decision = yes }
recruit_terrain_specialist_effect = {
SPECIALIST_TRAIT = winter_soldier
SPECIALIST_TEMPLATE_CHARACTER = winter_commander_character
}
}
else_if = {
limit = { scope:recruit_forest_specialist_decision = yes }
recruit_terrain_specialist_effect = {
SPECIALIST_TRAIT = forest_fighter
SPECIALIST_TEMPLATE_CHARACTER = forest_commander_character
}
}
else_if = {
limit = { scope:recruit_mountain_specialist_decision = yes }
recruit_terrain_specialist_effect = {
SPECIALIST_TRAIT = rough_terrain_expert
SPECIALIST_TEMPLATE_CHARACTER = mountain_commander_character
}
}
else_if = {
limit = { scope:recruit_dry_specialist_decision = yes }
recruit_terrain_specialist_effect = {
SPECIALIST_TRAIT = desert_warrior
SPECIALIST_TEMPLATE_CHARACTER = desert_commander_character
}
}
else_if = {
limit = { scope:recruit_hill_specialist_decision = yes }
recruit_terrain_specialist_effect = {
SPECIALIST_TRAIT = rough_terrain_expert
SPECIALIST_TEMPLATE_CHARACTER = hill_commander_character
}
}
else_if = {
limit = { scope:recruit_jungle_specialist_decision = yes }
recruit_terrain_specialist_effect = {
SPECIALIST_TRAIT = jungle_stalker
SPECIALIST_TEMPLATE_CHARACTER = jungle_commander_character
}
}
else_if = {
limit = { scope:recruit_open_specialist_decision = yes }
recruit_terrain_specialist_effect = {
SPECIALIST_TRAIT = open_terrain_expert
SPECIALIST_TEMPLATE_CHARACTER = open_commander_character
}
}
}
}
ai_potential = {
OR = {
culture = {
OR = {
has_cultural_parameter = can_recruit_winter_specialist
has_cultural_parameter = can_recruit_forest_specialist
has_cultural_parameter = can_recruit_mountain_specialist
has_cultural_parameter = can_recruit_dry_specialist
has_cultural_parameter = can_recruit_hill_specialist
has_cultural_parameter = can_recruit_jungle_specialist
has_cultural_parameter = can_recruit_open_specialist
root = {
has_trait = nomadic_philosophy
}
}
}
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
}
### Sacrifice Bear ###
sacrifice_bear_decision = {
picture = {
reference = "gfx/interface/illustrations/terrain_types/taiga.dds"
}
sort_order = 180
ai_check_interval = 0
cooldown = { years = 5 }
desc = sacrifice_bear_decision_desc
is_shown = {
rite ?= { rite_has_parameter = allows_bear_sacrifice }
is_landless_adventurer = no
}
is_valid_showing_failures_only = {
is_capable_adult = yes
is_imprisoned = no
}
is_valid = {
custom_tooltip = {
text = tgp_has_acquired_bear
has_character_modifier = hunt_captive_beast_modifier
}
}
effect = {
custom_tooltip = {
text = sacrifice_bear_decision_effect
trigger_event = culture_tradition_events.3100
}
}
ai_potential = {
}
ai_will_do = {
base = 100
}
}

View file

@ -1,263 +1,264 @@
### 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_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
}
}
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
}
}
}
}
mpo_has_gok_mongol_empire_trigger = no
is_landless_adventurer = no
}
is_valid_showing_failures_only = {
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 = {
rite = {
rite_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 = {
NOT = {
government_has_flag = government_is_in_steppe
}
}
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
}
}
}
#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_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
# }
# }
# 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
# }
# }
# }
# }
# mpo_has_gok_mongol_empire_trigger = no
# is_landless_adventurer = no
# }
#
# is_valid_showing_failures_only = {
# 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 = {
# rite = {
# rite_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 = {
# NOT = {
# government_has_flag = government_is_in_steppe
# }
# }
# 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
# }
# }
#}
#

View file

@ -1694,403 +1694,403 @@ accept_cannibalism_decision = {
##################################################
### Found University ###
found_university_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_misc.dds"
}
decision_group_type = major
ai_check_interval = 0
desc = found_university_decision_desc
selection_tooltip = found_university_decision_tooltip
is_shown = {
always = no # Universities are now built like normal special buildings so they can be seen in the Economy Mapmode, keeping this decision around in case we want to retool it into something else
highest_held_title_tier >= tier_duchy
any_sub_realm_barony = {
OR = { #A place where universities historically existed early
this = title:b_fes
this = title:b_cairo
this = title:b_bologna
this = title:b_salamanca
this = title:b_madrid
this = title:b_oxford
this = title:b_cambridge
this = title:b_padua
this = title:b_siena
this = title:b_coimbra
this = title:b_napoli
this = title:b_tirakka
this = title:b_milano
this = title:b_lund
this = title:b_vienna
this = title:b_speyer
this = title:b_krakow
this = title:b_pisa
this = title:b_turin
this = title:b_ferrara
this = title:b_leipzig
this = title:b_messina
this = title:b_barcelona
this = title:b_dumbarton
}
title_province = {
has_university_building_trigger = no
}
}
}
is_valid = {
prestige_level >= 4
OR = {
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_fes }
title:b_fes.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_fes.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_fes.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_cairo }
title:b_cairo.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_cairo.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_cairo.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_bologna }
title:b_bologna.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_bologna.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_bologna.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_salamanca }
title:b_salamanca.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_salamanca.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_salamanca.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_madrid }
