################################################# # TRIGGER LIST # ################################################# eligible_for_mpo_nomad_legacy_trigger = { has_mpo_dlc_trigger = yes OR = { game_rule_unrestricted_dynasty_legacies_trigger = yes dynasty = { OR = { dynast = { government_has_flag = government_is_nomadic } has_dynasty_perk = mpo_nomad_legacy_1 } } } } valid_confederation_member_trigger = { is_playable_character = yes is_tributary = no is_landed = yes is_independent_ruler = yes is_alive = yes NOR = { has_trait = conqueror has_trait = greatest_of_khans is_at_war_with = $CHARACTER$ is_at_war_with = $CHARACTER$.top_liege custom_tooltip = { text = no_raiding_hostility_tt $CHARACTER$ = { is_causing_raid_hostility_towards = prev } } } highest_held_title_tier <= tier_duchy trigger_if = { limit = { government_has_flag = government_is_nomadic } custom_tooltip = { text = low_authority_tt OR = { has_realm_law = nomadic_authority_1 has_realm_law = nomadic_authority_2 } } } custom_tooltip = { OR = { government_has_flag = government_is_tribal government_has_flag = government_is_nomadic } text = is_nomadic_or_tribal_tt } is_confederation_member = no } confederation_foe_sub_trigger = { NOT = { is_allied_to = $CHARACTER$ } OR = { has_trait = conqueror has_trait = greatest_of_khans highest_held_title_tier >= tier_kingdom custom_tooltip = { text = call_for_confederation_decision_gurkhan is_gurkhan = yes } custom_tooltip = { text = considers_faith_evil_tt faith = { faith_hostility_level = { target = $CHARACTER$.faith value >= faith_evil_level } } } } trigger_if = { limit = { max_military_strength > 0 $CHARACTER$.max_military_strength > 0 } custom_tooltip = { text = superior_max_military_strength_tt confederation_worthy_foe_strength_ratio_value <= 0.5 } } } confederation_foe_trigger = { save_temporary_scope_as = confederate #NEED TO UPDATE CUSTOM TOOLTIP WHENEVER THESE TRIGGERS ARE CHANGED custom_tooltip = { text = confederation_threat_tt #I'M FRICKING SERIOUS ABOUT THAT OR = { #Threat is in same de jure kingdom as capital county capital_county = { kingdom = { any_de_jure_county = { holder.top_liege = { confederation_foe_sub_trigger = { CHARACTER = $CHARACTER$ } } } } } #Threat borders you or your tributaries any_land_neighboring_realm_with_tributaries_owner = { confederation_foe_sub_trigger = { CHARACTER = $CHARACTER$ } } #You border threat's direct tributaries any_land_neighboring_realm_with_tributaries_owner = { exists = suzerain suzerain = { confederation_foe_sub_trigger = { CHARACTER = $CHARACTER$ } } } #You border threat's lower level tributaries any_land_neighboring_realm_with_tributaries_owner = { is_tributary = yes top_suzerain = { confederation_foe_sub_trigger = { CHARACTER = $CHARACTER$ } } } } } } confederation_neighboring_foe_trigger = { save_temporary_scope_as = confederate is_confederation_member = no OR = { #Threat borders you or your tributaries any_land_neighboring_realm_with_tributaries_owner = { confederation_foe_sub_trigger = { CHARACTER = $CHARACTER$ } } #You border threat's direct tributaries any_land_neighboring_realm_with_tributaries_owner = { exists = suzerain suzerain = { confederation_foe_sub_trigger = { CHARACTER = $CHARACTER$ } } } #You border threat's lower level tributaries any_land_neighboring_realm_with_tributaries_owner = { is_tributary = yes top_suzerain = { confederation_foe_sub_trigger = { CHARACTER = $CHARACTER$ } } } } } mpo_important_beheaded_warrior_trigger = { OR = { scope:beheaded_warrior = { is_consort_of = root } scope:beheaded_warrior = { is_close_family_of = root } has_variable = beheaded_warrior_powerful_vassal AND = { has_variable = beheaded_warrior_accolade var:beheaded_warrior_accolade = { accolade_rank >= 5 } } } } mpo_keep_prisoners_heads_trigger = { OR = { faith.religion = faith:tengri_pagan.religion has_trait = greatest_of_khans has_trait = nomadic_philosophy } } mpo_valid_heir_friend_trigger = { age >= 12 opinion = { target = $CHARACTER$ value >= 50 } NOR = { is_at_war_with = $CHARACTER$ this = $CHARACTER$ this = $CHARACTER$.player_heir } NOT = { has_relation_blood_brother = $CHARACTER$.player_heir } custom_description = { text = not_friends_with_player_heir_tt NOR = { has_relation_friend = $CHARACTER$.player_heir has_relation_best_friend = $CHARACTER$.player_heir } } custom_description = { text = not_bad_relation_with_player_heir_tt NOT = { has_any_bad_relationship_with_character_trigger = { CHARACTER = $CHARACTER$.player_heir } } } is_imprisoned = no is_incapable = no OR = { custom_description = { text = is_nomadic_tt government_has_flag = government_is_nomadic } has_trait = nomadic_philosophy } highest_held_title_tier >= tier_county } mpo_overrunner_becomes_tribal_trigger = { scope:target = { any_de_jure_county = { holder.top_liege = scope:defender add_to_temporary_list = target_counties } } OR = { #Defender is tribal and holds title AND = { scope:target = { holder ?