###TRIGGER LIST #opposing_ai_values_trigger - Checks if one character has a positive value and another character has a negative value for the same ai value. #Needs TARGET and the name of the VALUE opposing_ai_values_trigger = { OR = { AND = { ai_$VALUE$ < 0 $TARGET$ = { ai_$VALUE$ > 0 } } AND = { ai_$VALUE$ > 0 $TARGET$ = { ai_$VALUE$ < 0 } } } } ai_has_warlike_personality = { OR = { AND = { has_trait = despoiler_of_byzantium any_held_title = { OR = { empire = title:e_byzantium empire = title:e_latin_empire } } } vassal_contract_has_flag = admin_ai_is_warlike # Admin vassals with the "Frontier" administration consider it their job to expand AND = { # The unity decision "Organize House Members for War" forces AI house members to adopt this stance exists = house house = { has_house_modifier = unity_house_organized_for_war_modifier } } AND = { # They are Detractors during the FP3 Struggle in the Unrest Phase any_character_struggle = { trigger_if = { limit = { is_struggle_type = persian_struggle } is_struggle_phase = struggle_persia_phase_unrest } trigger_else = { always = no } } has_trait = fp3_struggle_detractor } AND = { # Nomads are not 'unpredictable', they are Warlike instead government_has_flag = government_is_nomadic ai_has_cautious_personality = no economical_ai_guts_trigger = no } AND = { ai_boldness > 0 ai_greed >= 0 OR = { has_trait = wrathful has_trait = impatient has_trait = sadistic has_trait = ambitious has_trait = vengeful has_trait = zealous has_trait = irritable AND = { ai_boldness >= 50 ai_greed >= 50 } AND = { ai_boldness >= 25 ai_greed >= 100 } AND = { ai_boldness >= 100 ai_greed >= 25 } government_has_flag = government_is_tribal culture = { has_cultural_pillar = ethos_bellicose } } NOR = { ai_compassion >= 75 has_trait = compassionate has_trait = craven has_trait = calm faith = { has_doctrine_parameter = pacifist_opinion_active } culture = { has_cultural_parameter = reduced_cost_for_conversion_to_pacifist_faith } AND = { exists = house house = { has_house_modifier = unity_house_focused_on_economy_modifier } } vassal_contract_has_flag = admin_ai_is_builder } } # Or we're on the warpath. has_variable = imperial_expedition_charged } ai_has_conqueror_personality = no } ai_has_cautious_personality = { ai_boldness <= 0 OR = { has_trait = paranoid has_trait = craven AND = { ai_boldness <= -25 OR = { has_trait = patient has_trait = calm has_trait = content culture = { has_cultural_pillar = ethos_stoic } culture = { has_cultural_tradition = tradition_stalwart_defenders } } } } NOR = { has_trait = fickle has_trait = lunatic AND = { exists = house house = { OR = { has_house_modifier = unity_house_organized_for_war_modifier has_house_modifier = unity_house_focused_on_economy_modifier } } } AND = { # They are Detractors during the FP3 Struggle in the Unrest Phase any_character_struggle = { is_struggle_type = persian_struggle is_struggle_phase = struggle_persia_phase_unrest } has_trait = fp3_struggle_detractor } vassal_contract_has_flag = admin_ai_is_warlike vassal_contract_has_flag = admin_ai_is_builder } ai_has_conqueror_personality = no } ai_has_economical_boom_personality = { OR = { vassal_contract_has_flag = admin_ai_is_builder # Admin vassals with the "Civilian" administration consider it their job to improve the economy AND = { # The unity decision "Encourage House to Improve the Economy" forces AI house members to adopt this stance exists = house house = { has_house_modifier = unity_house_focused_on_economy_modifier } } AND = { economical_ai_guts_trigger = yes ai_has_warlike_personality = no } } ai_has_conqueror_personality = no } economical_ai_guts_trigger = { ai_boldness > 0 OR = { has_focus = stewardship_domain_focus # Only this focus, which is 33% of all stewardship focused characters in the world has_trait = calm has_trait = patient has_trait = diligent has_trait = generous has_trait = stubborn has_trait = profligate has_trait = improvident has_character_modifier = the_city_builder_modifier has_character_modifier = the_castle_builder_modifier has_character_modifier = the_temple_builder_modifier } NAND = { has_trait = greedy has_trait = impatient AND = { exists = house house = { has_house_modifier = unity_house_organized_for_war_modifier } } } } ai_wants_low_unity = { government_has_flag = government_is_clan # To actively decrease Unity, the AI needs the following personality OR = { AND = { OR = { has_trait_malicious_trigger = yes has_trait_dominant_trigger = yes } has_trait_submissive_trigger = no has_trait_benevolent_trigger = no } ai_has_warlike_personality = yes ai_has_conqueror_personality = yes has_character_flag = agenda_towards_escalation } } ai_wants_high_unity = { government_has_flag = government_is_clan # We'll make sure that the AI only wants to actively increase Unity if they have a matching personality OR = { AND = { OR = { has_trait_benevolent_trigger = yes has_trait_submissive_trigger = yes } has_trait_malicious_trigger = no } ai_has_economical_boom_personality = yes AND = { NOT = { has_trait = fp3_struggle_detractor } # House is the most recent Caliphs house exists = struggle:persian_struggle trigger_if = { limit = { exists = title:d_sunni.holder } house = title:d_sunni.holder.house } trigger_else = { house = title:d_sunni.previous_holder.house } } has_character_flag = agenda_towards_deescalation } # And to make sure the AI doesn't want to increase and decrease Unity at the same time ai_wants_low_unity = no } ai_has_conqueror_personality = { OR = { has_trait = conqueror has_trait = greatest_of_khans has_character_modifier = the_great_khan_modifier any_owned_story = { story_type = story_conqueror } } } ai_should_get_conqueror_bonuses = { AND = { OR = { has_game_rule = default_conquerors_bonuses has_game_rule = extreme_conquerors_bonuses has_game_rule = random_conquerors_bonuses has_game_rule = reduced_random_conquerors_bonuses } ai_has_conqueror_personality = yes } } ai_should_get_extreme_conqueror_bonuses = { AND = { has_character_modifier = ai_extreme_conqueror_modifier ai_has_conqueror_personality = yes } } ai_should_focus_on_building_in_their_capital = { is_landed = yes highest_held_title_tier >= tier_county ai_has_conqueror_personality = no NOT = { government_has_flag = government_is_nomadic } exists = capital_county exists = culture OR = { capital_county.title_province.free_building_slots > 0 AND = { culture = { has_innovation = innovation_ledger } capital_county.title_province.combined_building_level <= 4 } AND = { culture = { has_innovation = innovation_baliffs } capital_county.title_province.combined_building_level <= 6 } AND = { culture = { has_innovation = innovation_guilds } capital_county.title_province.combined_building_level <= 9 } AND = { culture = { has_innovation = innovation_cranes } capital_county.title_province.combined_building_level <= 12 } } }