title:b_madrid.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_madrid.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_madrid.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_oxford }
title:b_oxford.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_oxford.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_oxford.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_cambridge }
title:b_cambridge.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_cambridge.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_cambridge.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_padua }
title:b_padua.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_padua.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_padua.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_siena }
title:b_siena.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_siena.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_siena.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_coimbra }
title:b_coimbra.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_coimbra.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_coimbra.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_napoli }
title:b_napoli.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_napoli.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_napoli.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_tirakka }
title:b_tirakka.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_tirakka.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_tirakka.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_milano }
title:b_milano.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_milano.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_milano.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_lund }
title:b_lund.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_lund.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_lund.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_vienna }
title:b_vienna.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_vienna.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_vienna.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_speyer }
title:b_speyer.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_speyer.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_speyer.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_krakow }
title:b_krakow.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_krakow.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_krakow.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_pisa }
title:b_pisa.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_pisa.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_pisa.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_turin }
title:b_turin.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_turin.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_turin.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_ferrara }
title:b_ferrara.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_ferrara.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_ferrara.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_leipzig }
title:b_leipzig.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_leipzig.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_leipzig.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_messina }
title:b_messina.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_messina.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_messina.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_barcelona }
title:b_barcelona.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_barcelona.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_barcelona.title_province = { has_special_building_slot = no }
}
}
}
trigger_if = {
limit = {
any_sub_realm_barony = { this = title:b_dumbarton }
title:b_dumbarton.title_province = { NOT = { exists = var:university } }
}
AND = {
title:b_dumbarton.county = { development_level >= 30 }
custom_description = {
text = no_special_building_slot
title:b_dumbarton.title_province = { has_special_building_slot = no }
}
}
}
}
}
is_valid_showing_failures_only = {
is_ruler = yes
is_available_adult = yes
}
effect = {
save_scope_as = founder
show_as_tooltip = { found_university_decision_effect = yes }
trigger_event = major_decisions.2001
every_player = {
limit = {
this != root
is_within_diplo_range = { CHARACTER = root }
}
trigger_event = major_decisions.2002
}
}
cost = {
prestige = medium_prestige_value
}
ai_potential = {
always = no
}
ai_will_do = {
base = 0
}
}
#found_university_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_misc.dds"
# }
# decision_group_type = major
# ai_check_interval = 0
#
# desc = found_university_decision_desc
# selection_tooltip = found_university_decision_tooltip
#
# is_shown = {
# always = no # Universities are now built like normal special buildings so they can be seen in the Economy Mapmode, keeping this decision around in case we want to retool it into something else
# highest_held_title_tier >= tier_duchy
# any_sub_realm_barony = {
# OR = { #A place where universities historically existed early
# this = title:b_fes
# this = title:b_cairo
# this = title:b_bologna
# this = title:b_salamanca
# this = title:b_madrid
# this = title:b_oxford
# this = title:b_cambridge
# this = title:b_padua
# this = title:b_siena
# this = title:b_coimbra
# this = title:b_napoli
# this = title:b_tirakka
# this = title:b_milano
# this = title:b_lund
# this = title:b_vienna
# this = title:b_speyer
# this = title:b_krakow
# this = title:b_pisa
# this = title:b_turin
# this = title:b_ferrara
# this = title:b_leipzig
# this = title:b_messina
# this = title:b_barcelona
# this = title:b_dumbarton
# }
# title_province = {
# has_university_building_trigger = no
# }
# }
# }
#
# is_valid = {
# prestige_level >= 4
#
# OR = {
# trigger_if = {
# limit = {
# any_sub_realm_barony = { this = title:b_fes }
# title:b_fes.title_province = { NOT = { exists = var:university } }
# }
# AND = {
# title:b_fes.county = { development_level >= 30 }
# custom_description = {
# text = no_special_building_slot
# title:b_fes.title_province = { has_special_building_slot = no }
# }
# }
# }
# trigger_if = {
# limit = {
# any_sub_realm_barony = { this = title:b_cairo }
# title:b_cairo.title_province = { NOT = { exists = var:university } }
# }
# AND = {
# title:b_cairo.county = { development_level >= 30 }
# custom_description = {
# text = no_special_building_slot
# title:b_cairo.title_province = { has_special_building_slot = no }
# }
# }
# }
# trigger_if = {
# limit = {
# any_sub_realm_barony = { this = title:b_bologna }
# title:b_bologna.title_province = { NOT = { exists = var:university } }
# }
# AND = {
# title:b_bologna.county = { development_level >= 30 }
# custom_description = {
# text = no_special_building_slot
# title:b_bologna.title_province = { has_special_building_slot = no }
# }
# }
# }
# trigger_if = {
# limit = {
# any_sub_realm_barony = { this = title:b_salamanca }
# title:b_salamanca.title_province = { NOT = { exists = var:university } }
# }
# AND = {
# title:b_salamanca.county = { development_level >= 30 }
# custom_description = {
# text = no_special_building_slot
# title:b_salamanca.title_province = { has_special_building_slot = no }
# }
# }
# }
# trigger_if = {
# limit = {
# any_sub_realm_barony = { this = title:b_madrid }
# title:b_madrid.title_province = { NOT = { exists = var:university } }
# }
# AND = {
# title:b_madrid.county = { development_level >= 30 }
# custom_description = {
# text = no_special_building_slot
# title:b_madrid.title_province = { has_special_building_slot = no }
# }
# }
# }
# trigger_if = {
# limit = {
# any_sub_realm_barony = { this = title:b_oxford }
# title:b_oxford.title_province = { NOT = { exists = var:university } }
# }
# AND = {
# title:b_oxford.county = { development_level >= 30 }
# custom_description = {
# text = no_special_building_slot
# title:b_oxford.title_province = { has_special_building_slot = no }
# }
# }
# }
# trigger_if = {
# limit = {
# any_sub_realm_barony = { this = title:b_cambridge }
# title:b_cambridge.title_province = { NOT = { exists = var:university } }
# }
# AND = {
# title:b_cambridge.county = { development_level >= 30 }
# custom_description = {
# text = no_special_building_slot
# title:b_cambridge.title_province = { has_special_building_slot = no }
# }
# }
# }
# trigger_if = {
# limit = {
# any_sub_realm_barony = { this = title:b_padua }
# title:b_padua.title_province = { NOT = { exists = var:university } }
# }
# AND = {
# title:b_padua.county = { development_level >= 30 }
# custom_description = {
# text = no_special_building_slot
# title:b_padua.title_province = { has_special_building_slot = no }
# }
# }
# }
# trigger_if = {
# limit = {
# any_sub_realm_barony = { this = title:b_siena }
# title:b_siena.title_province = { NOT = { exists = var:university } }
# }
# AND = {
# title:b_siena.county = { development_level >= 30 }
# custom_description = {
# text = no_special_building_slot
# title:b_siena.title_province = { has_special_building_slot = no }
# }
# }
# }
# trigger_if = {
# limit = {
# any_sub_realm_barony = { this = title:b_coimbra }
# title:b_coimbra.title_province = { NOT = { exists = var:university } }
# }
# AND = {
# title:b_coimbra.county = { development_level >= 30 }
# custom_description = {
# text = no_special_building_slot
# title:b_coimbra.title_province = { has_special_building_slot = no }
# }
# }
# }
# trigger_if = {
# limit = {
# any_sub_realm_barony = { this = title:b_napoli }
# title:b_napoli.title_province = { NOT = { exists = var:university } }
# }
# AND = {
# title:b_napoli.county = { development_level >= 30 }
# custom_description = {
# text = no_special_building_slot
# title:b_napoli.title_province = { has_special_building_slot = no }
# }
# }
# }
# trigger_if = {
# limit = {
# any_sub_realm_barony = { this = title:b_tirakka }
# title:b_tirakka.title_province = { NOT = { exists = var:university } }
# }
# AND = {
# title:b_tirakka.county = { development_level >= 30 }
# custom_description = {
# text = no_special_building_slot
# title:b_tirakka.title_province = { has_special_building_slot = no }
# }
# }
# }
# trigger_if = {
# limit = {
# any_sub_realm_barony = { this = title:b_milano }
# title:b_milano.title_province = { NOT = { exists = var:university } }
# }
# AND = {
# title:b_milano.county = { development_level >= 30 }
# custom_description = {
# text = no_special_building_slot
# title:b_milano.title_province = { has_special_building_slot = no }
# }
# }
# }
# trigger_if = {
# limit = {
# any_sub_realm_barony = { this = title:b_lund }
# title:b_lund.title_province = { NOT = { exists = var:university } }
# }
# AND = {
# title:b_lund.county = { development_level >= 30 }
# custom_description = {
# text = no_special_building_slot
# title:b_lund.title_province = { has_special_building_slot = no }
# }
# }
# }
# trigger_if = {
# limit = {
# any_sub_realm_barony = { this = title:b_vienna }
# title:b_vienna.title_province = { NOT = { exists = var:university } }
# }
# AND = {
# title:b_vienna.county = { development_level >= 30 }
# custom_description = {
# text = no_special_building_slot
# title:b_vienna.title_province = { has_special_building_slot = no }
# }
# }
# }
# trigger_if = {
# limit = {
# any_sub_realm_barony = { this = title:b_speyer }
# title:b_speyer.title_province = { NOT = { exists = var:university } }
# }
# AND = {
# title:b_speyer.county = { development_level >= 30 }
# custom_description = {
# text = no_special_building_slot
# title:b_speyer.title_province = { has_special_building_slot = no }
# }
# }
# }
# trigger_if = {
# limit = {
# any_sub_realm_barony = { this = title:b_krakow }
# title:b_krakow.title_province = { NOT = { exists = var:university } }
# }
# AND = {
# title:b_krakow.county = { development_level >= 30 }
# custom_description = {
# text = no_special_building_slot
# title:b_krakow.title_province = { has_special_building_slot = no }
# }
# }
# }
# trigger_if = {
# limit = {
# any_sub_realm_barony = { this = title:b_pisa }
# title:b_pisa.title_province = { NOT = { exists = var:university } }
# }
# AND = {
# title:b_pisa.county = { development_level >= 30 }
# custom_description = {
# text = no_special_building_slot
# title:b_pisa.title_province = { has_special_building_slot = no }
# }
# }
# }
# trigger_if = {
# limit = {
# any_sub_realm_barony = { this = title:b_turin }
# title:b_turin.title_province = { NOT = { exists = var:university } }
# }
# AND = {
# title:b_turin.county = { development_level >= 30 }
# custom_description = {
# text = no_special_building_slot
# title:b_turin.title_province = { has_special_building_slot = no }
# }
# }
# }
# trigger_if = {
# limit = {
# any_sub_realm_barony = { this = title:b_ferrara }
# title:b_ferrara.title_province = { NOT = { exists = var:university } }
# }
# AND = {
# title:b_ferrara.county = { development_level >= 30 }
# custom_description = {
# text = no_special_building_slot
# title:b_ferrara.title_province = { has_special_building_slot = no }
# }
# }
# }
# trigger_if = {
# limit = {
# any_sub_realm_barony = { this = title:b_leipzig }
# title:b_leipzig.title_province = { NOT = { exists = var:university } }
# }
# AND = {
# title:b_leipzig.county = { development_level >= 30 }
# custom_description = {
# text = no_special_building_slot
# title:b_leipzig.title_province = { has_special_building_slot = no }
# }
# }
# }
# trigger_if = {
# limit = {
# any_sub_realm_barony = { this = title:b_messina }
# title:b_messina.title_province = { NOT = { exists = var:university } }
# }
# AND = {
# title:b_messina.county = { development_level >= 30 }
# custom_description = {
# text = no_special_building_slot
# title:b_messina.title_province = { has_special_building_slot = no }
# }
# }
# }
# trigger_if = {
# limit = {
# any_sub_realm_barony = { this = title:b_barcelona }
# title:b_barcelona.title_province = { NOT = { exists = var:university } }
# }
# AND = {
# title:b_barcelona.county = { development_level >= 30 }
# custom_description = {
# text = no_special_building_slot
# title:b_barcelona.title_province = { has_special_building_slot = no }
# }
# }
# }
# trigger_if = {
# limit = {
# any_sub_realm_barony = { this = title:b_dumbarton }
# title:b_dumbarton.title_province = { NOT = { exists = var:university } }
# }
# AND = {
# title:b_dumbarton.county = { development_level >= 30 }
# custom_description = {
# text = no_special_building_slot
# title:b_dumbarton.title_province = { has_special_building_slot = no }
# }
# }
# }
# }
# }
#
# is_valid_showing_failures_only = {
# is_ruler = yes
# is_available_adult = yes
# }
#
# effect = {
# save_scope_as = founder
#
# show_as_tooltip = { found_university_decision_effect = yes }
#
# trigger_event = major_decisions.2001
# every_player = {
# limit = {
# this != root
# is_within_diplo_range = { CHARACTER = root }
# }
# trigger_event = major_decisions.2002
# }
# }
#
# cost = {
# prestige = medium_prestige_value
# }
#
# ai_potential = {
# always = no
# }
#
# ai_will_do = {
# base = 0
# }
#}
##################################################
# Build a Glass Monument
@ -3186,7 +3186,7 @@ set_de_jure_capital_decision = {
}
scope:old_capital ?= {
duchy = { save_scope_as = current_duchy }
title:d_zun_warriors = {
title:d_laamp_zolt = {
save_scope_as = placeholder_duchy
}
scope:current_duchy = {

View file

@ -1202,23 +1202,23 @@ convert_to_administrative_decision = {
VALUE = yes
}
}
if = {
limit = {
is_ai = no
religion = religion:islam_religion
has_title = title:k_rum
OR = {
has_title = title:c_byzantion
any_sub_realm_title = {
this = title:c_byzantion
}
}
}
add_achievement_global_variable_effect = {
VARIABLE = finished_new_management_achievement
VALUE = yes
}
}
#if = {
# limit = {
# is_ai = no
# religion = religion:islam_religion
# has_title = title:k_rum
# OR = {
# has_title = title:c_byzantion
# any_sub_realm_title = {
# this = title:c_byzantion
# }
# }
# }
# add_achievement_global_variable_effect = {
# VARIABLE = finished_new_management_achievement
# VALUE = yes
# }
#}
}
}

View file

@ -1,357 +1,357 @@
### 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
}
}
#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 }
}
}
}
#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 = {

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coronation_trigger_gui = {
is_valid = {
coronation_trigger = yes
}
}

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namespace = tgp_silk_road_events
# visit_silk_road_market_decision
#tgp_silk_road_events.0010 = {
# type = character_event
# title = {
# first_valid = {
# triggered_desc = {
# trigger = {
# OR = {
# scope:market_temp = title:c_jingzhao # Chang'an
# scope:market_temp = title:c_shazhou # Dunhuang
# }
# }
# desc = tgp_silk_road_events.0010.t.market
# }
# triggered_desc = {
# trigger = { scope:market_temp = title:c_lhasa } # Lhasa
# desc = tgp_silk_road_events.0010.t.khrom
# }
# triggered_desc = {
# trigger = { scope:market_temp = title:c_dvin } # Dvin
# desc = tgp_silk_road_events.0010.t.shuka
# }
# desc = tgp_silk_road_events.0010.t
# }
# }
# desc = tgp_silk_road_events.0010.desc
# theme = silk_road
# override_background = { reference = market }
#
# left_portrait = {
# character = root
# animation = steward
# }
#
# immediate = {
# culture = { save_scope_as = culture_temp }
# save_scope_as = new_trinket # Purely for error suppression
# }
#
# option = {
# name = tgp_silk_road_events.0010.a
# duel = {
# skills = { learning stewardship }
# value = average_skill_rating
# 50 = {
# compare_modifier = {
# value = scope:duel_value
# multiplier = 3.5
# min = -49
# }
# culture = {
# add_to_variable_list = {
# name = silk_road_unlocked_innovations
# target = scope:innovation_temp
# }
# }
# every_player = {
# limit = { culture = root.culture }
# send_interface_toast = {
# type = msg_silk_road_innovation_spread
# title = msg_silk_road_innovation_spread_title
# desc = msg_silk_road_innovation_visit_desc
# left_icon = root
# right_icon = scope:market_temp
# custom_tooltip = msg_silk_road_innovation_spread_tt
# }
# }
# }
# #
# 50 = {
# compare_modifier = {
# value = scope:duel_value
# multiplier = -3.5
# min = -49
# }
# desc = SILK_ROAD_MARKET_EMPTY_HANDED