= scope:defender } scope:defender = { government_has_flag = government_is_tribal } } #Defender is tribal and all counties they hold are tribal AND = { scope:defender = { government_has_flag = government_is_tribal } any_in_list = { list = target_counties count >= all any_county_province = { OR = { has_holding_type = tribal_holding has_holding_type = nomad_holding has_holding_type = herder_holding } } } } #New capital county will be tribal trigger_if = { limit = { scope:target = { title_capital_county = { holder.top_liege = scope:defender } } } scope:target = { title_capital_county = { holder.top_liege = scope:defender any_county_province = { is_county_capital = yes OR = { has_holding_type = tribal_holding has_holding_type = nomad_holding has_holding_type = herder_holding } } } } } #New potential duchy capitals are tribal trigger_else_if = { limit = { scope:target = { any_direct_de_jure_vassal_title = { tier = tier_duchy title_capital_county = { holder.top_liege = scope:defender } } } } scope:target = { any_direct_de_jure_vassal_title = { count = all tier = tier_duchy title_capital_county = { holder.top_liege = scope:defender any_county_province = { is_county_capital = yes has_holding = yes NOR = { has_holding_type = tribal_holding has_holding_type = nomad_holding has_holding_type = herder_holding } } } } } } #Every county is tribal trigger_else = { scope:target = { any_de_jure_county = { count >= all holder.top_liege = scope:defender any_county_province = { is_county_capital = yes NOR = { has_holding_type = tribal_holding has_holding_type = nomad_holding has_holding_type = herder_holding } } } } } } } mpo_overrunner_becomes_clan_trigger = { scope:attacker = { OR = { #Personal reasons to go clan faith.religion = religion:islam_religion culture = { OR = { has_cultural_pillar = heritage_arabic has_cultural_pillar = heritage_iranian } } #Person you're taking from has clan and presence in target region scope:defender = { government_has_flag = government_is_clan scope:target = { holder ?= scope:defender } scope:target = { title_capital_county = { holder.top_liege = scope:defender OR = { culture = { has_cultural_pillar = heritage_arabic } culture = { has_cultural_pillar = heritage_iranian } faith.religion = religion:islam_religion } } } } #Solid islamic presence in target region trigger_if = { limit = { scope:defender = { any_realm_de_jure_duchy = { kingdom = scope:target title_capital_county = { holder.top_liege = scope:defender } } } } scope:defender = { any_realm_de_jure_duchy = { count = all kingdom = scope:target title_capital_county = { holder.top_liege = scope:defender OR = { culture = { has_cultural_pillar = heritage_arabic } culture = { has_cultural_pillar = heritage_iranian } faith.religion = religion:islam_religion } } } } } #Every county is islamic trigger_else = { scope:target = { any_de_jure_county = { count = all holder.top_liege = scope:defender OR = { culture = { has_cultural_pillar = heritage_arabic } culture = { has_cultural_pillar = heritage_iranian } faith.religion = religion:islam_religion } } } } } } } mpo_overrunner_becomes_tribal_desc_trigger = { any_in_list = { list = target_titles tier = tier_kingdom any_de_jure_county = { holder.top_liege = scope:defender add_to_temporary_list = target_counties } } OR = { #Defender is tribal and holds title AND = { any_in_list = { list = target_titles tier = tier_kingdom holder ?= scope:defender } scope:defender = { government_has_flag = government_is_tribal } } #Defender is tribal and all counties they hold are tribal AND = { scope:defender = { government_has_flag = government_is_tribal } any_in_list = { list = target_counties count >= all any_county_province = { OR = { has_holding_type = tribal_holding has_holding_type = nomad_holding has_holding_type = herder_holding } } } } #New capital county will be tribal trigger_if = { limit = { any_in_list = { list = target_titles tier = tier_kingdom title_capital_county = { holder.top_liege = scope:defender } } } any_in_list = { list = target_titles tier = tier_kingdom title_capital_county = { holder.top_liege = scope:defender any_county_province = { is_county_capital = yes OR = { has_holding_type = tribal_holding has_holding_type = nomad_holding has_holding_type = herder_holding } } } } } #New potential duchy capitals are tribal trigger_else_if = { limit = { any_in_list = { list = target_titles tier = tier_kingdom any_direct_de_jure_vassal_title = { tier = tier_duchy