restore_european_union_decision = { picture = { reference = "gfx/interface/illustrations/decisions/found_european_union.dds" } desc = restore_european_union_decision_desc selection_tooltip = restore_european_union_decision_tooltip decision_group_type = major ai_check_interval = 120 is_shown = { is_ruler = yes is_playable_character = yes OR = { culture = { has_cultural_pillar = heritage_brythonic } culture = { has_cultural_pillar = heritage_goidelic } culture = { has_cultural_pillar = heritage_anglo_frisian } culture = { has_cultural_pillar = heritage_french } culture = { has_cultural_pillar = heritage_mosellic } culture = { has_cultural_pillar = heritage_west_germanic } } NOT = { #Can only do it once. is_target_in_global_variable_list = { name = unavailable_unique_decisions target = flag:flag_restored_european_union } } OR = { government_has_flag = government_is_feudal government_has_flag = government_is_republic government_has_flag = government_is_clan has_government = administrative_government } } is_valid = { prestige_level >= max_prestige_level completely_controls = title:d_meath completely_controls = title:d_london completely_controls = title:d_ile_de_france completely_controls = title:d_toledo completely_controls = title:d_beja completely_controls = title:d_brabant completely_controls = title:d_holland completely_controls = title:d_luxembourg completely_controls = title:d_transjurania completely_controls = title:d_latium completely_controls = title:d_ostmark } is_valid_showing_failures_only = { is_landed = yes is_capable_adult = yes is_imprisoned = no is_independent_ruler = yes } effect = { custom_tooltip = restore_european_union_decision_effect_tooltip #Create Roman Empire, shift dejure/history/laws, destroy e_byzantium. hidden_effect = { every_held_title = { #Should shift all dejure of all Empires owned at the time. limit = { tier = tier_empire } every_in_de_jure_hierarchy = { limit = { tier = tier_kingdom } set_de_jure_liege_title = title:e_european_union } } every_held_title = { #Completely Controlled Kingdoms as well. limit = { tier = tier_kingdom root = { completely_controls = prev } } set_de_jure_liege_title = title:e_european_union } } get_title = title:e_european_union create_title_and_vassal_change = { type = created save_scope_as = change add_claim_on_loss = no } resolve_title_and_vassal_change = scope:change if = { # Move your Title MaAs to your new title if you have any limit = { government_has_flag = government_is_administrative primary_title = { any_title_maa_regiment = { count >= 1 } } } hidden_effect = { primary_title = { transfer_title_maa_ownership = title:e_european_union } } } hidden_effect = { set_primary_title_to = title:e_european_union } every_held_title = { #Should destroy all other Empires owned at the time. limit = { tier = tier_empire NOT = { this = title:e_european_union } } root = { destroy_title = prev } } if = { #Automatically move capital to Constantinople, unless it's been set to Rome. limit = { NOT = { capital_county = { this = title:c_brabant } } } hidden_effect = { if = { #Usurp if not held personally. limit = { NOT = { this = title:c_brabant.holder } } create_title_and_vassal_change = { type = returned save_scope_as = change add_claim_on_loss = no } title:c_brabant = { change_title_holder = { holder = root change = scope:change } } resolve_title_and_vassal_change = scope:change } } root = { set_realm_capital = title:c_brabant } } #hidden_effect = { # add_character_flag = flag_restorer_of_rome #used for Eulogy. # title:e_roman_empire = { # set_variable = rome_was_restored_by_byzantium # } #} #trigger_event = roman_restoration.0001 ###to do later hidden_effect = { add_to_global_variable_list = { name = unavailable_unique_decisions target = flag:flag_restored_european_union } set_global_variable = { name = flag_restored_european_union value = root } } } ai_potential = { always = yes } ai_will_do = { base = 100 } } form_the_kingdom_of_rhineland_decision = { picture = { reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds" } decision_group_type = major