# send_interface_toast = {
# title = tgp_silk_road_events.0010.a_nada
# type = event_toast_effect_bad
# left_icon = root
# }
# }
# }
#
# ai_chance = {
# base = 50
#
# ai_value_modifier = {
# ai_rationality = 1
# }
# }
# }
#
#
# option = {
# name = tgp_silk_road_events.0010.b
#
# random_list = {
# desc = tgp_silk_road_events.0010.b_tt
# # get a famed-quality or masterwork-quality item
# 10 = {
# desc = tgp_silk_road_events.0010.b_trinket
#
# hidden_effect = {
# root = {
# add_character_flag = { flag = used_in_feast_default.1016 } # uncommon, famed, masterwork items
# generate_trinket_effect = {
# TRINKET_RECEIVER = root
# TRINKET_GIVER = root
# GRAB_ALL_TRINKETS = yes
# HISTORY_TYPE = given_unknown
# }
# remove_character_flag = used_in_feast_default.1016
# }
# }
# send_interface_toast = {
# title = tgp_silk_road_events.0010.b_trinket
# type = event_toast_effect_good
# left_icon = root
# right_icon = scope:new_trinket
# scope:new_trinket = {
# set_owner = root
# }
# }
# custom_tooltip = purchase_artifact_famed_tt
# }
# # make a profit
# 25 = {
# desc = tgp_silk_road_events.0010.b_big_gold
# send_interface_toast = {
# title = tgp_silk_road_events.0010.b_big_gold
# type = event_toast_effect_good
# left_icon = root
# add_short_term_gold = massive_gold_value
# }
# }
# # break even
# 40 = {
# desc = tgp_silk_road_events.0010.b_small_gold
# send_interface_toast = {
# title = tgp_silk_road_events.0010.b_small_gold
# type = event_toast_effect_good
# left_icon = root
# add_short_term_gold = major_gold_value # should be the same as the cost of the decision to visit a market
# }
# }
# # get nothing, and if you're greedy, get stressed because you got nothing
# 25 = {
# desc = tgp_silk_road_events.0010.a_nada
# send_interface_toast = {
# title = tgp_silk_road_events.0010.a_nada
# type = event_toast_effect_bad
# left_icon = root
# }
# stress_and_fulfillment_impact = {
# greedy = minor_stress_impact_gain
# }
# }
# }
#
# ai_chance = {
# base = 10
#
# ai_value_modifier = {
# ai_boldness = 1
# ai_greed = 1
# }
# }
# }
#}
#
## yearly event for spreading innovations from markets to holder's culture
#
#scripted_effect silk_road_market_spread_innovation_effect = {
# # Find relevant innovation
# scope:market_temp ?= {
# random_county_situation_sub_region = {
# limit = {
# situation_sub_region_has_county = scope:market_temp
# OR = {
# sub_region_current_phase = phase_exceptional_bounty
# sub_region_current_phase = phase_steady_trading
# sub_region_current_phase = phase_hardship
# }
# }
# save_temporary_scope_as = sub_region_temp
# var:innovation ?= { save_temporary_scope_as = innovation_temp }
# }
# }
# # Unlock for culture if relevant
# if = {
# limit = {
# NOR = {
# scope:culture_temp = {
# any_in_list = {
# variable = silk_road_unlocked_innovations
# this = scope:innovation_temp
# }
# }
# scope:innovation_temp = { is_known_by_culture = scope:culture_temp }
# }
# }
# every_player = {
# limit = { culture = scope:culture_temp }
# send_interface_message = {
# type = msg_silk_road_innovation_spread
# title = msg_silk_road_innovation_spread_title
# desc = msg_silk_road_innovation_spread_desc
# left_icon = scope:market_temp.holder
# right_icon = scope:market_temp
# custom_tooltip = msg_silk_road_innovation_spread_tt
# }
# }
# scope:culture_temp = {
# add_to_variable_list = {
# name = silk_road_unlocked_innovations
# target = scope:innovation_temp
# }
# }
# }
##}
#
#tgp_silk_road_events.0100 = {
# hidden = yes
# type = character_event
#
# trigger = {
# OR = {
# has_title = title:c_jingzhao # Chang'an
# has_title = title:c_lhasa # Lhasa
# has_title = title:c_lahur # Lahur
# has_title = title:c_shazhou # Dunhuang
# has_title = title:c_khiva # Khiva
# has_title = title:c_dvin # Dvin
# }
# }
#
# immediate = {
# culture = { save_temporary_scope_as = culture_temp }
# # Find market for yearly if relevant
# if = {
# limit = { NOT = { exists = scope:title } }
# title:c_jingzhao = { add_to_list = potential_markets } # Chang'an
# title:c_lhasa = { add_to_list = potential_markets } # Lhasa
# title:c_lahur = { add_to_list = potential_markets } # Lahur
# title:c_shazhou = { add_to_list = potential_markets } # Dunhuang
# title:c_khiva = { add_to_list = potential_markets } # Khiva
# title:c_dvin = { add_to_list = potential_markets } # Dvin
# every_in_list = {
# list = potential_markets
# limit = {
# save_temporary_scope_as = county_temp
# holder = root
# any_county_situation_sub_region = {
# situation_sub_region_has_county = scope:county_temp
# OR = {
# sub_region_current_phase = phase_exceptional_bounty
# sub_region_current_phase = phase_steady_trading
# sub_region_current_phase = phase_hardship
# }
# # Has not spread to this culture before or is known by this culture
# var:innovation ?= {
# save_temporary_scope_as = innovation_temp
# NOR = {
# scope:culture_temp = {
# any_in_list = {
# variable = silk_road_unlocked_innovations
# this = scope:innovation_temp
# }
# }
# is_known_by_culture = scope:culture_temp
# }
# }
# }
# }
# save_temporary_scope_as = market_temp
# silk_road_market_spread_innovation_effect = yes
# }
# }
# # Use gained market otherwise
# else = {
# scope:title = { save_temporary_scope_as = market_temp }
# silk_road_market_spread_innovation_effect = yes
# }
# }
#}

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########################
# Rites in Local Shrine
########################
namespace = local_rites
#shrine_location = Where we perform the rites (AKA the destination)
scripted_trigger has_two_local_shrine_options_trigger = {
# Stops after we've found 2 good places for a sacrifice (don't want to overload the player).
calc_true_if = {
amount >= 2
exists = scope:hills_location
exists = scope:mountains_location
exists = scope:temple_holding_location
exists = scope:forest_location
exists = scope:point_of_interest_location
exists = scope:mount_tai_location
}
}
scripted_effect local_shrine_at_location_effect = {
set_variable = {
name = shrine_location
value = scope:$SHRINE$_location
}
scope:$SHRINE$_location = { #to show the location name in the difficulty custom tooltip
