# No lists or indexes, only chaos. Keep scrolling down and thou shalt find them. ############################################# # Hostility Ending # # by Joe Parkin # ############################################# struggle_iberia_ending_hostility_decision = { decision_group_type = major title = struggle_iberia_ending_hostility_decision picture = { reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_hostility.dds" } extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp2_decision_hostility.dds" desc = struggle_iberia_ending_hostility_decision_desc selection_tooltip = struggle_iberia_ending_hostility_decision_tooltip confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm" is_invisible = yes sort_order = 80 is_shown = { is_landless_adventurer = no has_fp2_dlc_trigger = yes } is_valid = { top_liege = this OR = { custom_tooltip = { text = struggle_iberia_ending_hostility_decision_correct_phase_tt any_character_struggle = { involvement = involved is_struggle_type = iberian_struggle is_struggle_phase = struggle_iberia_phase_hostility } } ## Completely control Hispania for 5 years AND = { completely_controls_region = world_europe_west_iberia primary_title = { tier >= tier_kingdom title_held_years >= 5 } } } custom_tooltip = { text = struggle_ending_decision_correct_involvement_spain_tt any_character_struggle = { involvement = involved is_struggle_type = iberian_struggle } } # Hold and completely control two de jure kingdoms of Hispania OR = { custom_tooltip = { # text = struggle_iberia_ending_hostility_decision_kingdom_tt any_held_title = { # 1st kingdom title_tier = kingdom de_jure_liege = title:e_spain root = { completely_controls = prev } save_temporary_scope_as = spanish_kingdom } any_held_title = { # 2nd kingdom title_tier = kingdom de_jure_liege = title:e_spain trigger_if = { limit = { exists = scope:spanish_kingdom } this != scope:spanish_kingdom } root = { completely_controls = prev } save_temporary_scope_as = spanish_kingdom_2 } } custom_tooltip = { text = struggle_iberia_ending_hostility_decision_united_spanish_throne_tt AND = { exists = global_var:unite_the_spanish_thrones_decision_title primary_title = global_var:unite_the_spanish_thrones_decision_title } } } # All your capital kingdom's de jure counties are of your culture and faith trigger_if = { limit = { exists = global_var:unite_the_spanish_thrones_decision_title primary_title = global_var:unite_the_spanish_thrones_decision_title } custom_tooltip = { text = struggle_iberia_ending_hostility_decision_county_light_tt capital_county.de_jure_liege.de_jure_liege = { any_de_jure_county = { percent >= 0.75 culture = root.culture faith = root.faith } } } } trigger_else = { custom_tooltip = { text = struggle_iberia_ending_hostility_decision_county_tt capital_county.de_jure_liege.de_jure_liege = { any_de_jure_county = { count = all culture = root.culture faith = root.faith } } } } # No other realm controls more than 20% of the Iberia region custom_tooltip = { text = struggle_iberia_ending_hostility_decision_region_tt NOT = { struggle:iberian_struggle = { any_involved_ruler = { this != root top_liege = this primary_title ?= { is_mercenary_company = no } save_temporary_scope_as = iberian_realm any_county_in_region = { region = world_europe_west_iberia percent > fp2_struggle_hostility_region_percent_decimal_value holder.top_liege = scope:iberian_realm } } } } } # Completely control at least 2 of the important Iberian duchies calc_true_if = { amount >= 2 completely_controls = title:d_galicia completely_controls = title:d_toledo completely_controls = title:d_cordoba completely_controls = title:d_valencia completely_controls = title:d_barcelona } } effect = { if = { limit = { has_dlc_feature = legends } legend_seed_struggle_ending_effect = { ENDER = root STRUGGLE = iberian_struggle } } if = { limit = { has_ach_dlc_trigger = yes } add_character_flag = ach_ended_struggle } ##### Major Effects ##### show_as_tooltip = { dynasty = { add_dynasty_prestige = 10000 } fp2_struggle_hostility_ender_effect = yes } # Hispania is available! custom_tooltip = fp2_struggle_can_create_empire_of_hispania_tt