# Ask to Promote your Legend ce1_ask_to_promote_legend_interaction = { icon = icon_contract_modification_single category = interaction_category_diplomacy popup_on_receive = yes pause_on_receive = yes can_send_despite_rejection = yes ai_maybe = yes interface_priority = 5 desc = ce1_ask_to_promote_legend_interaction_desc greeting = positive notification_text = PROMOTE_LEGEND_NOTIFICATION is_shown = { scope:actor.promoted_legend.legend_owner ?= scope:actor scope:actor != scope:recipient scope:recipient = { is_landed = yes age >= 12 is_physically_able = yes NOT = { government_has_flag = government_is_true_herder } } } is_valid_showing_failures_only = { scope:recipient = { custom_tooltip = { text = recipient_already_promoting_legend_tt NOT = { exists = promoted_legend } } } custom_tooltip = { text = recipient_close_or_neighbor_tt OR = { scope:recipient.dynasty = scope:actor.dynasty scope:recipient = { knows_language_of_culture = scope:actor.culture } scope:actor = { has_any_moderate_good_relationship_with_character_trigger = { CHARACTER = scope:recipient } } scope:recipient = { any_character_to_title_neighboring_county = { any_county_province = { any_province_legend = { this = scope:actor.promoted_legend } } } } } } } cooldown_against_recipient = { years = 5 } ai_min_reply_days = 2 ai_max_reply_days = 7 ai_accept = { base = -10 ## Tier modifier = { add = -5 scope:recipient.primary_title = { tier = 2 } desc = TIER_REASON_COUNT } modifier = { add = -10 scope:recipient.primary_title = { tier = 3 } desc = TIER_REASON_DUKE } modifier = { add = -20 scope:recipient.primary_title = { tier = 4 } desc = TIER_REASON_KING } modifier = { add = -30 scope:recipient.primary_title = { tier = 5 } desc = TIER_REASON_EMPEROR } ## Legend # How cool is the legend? modifier = { add = 10 desc = REASON_ILLUSTRIOUS_LEGEND scope:actor = { promoted_legend = { legend_quality = illustrious } } } modifier = { add = 20 desc = REASON_MYTHICAL_LEGEND scope:actor = { promoted_legend = { legend_quality = mythical } } } # Are you using a hook? modifier = { trigger = { scope:hook ?= yes } add = 100 desc = LEGEND_HOOK_USED } # Are you using Gold? modifier = { trigger = { scope:gold_cost ?= yes } add = 40 desc = TRADE_GOLD_FOR_BETTER_AI_ACCEPTANCE_TT } ## Opinion # Do they like you? opinion_modifier = { who = scope:recipient opinion_target = scope:actor multiplier = 1 desc = AI_OPINION_REASON } ## Personality # Are they ambitious? modifier = { desc = DEMAND_SUBMISSION_RECIPIENT_IS_AMBITIOUS #re-using these add = -15 scope:recipient = { has_trait = ambitious } } # Are they content? modifier = { desc = DEMAND_SUBMISSION_RECIPIENT_IS_CONTENT add = 5 scope:recipient = { has_trait = content } } # Are they stubborn? modifier = { desc = DEMAND_SUBMISSION_RECIPIENT_IS_STUBBORN add = -10 scope:recipient = { has_trait = stubborn } } # Are they arrogant? modifier = { desc = DEMAND_SUBMISSION_RECIPIENT_IS_ARROGANT add = -10 scope:recipient = { has_trait = arrogant } } # Are they humble? modifier = { desc = DEMAND_SUBMISSION_RECIPIENT_IS_HUMBLE add = 10 scope:recipient = { has_trait = humble } } # Are they trusting? modifier = { desc = DEMAND_SUBMISSION_RECIPIENT_IS_TRUSTING add = 15 scope:recipient = { has_trait = trusting } } # Are they paranoid? modifier = { desc = DEMAND_SUBMISSION_RECIPIENT_IS_PARANOID add = -10 scope:recipient = { has_trait = paranoid } } ## Dread modifier = { add = intimidated_halved_reason_value scope:recipient = { has_dread_level_towards = { target = scope:actor level = 1 } } desc = INTIMIDATED_REASON } modifier = { add = cowed_halved_reason_value scope:recipient = { has_dread_level_towards = { target = scope:actor level = 2 } } desc = COWED_REASON } ## War modifier = { add = -50 scope:recipient = { is_at_war = yes } desc = HOSTAGE_AT_WAR_REASON } ## Low Gold modifier = { add = -100 scope:actor.promoted_legend = { legend_quality = famed } scope:recipient = { monthly_character_income < famed_legend_promoter_cost } desc = TOO_HIGH_PROMOTER_MAINTENANCE_REASON } modifier = { add = -100 scope:actor.promoted_legend = { legend_quality = illustrious } scope:recipient = { monthly_character_income < illustrious_legend_promoter_cost } desc = TOO_HIGH_PROMOTER_MAINTENANCE_REASON } modifier = { add = -100 scope:actor.promoted_legend = { legend_quality = mythical } scope:recipient = { monthly_character_income < mythical_legend_promoter_cost } desc = TOO_HIGH_PROMOTER_MAINTENANCE_REASON } modifier = { add = 25 scope:recipient = { is_contact_of = scope:actor } desc = IS_CONTACT_REASON } } on_accept = { scope:actor.promoted_legend = { save_scope_as = promoted_legend } scope:actor = { send_interface_toast = { type = event_toast_effect_good title = ce1_ask_to_promote_legend_acceptance_tt left_icon = scope:actor right_icon = scope:recipient if = { limit = { scope:hook = yes } use_hook = scope:recipient } if = { limit = { scope:gold_cost = yes } pay_short_term_gold = { target = scope:recipient gold = medium_gold_value } promoted_legend = { # To prevent gold exploits add_to_variable_list = { name = accepted_promote_legend_var target = scope:recipient years = 10 } } } scope:recipient = { set_promoted_legend = scope:actor.promoted_legend } } } } on_decline = { scope:actor = { send_interface_toast = { type = event_toast_effect_bad title = ce1_ask_to_promote_legend_decline_tt left_icon = scope:actor right_icon = scope:recipient } } } # Use gold to increase acceptance send_option = { flag = gold_cost localization = TRADE_GOLD_FOR_BETTER_AI_ACCEPTANCE } send_option = { flag = hook is_valid = { scope:actor = { has_usable_hook = scope:recipient } } localization = GENERIC_SPEND_A_HOOK } send_options_exclusive = no ai_potential = { is_physically_able = yes } ai_targets = { ai_recipients = neighboring_rulers } ai_frequency_by_tier = { barony = 0 county = 72 duchy = 36 kingdom = 12 empire = 12 hegemony = 12 } # Very similar to ai_accept, but ignores effects that are < 10 in value for brevity's sake ai_will_do = { base = 0 ## Legends modifier = { add = 25 exists = promoted_legend } modifier = { add = 25 promoted_legend = { legend_quality = mythical } } ## Gold modifier = { add = -100 debt_level >= 0 } modifier = { add = -50 gold <= major_gold_value } ## Personality modifier = { add = 25 has_trait = arrogant } } }