save_scope_as = tooltip_loc
}
start_travel_plan = {
destination = var:shrine_location
on_travel_planner_cancel_event = local_rites.10
on_arrival_event = local_rites.2
on_arrival_destinations = all_but_last
}
add_character_modifier = {
modifier = visit_local_shrine_modifier
days = local_shrine_duration
}
add_character_flag = {
flag = local_shrine_rite
years = 1 #This is a fallback, it is also cleared at location
}
}
# If the player exits the travel planning UI, this event fires reseting the decision cooldown and removing variables
local_rites.10 = {
hidden = yes
trigger = {
OR = {
exists = var:shrine_location
has_character_flag = local_shrine_rite
}
}
immediate = {
current_travel_plan ?= { cancel_travel_plan = yes }
remove_decision_cooldown = visit_local_shrine_decision
remove_variable = shrine_location
remove_character_flag = local_shrine_rite
}
}
local_rites.1 = {
type = character_event
title = local_rites.1.t
desc = local_rites.1.desc
theme = faith
override_background = {
reference = throne_room
}
left_portrait = {
character = root
animation = personality_rational
}
immediate = {
# Stop characters from planning multiple activities at once.
add_character_flag = {
flag = planning_an_activity
days = 30
}
capital_barony.title_province = {
save_scope_as = capital_location
}
# Pick out possible locations
# First any Special Building Shrines
# If I am the Emperor of China I go to Mount Tai
#if = {
# limit = {
# #I am the emperor
# has_title = title:h_china
# #My dynasty did not perform this sacrifice before
# dynasty = {
# NOT = { has_variable = fengshan_performed }
# }
# #The Cycle is stable
# OR = {
# situation:dynastic_cycle = {
# situation_current_phase = situation_dynastic_cycle_phase_stability_expansion
# }
# situation:dynastic_cycle = {
# situation_current_phase = situation_dynastic_cycle_phase_stability_advancement
# }
# }
# title:b_qianfeng = {
# this != root.capital_barony
# holder.top_liege = root
# }
# }
# title:b_qianfeng = {
# title_province = { save_scope_as = mount_tai_location }
# }
#}
# Everyone else
if = {
limit = {
has_two_local_shrine_options_trigger = no
}
random_sub_realm_barony = {
limit = {
this != root.capital_barony
title_province = {
has_building_with_flag = travel_point_of_interest_religious
}
}
title_province = { save_scope_as = point_of_interest_location }
}
}
#Now we look for Mountains
if = {
limit = {
has_two_local_shrine_options_trigger = no
}
random_sub_realm_barony = {
limit = {
this != root.capital_barony
trigger_if = {
limit = { exists = scope:point_of_interest_location }
title_province != scope:point_of_interest_location
}
title_province = {
OR = {
terrain = mountains
terrain = desert_mountains
}
}
}
title_province = { save_scope_as = mountains_location }
}
}
#Now we look for any Temple Holding
if = {
limit = {
has_two_local_shrine_options_trigger = no
}
random_sub_realm_barony = {
limit = {
this != root.capital_barony
trigger_if = {
limit = { exists = scope:point_of_interest_location }
title_province != scope:point_of_interest_location
}
title_province = {
has_holding_type = church_holding
}
}
title_province = { save_scope_as = temple_holding_location }
}
}
#Now we look for Hills
if = {
limit = {
has_two_local_shrine_options_trigger = no
}
random_sub_realm_barony = {
limit = {
this != root.capital_barony
trigger_if = {
limit = { exists = scope:point_of_interest_location }
title_province != scope:point_of_interest_location
}
title_province = {
OR = {
terrain = hills
terrain = terraced_hills
}
}
}
title_province = { save_scope_as = hills_location }
}
}
#Any Forests?
if = {
limit = {
has_two_local_shrine_options_trigger = no
}
random_sub_realm_barony = {
limit = {
this != root.capital_barony
trigger_if = {
limit = { exists = scope:point_of_interest_location }
title_province != scope:point_of_interest_location
}
title_province = {
OR = {
terrain = forest
terrain = taiga
}
}
}
title_province = { save_scope_as = forest_location }
}
}
#If we found nothing we look to the top realm
if = {
limit = {
NOT = { exists = scope:point_of_interest_location } #Because this is the one we try to save.
has_two_local_shrine_options_trigger = no
}
top_liege = {
random_sub_realm_barony = {
limit = {
this != root.capital_barony
this.kingdom = root.capital_barony.kingdom #If possible we should keep close to where we started
title_province = {
has_building_with_flag = travel_point_of_interest_religious
}
}
alternative_limit = {
this != root.capital_barony
title_province = {
has_building_with_flag = travel_point_of_interest_religious
}
}
title_province = { save_scope_as = point_of_interest_location }
}
}
}
#We also try this a second time for landless vassals.
if = {
limit = {
has_two_local_shrine_options_trigger = no
NOT = { exists = scope:point_of_interest_location }
}
top_liege = {
random_sub_realm_barony = {
limit = {
this != root.capital_barony
this.kingdom = root.capital_barony.kingdom #If possible we should keep close to where we started
title_province = {
has_building_with_flag = travel_point_of_interest_religious
}
}
alternative_limit = {
this != root.capital_barony
title_province = {
has_building_with_flag = travel_point_of_interest_religious
}
}
title_province = { save_scope_as = point_of_interest_location }
}
}
}
#And last but not least we try to save one for adventurers
if = {
limit = {
has_two_local_shrine_options_trigger = no
NOT = { exists = scope:point_of_interest_location }
exists = location.county
}
location.county.holder.top_liege = {
random_sub_realm_barony = {
limit = {
this != root.capital_barony
this.kingdom = root.capital_barony.kingdom #If possible we should keep close to where we started
title_province = {
has_building_with_flag = travel_point_of_interest_religious
}
}
alternative_limit = {
this != root.capital_barony
title_province = {
has_building_with_flag = travel_point_of_interest_religious
}
}
title_province = { save_scope_as = point_of_interest_location }
}
}
}
}
# Option 1: Rituals at home - Low Impact
option = { #This option does not set the flag for being unavailable
name = local_rites.1.home
set_variable = {
name = shrine_location
value = scope:capital_location
}
add_character_modifier = {
modifier = visit_local_shrine_modifier
days = local_shrine_duration
}
scope:capital_location = { #to show the location name in the difficulty custom tooltip
save_scope_as = tooltip_loc
}
custom_tooltip = local_rites.1.home.tt
trigger_event = local_rites.3 #When you sacrifice at home this is instant.