custom_description_no_bullet = { text = fp2_struggle_house_tt } # Keep the Struggle Clash for your House custom_tooltip = fp2_struggle_can_keep_using_struggle_clash_tt # Boost to culture and faith conversion custom_tooltip = fp2_struggle_hostility_conversion_tt # Damage opinion with other culture/faiths custom_tooltip = fp2_struggle_hostility_opinion_tt custom_tooltip = fp2_struggle_hostility_opinion_negative_tt # Choose Holy War boost, Culture War boost, or both custom_description_no_bullet = { text = fp2_struggle_hostility_list_tt } #custom_tooltip = fp2_struggle_hostility_holy_cb_joint_tt #custom_tooltip = fp2_struggle_hostility_culture_cb_tt show_as_tooltip = { stress_impact = { humble = medium_stress_impact_gain cynical = medium_stress_impact_gain } } # Achievements add_achievement_global_variable_effect = { VARIABLE = fp2_iberian_hostilities_achievement_unlocked VALUE = yes } fp2_holiday_in_iberia_check = yes # Trigger a player facing event as a coda trigger_event = fp2_struggle.0900 } cost = {} ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 0 kingdom = 120 empire = 120 hegemony = 120 } ai_potential = { always = yes } ai_will_do = { base = 100 } } ############################################# # Compromise Ending # # by Joe Parkin # ############################################# struggle_iberia_ending_compromise_decision = { decision_group_type = major title = struggle_iberia_ending_compromise_decision picture = { reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_compromise.dds" } extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp2_decision_compromise.dds" desc = struggle_iberia_ending_compromise_decision_desc selection_tooltip = struggle_iberia_ending_compromise_decision_tooltip confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm" is_invisible = yes sort_order = 80 is_shown = { is_landless_adventurer = no has_fp2_dlc_trigger = yes } is_valid = { top_liege = this custom_tooltip = { text = struggle_iberia_ending_compromise_decision_correct_phase_tt any_character_struggle = { is_struggle_type = iberian_struggle is_struggle_phase = struggle_iberia_phase_compromise } } custom_tooltip = { text = struggle_ending_decision_correct_involvement_spain_tt any_character_struggle = { involvement = involved is_struggle_type = iberian_struggle } } OR = { # Exalted among Men or higher prestige_level >= very_high_prestige_level # Hold and completely control a de jure kingdom of Hispania custom_tooltip = { text = struggle_iberia_ending_compromise_decision_kingdom_tt fp2_struggle_ending_hold_de_jure_kingdom_trigger = yes } } # Control less than 50% of Iberia custom_tooltip = { text = struggle_iberia_ending_compromise_decision_region_tt fp2_struggle_ending_percent_iberia_trigger = yes } # No one else controls more than 50% of Iberia custom_tooltip = { text = struggle_iberia_ending_compromise_decision_other_region_tt fp2_struggle_ending_other_percent_iberia_trigger = yes } # No Independent Involved rulers are at war with each other custom_tooltip = { text = struggle_iberia_ending_compromise_truce_tt NOT = { struggle:iberian_struggle = { any_involved_ruler = { top_liege = this is_landless_adventurer = no primary_title = { is_mercenary_company = no } any_primary_war_enemy = { top_liege = this is_landless_adventurer = no any_character_struggle = { involvement = involved is_struggle_type = iberian_struggle } primary_title = { is_mercenary_company = no } } } } } } OR = { # Every other involved independent ruler in Iberia has at least 60 opinion of you or is strong hooked custom_tooltip = { text = struggle_iberia_ending_compromise_decision_opinion_tt struggle:iberian_struggle = { NOT = { any_involved_ruler = { this != root top_liege = this primary_title = { is_holy_order = no } primary_title = { is_mercenary_company = no } is_landless_adventurer = no save_temporary_scope_as = this_character NOR = { root = { has_strong_hook = scope:this_character } opinion = { target = root value >= struggle_iberia_ending_compromise_decision_opinion_value } } } } } } # No other independent ruler in Iberia is