ai_check_interval_by_tier = { barony = 0 county = 60 duchy = 60 kingdom = 0 empire = 0 hegemony = 0 } desc = form_the_kingdom_of_rhineland_decision_desc selection_tooltip = form_the_kingdom_of_rhineland_decision_tooltip is_shown = { is_playable_character = yes highest_held_title_tier <= tier_duchy NOT = { is_target_in_global_variable_list = { name = unavailable_unique_decisions target = flag:flag_formed_kingdom_of_rhineland } } OR = { culture = culture:palatine culture = culture:rhinelander culture = culture:turkisch culture = culture:elsasse culture = culture:kleverlandish } } is_valid = { top_liege = this has_title = title:d_lower_lorraine has_title = title:d_cologne has_title = title:d_trier has_title = title:c_mainz completely_controls = title:d_lower_lorraine completely_controls = title:d_cologne completely_controls = title:d_trier top_liege = this } is_valid_showing_failures_only = { is_landed = yes } effect = { gain_heroic_legend_seed_tooltip_effect = yes save_scope_as = founder culture = { save_scope_as = founder_culture } title:k_rhineland = { save_scope_as = k_rhineland } title:d_trier = { save_scope_as = d_trier } title:d_cologne = { save_scope_as = d_cologne } title:d_lower_lorraine = { save_scope_as = d_lower_lorraine } title:d_alsace = { save_scope_as = d_alsace } title:c_bitburg = { save_scope_as = c_bitburg } title:c_nassau = { save_scope_as = c_nassau } create_title_and_vassal_change = { type = created save_scope_as = change } title:k_rhineland = { change_title_holder = { holder = scope:founder change = scope:change } } resolve_title_and_vassal_change = scope:change add_prestige = major_prestige_gain custom_tooltip = form_the_kingdom_of_rhineland_decision_decision.tt.form_rhineland trigger_event = iberia_north_africa.0131 # De jure shifts. ## Take care of the preferred empire. if = { limit = { NOT = { title:k_rhineland.empire = title:d_lower_lorraine.empire } } title:k_rhineland = { set_de_jure_liege_title = title:d_lower_lorraine.empire } } ## The heartlands drift over. title:d_lower_lorraine = { set_de_jure_liege_title = title:k_rhineland } ## Various neighbouring duchies can be preemptively integrated. if = { limit = { completely_controls = title:d_alsace } title:d_alsace = { set_de_jure_liege_title = title:k_rhineland } } else = { custom_tooltip = form_the_kingdom_of_rhineland_decision.tt.drift.d_alsace } if = { limit = { completely_controls = title:c_bitburg } title:c_bitburg = { set_de_jure_liege_title = title:d_trier } } else = { custom_tooltip = form_the_kingdom_of_rhineland_decision.tt.drift.c_bitburg } if = { limit = { completely_controls = title:d_frankfurt } title:d_frankfurt = { set_de_jure_liege_title = title:k_rhineland } } else = { custom_tooltip = form_the_kingdom_of_rhineland_decision.tt.drift.d_frankfurt } if = { limit = { completely_controls = title:d_baden } title:d_frankfurt = { set_de_jure_liege_title = title:k_rhineland } } else = { custom_tooltip = form_the_kingdom_of_rhineland_decision.tt.drift.d_baden } if = { limit = { completely_controls = title:d_freiburg } title:d_frankfurt = { set_de_jure_liege_title = title:k_rhineland } } else = { custom_tooltip = form_the_kingdom_of_rhineland_decision.tt.drift.d_freiburg } # Once per game. add_to_global_variable_list = { name = unavailable_unique_decisions target = flag:flag_formed_kingdom_of_rhineland } # Note this for books and such. set_global_variable = { name = flag_formed_kingdom_of_rhineland value = scope:founder } title:e_europa = { every_in_de_jure_hierarchy = { limit = { tier = tier_kingdom any_in_de_jure_hierarchy = { tier = tier_county title_province = { geographical_region = custom_rhineland} } } set_de_jure_liege_title = title:e_germania } } } cost = { gold = { # Since we want this to happen, it free for the AI... value = 0 # ... but costs for players if = { limit = { has_treasury = no is_ai = no } add = 200 } } treasury = { value = 0 if = { limit = { has_treasury = yes is_ai = no } add = 200 } } } ai_potential = { any_held_title = { this = title:d_lower_lorraine } } ai_will_do = { base = 100 } }