}
# I am the Emperor Headed for Mt Tai
option = {
trigger = {
exists = scope:mount_tai_location
scope:mount_tai_location.barony = title:b_qianfeng
}
name = local_rites.1.mount_tai
local_shrine_at_location_effect = { SHRINE = mount_tai }
custom_tooltip = local_rites.1.fengshan.tt
}
# Visit Famous Shrine - High Impact, High Offering Expectation
option = {
trigger = { exists = scope:point_of_interest_location }
name = local_rites.1.major_shrine
local_shrine_at_location_effect = { SHRINE = point_of_interest }
custom_tooltip = local_rites.1.major_shrine.tt
}
# Shrine in the hills. Medium Impact
option = {
trigger = { exists = scope:hills_location }
name = local_rites.1.hills
local_shrine_at_location_effect = { SHRINE = hills }
}
# Shrine in the forest. Medium Impact
option = {
trigger = { exists = scope:forest_location }
name = local_rites.1.forest
local_shrine_at_location_effect = { SHRINE = forest }
}
# Shrine in the mountains. Medium Impact
option = {
trigger = { exists = scope:mountains_location }
name = local_rites.1.mountains
local_shrine_at_location_effect = { SHRINE = mountains }
}
# Shrine in the temple holding - High Impact, High Offerings.
option = {
trigger = { exists = scope:temple_holding_location }
name = local_rites.1.temple_holding
local_shrine_at_location_effect = { SHRINE = temple_holding }
custom_tooltip = local_rites.1.major_shrine.tt
}
# Option 3: Opt-out
option = {
name = local_shrine.optout
flavor = local_shrine.optout.flavor
ai_chance = {
base = 0
}
remove_decision_cooldown = visit_local_shrine_decision
}
after = {
remove_character_flag = planning_an_activity
trigger_event = local_rites.5
}
}
local_rites.5 = {
hidden = yes
immediate = {
hidden_effect = {
random_courtier = { #We want to bring a priest if we can, if not we still want at least one character.
limit = {
is_adult = yes
is_clergy = yes
is_diarch = no
is_travelling = no
}
alternative_limit = {
is_adult = yes
is_diarch = no
is_travelling = no
}
save_scope_as = companion
}
if = {
limit = { exists = scope:companion }
current_travel_plan ?= {
add_companion = scope:companion
}
}
}
}
}
local_rites.2 = {
hidden = yes
immediate = {
send_interface_toast = {
title = local_rites.2.toast
left_icon = root
current_travel_plan = {
delay_travel_plan = { days = local_shrine_duration }
}
}
trigger_event = {
id = local_rites.3
days = local_shrine_duration
}
}
}
local_rites.3 = { #Destination - Making a Sacrifice
type = character_event
title = {
first_valid = {
triggered_desc = {
trigger = {
has_title = title:h_china
var:shrine_location.barony = title:b_qianfeng
}
desc = local_rites.3.t.fengshan #Feng Shan
}
triggered_desc = {
trigger = {
OR = {
OR = {
faith = { is_in_family = rf_sinitic }
faith = faith:mahayana_faith
}
}
}
desc = local_rites.3.t #Sacrificing to Heaven
}
desc = local_rites.3.fallback.t #More Generic Version
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = { scope:at_home = yes }
desc = local_rites.3.desc_at_home
}
triggered_desc = {
trigger = {
has_title = title:h_china
var:shrine_location.barony = title:b_qianfeng
}
desc = local_rites.3.desc_mt_tai_huangdi
}
triggered_desc = {
trigger = {
var:shrine_location = {
has_building_with_flag = travel_point_of_interest_religious
}
}
desc = local_rites.3.desc_important_shrine
}
triggered_desc = {
trigger = {
var:shrine_location = {
has_holding_type = church_holding
}
}
desc = local_rites.3.desc_holding_shrine
}
triggered_desc = {
trigger = {
var:shrine_location = {
OR = {
terrain = mountains
terrain = desert_mountains
}
}
}
desc = local_rites.3.desc_mountain_shrine
}
triggered_desc = {
trigger = {
var:shrine_location = {
OR = {
terrain = forest
terrain = taiga
}
}
}
desc = local_rites.3.desc_forest_shrine
}
triggered_desc = {
trigger = {
var:shrine_location = {
terrain = hills
}
}
desc = local_rites.3.desc_hills_shrine
}
}
triggered_desc = {
trigger = {
has_trait = cynical
}
desc = local_rites.3.desc_cynical
}
}
theme = faith
override_background = { #Fengshan
trigger = {
has_title = title:h_china
var:shrine_location.barony = title:b_qianfeng
}
reference = mpo_steppe_evening
}
override_background = {
trigger = { scope:at_home = yes }
reference = tgp_temple_asia
}
override_background = {
trigger = {
scope:at_home = no
scope:shrine_location = {
OR = {
has_building_with_flag = travel_point_of_interest_religious
has_holding_type = church_holding
}
}
}
reference = tgp_holysite_asia
}
override_background = {
trigger = {
scope:at_home = no
scope:shrine_location = {
NOR = {
has_building_with_flag = travel_point_of_interest_religious
has_holding_type = church_holding
}
}
}
reference = wilderness_scope
}
left_portrait = {
character = root
animation = personality_zealous
}
right_portrait = {
character = scope:companion
animation = pondering
}
immediate = {
if = { #First we try to get a travel companion
limit = {
current_travel_plan ?= {
any_entourage_character = {
NOT = { this = root }
is_adult = yes
}
}
}
current_travel_plan ?= {
random_entourage_character = {
limit = {
NOT = { this = root }
is_clergy = yes
is_adult = yes
}
alternative_limit = {
NOT = { this = root }
is_adult = yes
}
save_scope_as = companion
}
}
}
else_if = { #If you are travelling without adult companions we get a courtier/follower.
limit = {
any_courtier = {
is_adult = yes
}
}
random_courtier = {
limit = {
is_adult = yes
is_clergy = yes
}
alternative_limit = {
is_adult = yes
}
save_scope_as = companion
}
}
else = { #Your court is somehow also empty. If we get here it is going to be a bit weird. But we shouldn't.
random_pool_character = {
province = root.location
limit = {
is_adult = yes
}
save_scope_as = companion
}
}
if = {
limit = {
NOT = {
exists = var:shrine_location
}
}
set_variable = {
name = shrine_location
value = root.location
}
}
var:shrine_location = {
save_scope_as = shrine_location
save_scope_as = background_wilderness_scope
}
# Are we at home?
if = {
limit = {
exists = capital_province
scope:shrine_location = root.capital_province
}
save_scope_value_as = {
name = at_home
value = yes
}
}
else = {
save_scope_value_as = {
name = at_home
value = no
}
}
#Are we at Mt Tai? Am I the Emperor?