a king or above custom_tooltip = { text = struggle_iberia_ending_compromise_decision_independent_tt struggle:iberian_struggle = { NOT = { any_involved_ruler = { this != root top_liege = this primary_title = { is_mercenary_company = no } is_landless_adventurer = no primary_title.tier >= tier_kingdom } } } } # More than 25% of Iberia is controlled by Interloper or Uninvolved rulers custom_tooltip = { text = struggle_iberia_ending_compromise_decision_interloper_tt any_county_in_region = { region = world_europe_west_iberia percent > fp2_struggle_compromise_uninvolved_percent_decimal_value holder.top_liege = { fp2_character_interloper_in_struggle_trigger = yes } } } } # Completely control any of the important Iberian duchies calc_true_if = { amount >= 1 completely_controls = title:d_galicia completely_controls = title:d_toledo completely_controls = title:d_cordoba completely_controls = title:d_valencia completely_controls = title:d_barcelona } } effect = { if = { limit = { has_dlc_feature = legends } legend_seed_struggle_ending_effect = { ENDER = root STRUGGLE = iberian_struggle } } if = { limit = { has_ach_dlc_trigger = yes } add_character_flag = ach_ended_struggle } ##### Major Effects ##### # Personal effects for ruler show_as_tooltip = { fp2_struggle_compromise_ender_effect = yes } # Independent/Split De Jure Duchies will become De Jure Kingdoms if = { limit = { title:e_spain = { any_in_de_jure_hierarchy = { fp2_struggle_ending_compromise_independent_duchy_trigger = yes } } } custom_tooltip = fp2_struggle_compromise_create_new_kingdoms_tt } # Other Tooltips! fp2_struggle_compromise_tooltip_effect = yes ##### Minor Effects ##### # Self-sufficiency/defensive modifiers for each independent realm show_as_tooltip = { fp2_struggle_compromise_modifier_rewards_effect = yes } show_as_tooltip = { stress_impact = { arrogant = medium_stress_impact_gain } } # Achievements add_achievement_global_variable_effect = { VARIABLE = fp2_iberian_compromise_achievement_unlocked VALUE = yes } fp2_holiday_in_iberia_check = yes # Trigger a player facing event as a coda trigger_event = fp2_struggle.0901 } cost = {} ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 0 kingdom = 120 empire = 120 hegemony = 120 } ai_potential = { always = yes } ai_will_do = { base = 100 } } ############################################# # Conciliation Ending # # by Joe Parkin # ############################################# struggle_iberia_ending_conciliation_decision = { decision_group_type = major title = struggle_iberia_ending_conciliation_decision picture = { reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_conciliation.dds" } extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp2_decision_conciliation.dds" desc = struggle_iberia_ending_conciliation_decision_desc selection_tooltip = struggle_iberia_ending_conciliation_decision_tooltip confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm" is_invisible = yes sort_order = 80 is_shown = { is_landless_adventurer = no has_fp2_dlc_trigger = yes } is_valid = { top_liege = this custom_tooltip = { text = struggle_iberia_ending_conciliation_decision_correct_phase_tt any_character_struggle = { is_struggle_type = iberian_struggle is_struggle_phase = struggle_iberia_phase_conciliation } } custom_tooltip = { text = struggle_ending_decision_correct_involvement_spain_tt any_character_struggle = { involvement = involved is_struggle_type = iberian_struggle } } prestige_level >= very_high_prestige_level # Exalted among Men or higher # Hold and completely control a de jure kingdom of Hispania custom_tooltip = { text = struggle_iberia_ending_compromise_decision_kingdom_tt fp2_struggle_ending_hold_de_jure_kingdom_trigger = yes } # Every other independent involved ruler in Iberia is allied to you custom_tooltip = { text = struggle_iberia_ending_conciliation_decision_alliance_tt struggle:iberian_struggle = { NOT = { any_involved_ruler = { top_liege = this is_landless_adventurer = no primary_title = { is_mercenary_company = no } primary_title = { is_holy_order = no } NOR = { this = root is_allied_to = root } } } } } # Control less than 50% of Iberia custom_tooltip = { text = struggle_iberia_ending_compromise_decision_region_tt fp2_struggle_ending_percent_iberia_trigger = yes } } effect = { if = { limit = { has_dlc_feature = legends } legend_seed_struggle_ending_effect = { ENDER = root STRUGGLE = iberian_struggle } } if = { limit = { has_ach_dlc_trigger = yes } add_character_flag = ach_ended_struggle } ##### Major Effects ##### show_as_tooltip = { fp2_struggle_conciliation_ender_effect = yes fp2_struggle_conciliation_tooltip_effect = yes fp2_struggle_conciliation_modifier_rewards_effect = yes } show_as_tooltip = { stress_impact = { arrogant = medium_stress_impact_gain zealous = medium_stress_impact_gain } } # Achievements add_achievement_global_variable_effect = { VARIABLE = fp2_iberian_conciliation_achievement_unlocked VALUE = yes } fp2_holiday_in_iberia_check = yes # Trigger a player facing event as a coda trigger_event = fp2_struggle.0902 } cost = {} ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 0 kingdom = 120 empire = 120 hegemony = 120 } ai_potential = { always = yes } ai_will_do = { base = 100 } } ############################################# # Eat a Cheese # by Daniel "yes I know what exciting content is stop bullying me" Moore ########################################################################### eat_cheese_decision = { picture = { reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds" } desc = eat_cheese_decision_desc is_shown = { any_character_artifact = { has_variable = has_cheese_artifact } } effect = { custom_tooltip = eat_cheese_effect_tt trigger_event = fp2_yearly.1008 } ai_check_interval = 0 ai_potential = { } ai_will_do = { base = 100 } } ################################### # Sponsor Jewish Sciences # By Hugo Cortell ################################### golden_age_jewish_science_in_iberia_decision = { picture = { reference = "gfx/interface/illustrations/decisions/decision_golden_age.dds" } desc = golden_age_jewish_science_in_iberia_decision_desc decision_group_type = struggle is_shown = { has_fp2_dlc_trigger = yes top_liege = root top_liege = this # (Redundancy check) is_landed_or_landless_administrative = yes AND = { exists = struggle:iberian_struggle any_character_struggle = { involvement = involved has_struggle_phase_parameter = unlocks_golden_age_jewish_science_decision } } } is_valid = { OR = { # Either the var does not exist (no current golden age) or you are not the sponsor of the current golden age NOT = { exists = global_var:fp2_current_jewish_science_sponsor } trigger_if = { limit = { exists = global_var:fp2_current_jewish_science_sponsor } custom_tooltip = { text = golden_age_jewish_science_in_iberia_decision_hardcoded_trigger_text.b NOT = { root = global_var:fp2_current_jewish_science_sponsor } is_ai = no # Prevents the AI from stealing the golden age, players can steal each other's golden age } } } trigger_if = { # If you are not your culture's head, you must earn their approval limit = { exists = culture.culture_head # Redundancy check! culture.culture_head != root } custom_tooltip = { text = golden_age_jewish_science_in_iberia_decision_hardcoded_trigger_text.a culture.culture_head = { save_temporary_opinion_value_as = { name = target_opinion target = root } scope:target_opinion > 0 } } } } effect = { hidden_effect = { # Prevent any case in which modifiers could be stacked struggle:iberian_struggle = { every_involved_ruler = { remove_character_modifier = fp2_sponsored_golden_age_modifier remove_character_modifier = fp2_part_of_golden_age_modifier } } } send_interface_toast = { type = event_toast_effect_good title = golden_age_jewish_science_in_iberia_decision.player_notif.t right_icon = root play_music_cue = mx_cue_meadandwine add_character_modifier = { modifier = fp2_sponsored_golden_age_modifier years = 120 } capital_county = { add_county_modifier = { modifier = fp2_epicenter_of_golden_age_modifier years = 60 } } } culture = { add_to_list = already_involved_cultures } # Ensures that only one top ruler for each involved culture is picked struggle:iberian_struggle = { every_involved_ruler = { custom = fp2_one_independent_ruler_of_each_culture_notifier limit = { culture = { save_temporary_scope_as = current_culture } NOT = { # Checks that it is not in the list of "I am already benefiting from this" this = root # (Also must not be root) any_in_list = { list = already_involved_cultures this = scope:current_culture } } top_liege = this # Redundancy checks, vital to ensuring this has a 110% success rate top_liege = this # Redundancy check } if = { limit = { NOT = { has_character_modifier = fp2_part_of_golden_age_modifier } } culture = { add_to_list = already_involved_cultures } send_interface_toast = { type = event_toast_effect_good title = golden_age_jewish_science_in_iberia_decision.player_notif.t right_icon = root # Showing root is WAD, lets other players know who started it add_character_modifier = { modifier = fp2_part_of_golden_age_modifier years = 120 } } } } } hidden_effect = { random_list = { 100 = { trigger_event = { # Translator/book retailer event id = iberia_north_africa.2001 days = { 4 32 } } } 110 = { trigger_event = { # Cataract Surgery event id = iberia_north_africa.2002 days = { 4 32 } } } 90 = { trigger_event = { # Bickering scholars event id = iberia_north_africa.2003 days = { 4 32 } } } } } set_global_variable = { name = fp2_current_jewish_science_sponsor value = root years = 120 } } cost = { gold = { value = 0 if = { limit = { has_treasury = no } add = major_gold_value multiply = 2.25 round = yes } } treasury = { value = 0 if = { limit = { has_treasury = yes } add = major_gold_value multiply = 2.25 round = yes } } } ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 0 kingdom = 730 empire = 730 hegemony = 730 } ai_potential = {} ai_will_do = { base = 0 modifier = { add = { value = learning multiply = 5 round = yes } always = yes } } } ############################################# # Convene Council of Toledo # # by Joe Parkin and Ola Jentzsch # ############################################# council_of_toledo_decision = { title = council_of_toledo_decision_title picture = { reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" } desc = { first_valid = { triggered_desc = { trigger = { exists = global_var:council_of_toledo_counter } desc = council_of_toledo_decision_desc_count } desc = council_of_toledo_decision_desc } } selection_tooltip = council_of_toledo_decision_tooltip cooldown = { years = council_of_toledo_decision_decision_cooldown_value } decision_group_type = major sort_order = 80 is_shown = { # DLC check has_fp2_dlc_trigger = yes # Is Mozarabic (or reformed Mozarabic) faith = { portrait_religious_faith_or_foundational_trigger = { FAITH = faith:mozarabic_church } } any_vassal = { } } is_valid = { # Owns Toledo custom_tooltip = { text = council_of_toledo_decision_toledo_holder_trigger is_toledo_ownership_valid_trigger = yes } any_vassal = { count >= 3 is_powerful_vassal = yes custom_tooltip = { text = council_of_toledo_decision_toledo_faith_trigger faith = root.faith } } realm_size >= council_of_toledo_realm_size_value # update fp2_struggle_council_toledo_decision_trigger if changing this } is_valid_showing_failures_only = { is_landed = yes # Not at war is_at_war = no } effect = { custom_tooltip = council_of_toledo_decision_tt faith:mozarabic_church = { change_fervor = { value = 10 desc = fervor_gain_ascetic_example } } # Council counter if = { limit = { exists = global_var:council_of_toledo_counter } change_global_variable = { name = council_of_toledo_counter add = 1 } } else = { set_global_variable = { name = council_of_toledo_counter value = 19 } } if = { limit = { any_character_struggle = { is_struggle_type = iberian_struggle } } custom_tooltip = council_of_toledo_decision_catalyst_tt } trigger_event = { on_action = fp2_struggle_council_toledo_organize days = 1 } } cost = { gold = { value = 0 if = { limit = { has_treasury = no } add = council_of_toledo_gold_cost_value } } treasury = { value = 0 if = { limit = { has_treasury = yes } add = council_of_toledo_gold_cost_value } } piety = council_of_toledo_piety_cost_value } ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 