if = {
limit = {
has_title = title:h_china
var:shrine_location.barony = title:b_qianfeng
}
hidden_effect = {
dynasty = { set_variable = fengshan_performed }
}
}
}
option = {
name = fengshan_option
trigger = {
has_title = title:h_china
var:shrine_location.barony = title:b_qianfeng
}
add_treasury = {
value = major_treasury_value
multiply = -1
}
add_prestige = massive_prestige_loss
add_legitimacy = massive_legitimacy_gain
add_piety = major_piety_gain
}
option = {
name = local_rites.3.pay_gold
trigger = {
scope:at_home = no
NOR = {
has_title = title:h_china
var:shrine_location.barony = title:b_qianfeng
}
}
#Pay Gold - Get Piety
switch = {
trigger = exists
scope:hills_location = {
remove_short_term_gold = minor_gold_value
add_piety = medium_piety_gain
}
scope:mountains_location = {
remove_short_term_gold = minor_gold_value
add_piety = medium_piety_gain
}
scope:temple_holding_location = {
remove_short_term_gold = medium_gold_value
add_piety = major_piety_gain
}
scope:forest_location = {
remove_short_term_gold = minor_gold_value
add_piety = medium_piety_gain
}
scope:shrine_location = {
remove_short_term_gold = medium_gold_value
add_piety = major_piety_gain
}
}
}
option = {
name = local_rites.3.pay_prestige
trigger = {
scope:at_home = no
NOR = {
has_title = title:h_china
var:shrine_location.barony = title:b_qianfeng
}
}
#Pay Prestige - Get Piety
switch = {
trigger = exists
scope:hills_location = {
add_prestige = minor_prestige_loss
add_piety = medium_piety_gain
}
scope:mountains_location = {
add_prestige = minor_prestige_loss
add_piety = medium_piety_gain
}
scope:temple_holding_location = {
add_prestige = medium_prestige_loss
add_piety = major_piety_gain
}
scope:forest_location = {
add_prestige = minor_prestige_loss
add_piety = medium_piety_gain
}
scope:shrine_location = {
add_prestige = medium_prestige_loss
add_piety = major_piety_gain
}
}
}
option = {
name = local_rites.3.pay_at_home #So be it
trigger = {
scope:at_home = yes
}
#Pay A little Gold - Get Piety
remove_short_term_gold = miniscule_gold_value
add_piety = minor_piety_gain
remove_character_flag = local_shrine_rite
}
after = {
stress_and_fulfillment_impact = { #Not the main purpose of the trip but the ritual comes with some stress relief
base = minor_stress_impact_loss
zealous = minor_stress_impact_loss
cynical = minor_stress_impact_gain
}
# Run the clean-up event.
if = {
limit = {
scope:at_home = no
}
trigger_event = {
id = local_rites.1000
days = 30
}
}
else = {
remove_variable = shrine_location
}
}
}
local_rites.1000 = {
hidden = yes
immediate = {
send_interface_toast = {
title = religious_decision.0291.toast
left_icon = root
current_travel_plan ?= {
if = {
limit = { is_paused = yes }
resume_travel_plan = yes
}
}
}
remove_variable = shrine_location
remove_character_flag = local_shrine_rite
}
}

View file

@ -2116,7 +2116,7 @@ character_view_bg = {
trigger = {
involved_activity ?= { has_activity_type = activity_pilgrimage }
involved_activity.activity_location.county = title:c_jerusalem
#involved_activity.activity_location.county = title:c_jerusalem
location ?= involved_activity.activity_location
}
}
@ -2126,7 +2126,7 @@ character_view_bg = {
trigger = {
involved_activity ?= { has_activity_type = activity_pilgrimage }
involved_activity.activity_location.county = title:c_jerusalem
#involved_activity.activity_location.county = title:c_jerusalem
location ?= involved_activity.activity_location
}
}
@ -2140,7 +2140,7 @@ character_view_bg = {
exists = primary_spouse
primary_spouse = {
involved_activity ?= { has_activity_type = activity_pilgrimage }
involved_activity.activity_location.county = title:c_jerusalem
#involved_activity.activity_location.county = title:c_jerusalem
location ?= involved_activity.activity_location
}
}
@ -2148,7 +2148,7 @@ character_view_bg = {
exists = betrothed
betrothed = {
involved_activity ?= { has_activity_type = activity_pilgrimage }
involved_activity.activity_location.county = title:c_jerusalem
#involved_activity.activity_location.county = title:c_jerusalem
location ?= involved_activity.activity_location
}
}
@ -2156,7 +2156,7 @@ character_view_bg = {
liege.diarch ?= this
liege ?= {
involved_activity ?= { has_activity_type = activity_pilgrimage }
involved_activity.activity_location.county = title:c_jerusalem
#involved_activity.activity_location.county = title:c_jerusalem
location ?= involved_activity.activity_location
}
}
@ -2173,7 +2173,7 @@ character_view_bg = {
trigger = {
involved_activity ?= { has_activity_type = activity_pilgrimage }
involved_activity.activity_location.county = title:c_mecca
#involved_activity.activity_location.county = title:c_mecca
location ?= involved_activity.activity_location
}
}
@ -2183,7 +2183,7 @@ character_view_bg = {
trigger = {
involved_activity ?= { has_activity_type = activity_pilgrimage }
involved_activity.activity_location.county = title:c_mecca
#involved_activity.activity_location.county = title:c_mecca
location ?= involved_activity.activity_location
}
}
@ -2197,7 +2197,7 @@ character_view_bg = {
exists = primary_spouse
primary_spouse = {
involved_activity ?= { has_activity_type = activity_pilgrimage }
involved_activity.activity_location.county = title:c_mecca
#involved_activity.activity_location.county = title:c_mecca
location ?= involved_activity.activity_location
}
}
@ -2205,7 +2205,7 @@ character_view_bg = {
exists = betrothed
betrothed = {
involved_activity ?= { has_activity_type = activity_pilgrimage }
involved_activity.activity_location.county = title:c_jerusalem
#involved_activity.activity_location.county = title:c_jerusalem
location ?= involved_activity.activity_location
}
}
@ -2213,7 +2213,7 @@ character_view_bg = {
liege.diarch ?= this
liege ?= {
involved_activity ?= { has_activity_type = activity_pilgrimage }
involved_activity.activity_location.county = title:c_jerusalem
#involved_activity.activity_location.county = title:c_jerusalem
location ?= involved_activity.activity_location
}
}