0 kingdom = 60 empire = 60 hegemony = 60 } ai_potential = { is_ruler = yes short_term_gold >= council_of_toledo_gold_cost_value } ai_will_do = { base = 100 } } ############################################# # Secure Iberian Foothold # by Joe Parkin and Ola Jentzsch ############################################# secure_iberian_foothold_decision = { title = secure_iberian_foothold_decision_title picture = { reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds" } desc = secure_iberian_foothold_decision_desc selection_tooltip = secure_iberian_foothold_decision_tooltip sort_order = 80 decision_group_type = struggle is_shown = { is_landless_adventurer = no # DLC check has_fp2_dlc_trigger = yes # Struggle is active exists = struggle:iberian_struggle # Not Involved and capital lies outside Iberia custom_tooltip = { text = fp2_struggle_uninvolved_or_external_tt NOR = { any_character_struggle = { is_struggle_type = iberian_struggle involvement = involved } } } # Hold land near Iberia any_sub_realm_county = { title_province = { OR = { geographical_region = world_europe_west_iberia # Iberia geographical_region = ghw_region_southern_france # Aquitaine geographical_region = world_africa_north_west # Maghreb } } } NOT = { has_title = title:e_spain } } is_valid = { ##### General triggers ##### # Struggle phase must be right custom_tooltip = { text = fp2_struggle_uninvolved_or_external_tt NOT = { capital_province = { geographical_region = world_europe_west_iberia } } } custom_tooltip = { text = fp2_struggle_secure_iberian_foothold_empire_tt any_held_title = { title_tier >= empire NOT = { this = title:e_spain } } } # If my religion is involved, I need to own the better portion of those counties trigger_if = { limit = { religion = { any_faith = { struggle:iberian_struggle = { is_faith_involved_in_struggle = prev } } } } custom_tooltip = { text = fp2_struggle_secure_iberian_foothold_religion_tt fp2_struggle_secure_iberian_foothold_religion_percent_value >= fp2_struggle_secure_iberian_foothold_religion_target_percent_value } } # Otherwise, I need to own a big chunk of the peninsula trigger_else = { custom_tooltip = { text = fp2_struggle_secure_iberian_foothold_outsider_tt any_county_in_region = { region = world_europe_west_iberia percent >= fp2_struggle_secure_iberian_foothold_outsider_target_percent_decimal_value holder.top_liege = root } } } ##### Iberian kingdom triggers ##### # Any de jure kingdom of Iberia is completely controlled custom_tooltip = { text = fp2_struggle_secure_iberian_foothold_kingdom_iberian_tt any_held_title = { fp2_struggle_secure_iberian_foothold_iberian_kingdom_trigger = yes } } # Real tooltips trigger_if = { limit = { exists = scope:iberian_kingdom_temp } # That kingdom is mostly my faith custom_tooltip = { text = fp2_struggle_secure_iberian_foothold_kingdom_faith_tt fp2_struggle_secure_iberian_foothold_faith_trigger = yes } # Borders held lands in a non-Iberian kingdom you hold custom_tooltip = { text = fp2_struggle_secure_iberian_foothold_kingdom_border_tt scope:iberian_kingdom_temp = { fp2_struggle_secure_iberian_foothold_outsider_kingdom_trigger = yes } } # Held that kingdom for a while custom_tooltip = { text = fp2_struggle_secure_iberian_foothold_kingdom_held_tt scope:iberian_kingdom_temp = { title_held_years >= fp2_struggle_secure_iberian_foothold_years_value } } } # Fake tooltips trigger_else = { custom_tooltip = { text = fp2_struggle_secure_iberian_foothold_kingdom_faith_tt always = no } # Borders held lands in a non-Iberian kingdom you hold custom_tooltip = { text = fp2_struggle_secure_iberian_foothold_kingdom_border_tt always = no } custom_tooltip = { text = fp2_struggle_secure_iberian_foothold_kingdom_held_tt always = no } } } is_valid_showing_failures_only = { trigger_if = { limit = { exists = struggle:iberian_struggle } custom_tooltip = { text = fp2_struggle_phase_hostility_or_opportunity_tt struggle:iberian_struggle = { has_struggle_phase_parameter = unlocks_secure_iberian_foothold_decision } } } } effect = { legend_seed_struggle_ending_effect = { ENDER = root STRUGGLE = iberian_struggle } if = { limit = { has_ach_dlc_trigger = yes } add_character_flag = ach_ended_struggle } if = { limit = { any_held_title = { title_tier = empire } } custom_tooltip = fp2_struggle_secure_iberian_foothold_empire_held_effect_tt } else = { custom_tooltip = fp2_struggle_secure_iberian_foothold_empire_dejure_effect_tt } trigger_event = { id = fp2_other_decisions.1000 } custom_tooltip = fp2_struggle_secure_iberian_foothold_ends_the_struggle_tt } cost = {} ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 0 kingdom = 120 empire = 120 hegemony = 120 } ai_potential = {} ai_will_do = { base = 100 } } ################################### # Build Pilgrim Roads # By Hugo Cortell ################################### build_holy_pilgrim_roads_decision = { picture = { reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_opening.dds" } sort_order = 300 decision_group_type = struggle is_shown = { faith = { any_holy_site = { holder.top_liege = root count > 0 } } any_character_struggle = { involvement = involved has_struggle_phase_parameter = unlocks_build_pilgrim_roads_decision } } is_valid = { custom_tooltip = { text = build_holy_pilgrim_roads_decision_hardcoded_trigger_text.a faith = { any_holy_site = { holder.top_liege = root NOT = { county = { has_county_modifier = fp2_pilgrim_roads_modifier } } count > 0 } } } } effect = { hidden_effect = { faith = { random_holy_site = { limit = { holder.top_liege = root NOT = { county = { has_county_modifier = fp2_pilgrim_roads_modifier } } } save_scope_as = chosen_holy_site_for_pilgrim_roads county = { save_scope_as = chosen_location_for_pilgrim_roads add_county_modifier = { modifier = fp2_pilgrim_roads_modifier years = 50 } } } } } send_interface_toast = { type = event_toast_effect_good title = build_holy_pilgrim_roads_decision_construction_notif.t desc = build_holy_pilgrim_roads_decision_construction_notif.desc add_piety = major_piety_gain show_as_tooltip = { scope:chosen_location_for_pilgrim_roads = { add_county_modifier = { modifier = fp2_pilgrim_roads_modifier years = 50 } } } } if = { # QA QoL limit = { debug_only = yes } custom_tooltip = debug_generic_option_shortened_trigger_can_disable hidden_effect = { random_list = { 1 = { trigger_event = { id = iberia_north_africa.2011 days = 4 } } 1 = { trigger_event = { id = iberia_north_africa.2012 days = 4 } } 1 = { trigger_event = { id = iberia_north_africa.2013 days = 4 } } } } } else = { hidden_effect = { random_list = { 1 = { trigger_event = { id = iberia_north_africa.2011 days = { 32 2048 } } } 1 = { trigger_event = { id = iberia_north_africa.2012 days = { 32 2048 } } } 1 = { trigger_event = { id = iberia_north_africa.2013 days = { 32 2048 } } } } } } } cost = { gold = { value = 0 if = { limit = { has_treasury = no } add = massive_gold_value } } treasury = { value = 0 if = { limit = { has_treasury = yes } add = massive_gold_value } } } ai_check_interval_by_tier = { barony = 0 county = 730 duchy = 730 kingdom = 730 empire = 730 hegemony = 730 } ai_potential = {} ai_will_do = { base = 50 modifier = { add = learning always = yes } modifier = { add = -50 has_trait = cynical } modifier = { add = 10 has_trait = zealous } modifier = { add = -40 short_term_gold < massive_gold_value } } } ############################################# # Found Kingdom of Toledo # by Joe Parkin ############################################# found_kingdom_toledo_decision = { title = found_kingdom_toledo_decision_title picture = { reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds" } desc = found_kingdom_toledo_decision_desc selection_tooltip = found_kingdom_toledo_decision_tooltip sort_order = 80 decision_group_type = major is_shown = { # DLC check has_fp2_dlc_trigger = yes culture = { has_cultural_pillar = heritage_iberian } faith = { portrait_religious_faith_or_foundational_trigger = { FAITH = faith:mozarabic_church } } NOT = { is_target_in_global_variable_list = { name = unavailable_unique_decisions target = flag:form_toledo_decision } } title:e_spain = { any_in_de_jure_hierarchy = { any_title_to_title_neighboring_and_across_water_duchy = { this = title:d_toledo } de_jure_liege = { any_in_de_jure_hierarchy = { count > 2 tier = tier_duchy } } } } } is_valid = { top_liege = this custom_tooltip = { text = found_kingdom_toledo_capital_tt capital_county = title:c_toledo } custom_tooltip = { text = found_kingdom_toledo_culture_tt culture = { has_cultural_pillar = heritage_iberian } } custom_tooltip = { text = found_kingdom_toledo_faith_tt faith = { portrait_religious_faith_or_foundational_trigger = { FAITH = faith:mozarabic_church } } } completely_controls = title:d_toledo custom_tooltip = { text = found_kingdom_toledo_duchy_tt any_held_title = { title_tier = duchy is_titular = no NOT = { this = title:d_toledo } root = { completely_controls = prev } any_title_to_title_neighboring_and_across_water_duchy = { this = title:d_toledo } } } } is_valid_showing_failures_only = { is_landed = yes } cost = { gold = { value = 0 if = { limit = { has_treasury = no } add = 250 } } treasury = { value = 0 if = { limit = { has_treasury = yes } add = 250 } } } effect = { save_scope_as = toledo_former gain_heroic_legend_seed_tooltip_effect = yes fp2_struggle_found_kingdom_toledo_empire_effect = yes save_scope_value_as = { name = has_kingdom_toledo_absorb_list_been_created value = yes } trigger_event = fp2_other_decisions.1100 #Can only happen once add_to_global_variable_list = { name = unavailable_unique_decisions target = flag:form_toledo_decision } set_global_variable = { name = form_toledo_decision value = scope:toledo_former } } ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 120 kingdom = 120 empire = 120 hegemony = 120 } ai_potential = {} ai_will_do = { base = 100 } } ############################################# # Develop a city # by Maxence Voleau ############################################# improve_city_province_decision = { title = improve_city_province_decision_name picture = { reference = "gfx/interface/illustrations/decisions/decision_misc.dds" } desc = improve_city_province_decision_desc selection_tooltip = improve_city_province_decision_tooltip cooldown = { years = 50 } sort_order = 90 is_shown = { is_landless_adventurer = no dynasty ?= { has_dynasty_perk = fp2_urbanism_legacy_5 } } is_valid_showing_failures_only = { custom_tooltip = { text = improve_city_province_decision_at_least_one_city_tt any_sub_realm_county = { count > 0 holder = root any_county_province = { building_slots <= 5 has_holding_type = city_holding } } } } effect = { #Generate intelligible effect if = { limit = { any_sub_realm_county = { count > 0 holder = root any_county_province = { building_slots <= 5 has_holding_type = city_holding } } } every_sub_realm_county = { # only county directly owned by the character limit = { holder = root } every_county_province = { limit = { has_holding_type = city_holding building_slots <= 5 } save_scope_as = current_province prev.holder = { send_interface_toast = { type = event_toast_effect_good title = city_gained_building_slots left_icon = scope:current_province.barony scope:current_province = { add_province_modifier = extra_building_slot } } } } } } else = { custom_tooltip = improve_city_province_decision_decision_no_effect } } cost = { gold = { value = 0 if = { limit = { has_treasury = no } add = improve_city_province_decision_cost multiply = { value = 1 every_sub_realm_county = { # only county directly owned by the character limit = { holder = root } every_county_province = { limit = { building_slots <= 5 has_holding_type = city_holding } add = 1 } } } } } treasury = { value = 0 if = { limit = { has_treasury = yes } add = improve_city_province_decision_cost multiply = { value = 1 every_sub_realm_county = { # only county directly owned by the character limit = { holder = root } every_county_province = { limit = { building_slots <= 5 has_holding_type = city_holding } add = 1 } } } } } } ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 120 kingdom = 120 empire = 120 hegemony = 120 } ai_potential = { is_at_war = no # Has enough gold. short_term_gold >= ai_war_chest_desired_gold_value NOR = { has_trait = lazy has_trait = callous } } ai_will_do = { base = 100 } }