title_capital_county = { holder.top_liege = scope:defender } } } } any_in_list = { list = target_titles tier = tier_kingdom any_direct_de_jure_vassal_title = { count = all tier = tier_duchy title_capital_county = { holder.top_liege = scope:defender any_county_province = { is_county_capital = yes has_holding = yes NOR = { has_holding_type = tribal_holding has_holding_type = nomad_holding has_holding_type = herder_holding } } } } } } #Every county is tribal trigger_else = { any_in_list = { list = target_titles tier = tier_kingdom any_de_jure_county = { count >= all holder.top_liege = scope:defender any_county_province = { is_county_capital = yes NOR = { has_holding_type = tribal_holding has_holding_type = nomad_holding has_holding_type = herder_holding } } } } } } } mpo_overrunner_becomes_clan_desc_trigger = { scope:attacker = { OR = { #Personal reasons to go clan faith.religion = religion:islam_religion culture = { OR = { has_cultural_pillar = heritage_arabic has_cultural_pillar = heritage_iranian } } #Person you're taking from has clan and presence in target region scope:defender = { government_has_flag = government_is_clan any_in_list = { list = target_titles tier = tier_kingdom holder ?= scope:defender } any_in_list = { list = target_titles tier = tier_kingdom title_capital_county = { holder.top_liege = scope:defender OR = { culture = { has_cultural_pillar = heritage_arabic } culture = { has_cultural_pillar = heritage_iranian } faith.religion = religion:islam_religion } } } } #Solid islamic presence in target region trigger_if = { limit = { scope:defender = { any_realm_de_jure_duchy = { kingdom = { is_in_list = target_titles } title_capital_county = { holder.top_liege = scope:defender } } } } scope:defender = { any_realm_de_jure_duchy = { count = all kingdom = { is_in_list = target_titles } title_capital_county = { holder.top_liege = scope:defender OR = { culture = { has_cultural_pillar = heritage_arabic } culture = { has_cultural_pillar = heritage_iranian } faith.religion = religion:islam_religion } } } } } #Every county is islamic trigger_else = { any_in_list = { list = target_titles tier = tier_kingdom any_de_jure_county = { count = all holder.top_liege = scope:defender OR = { culture = { has_cultural_pillar = heritage_arabic } culture = { has_cultural_pillar = heritage_iranian } faith.religion = religion:islam_religion } } } } } } } mpo_overrunning_willing_vassal_trigger = { is_ai = yes OR = { opinion = { target = liege value >= 50 } culture = liege.culture is_obedient_to = liege AND = { is_close_family_of = liege opinion = { target = liege value > 0 } } } highest_held_title_tier >= tier_county government_has_flag = government_is_nomadic highest_held_title_tier < tier_duchy NOT = { government_has_flag = government_is_herder } } is_tsagaan_sar = { scope:activity = { has_activity_option = { category = special_type option = feast_type_tsagaan_sar } } } has_eligible_artifact_trigger = { any_character_artifact = { artifact_can_be_gift_advance_trigger = yes count >= 2 } } can_gift_anything_trigger = { OR = { short_term_gold >= miniscule_gold_value AND = { domicile ?= { herd >= twenty_percent_herd_value } involved_activity.activity_host = { domicile ?= { herd < max_herd } } } has_eligible_artifact_trigger = yes } } mpo_valid_dead_husband_trigger = { government_has_flag = government_is_nomadic is_married = yes is_male = yes primary_spouse = { is_adult = yes NOR = { is_imprisoned = yes has_contagious_deadly_disease_trigger = yes has_trait = incapable is_ruler = yes has_trait = celibate has_trait = devoted } save_temporary_scope_as = widow } trigger_if = { limit = { is_ruler = yes } OR = { NOT = { exists = primary_heir } primary_heir = { is_ai = yes } primary_heir = { mpo_valid_widow_marrier_trigger = yes } } } } mpo_valid_widow_marrier_trigger = { #Is a playable character or primary_heir OR = { root.primary_heir ?= this AND = { highest_held_title_tier >= tier_county is_playable_character = yes OR = { #Root is wandering landless root = { is_ruler = no NOT = { exists = liege } } #Is root's liege root.liege ?= this #Is root's top liege root.top_liege ?= this #root has no primary heir NOT = { exists = root.primary_heir } #root's primary heir is not of house NOT = { exists = root.primary_heir.house } AND = { exists = root.house NOT = { root.house = root.primary_heir.house } } } } } OR = { has_trait = nomadic_philosophy culture = { has_cultural_pillar = heritage_mongolic } culture = { has_cultural_pillar = heritage_turkic } faith.religion = faith:tengri_pagan.religion } #Can have multiple wives or concubines faith = { OR = { has_doctrine = doctrine_polygamy has_doctrine = doctrine_concubines } } is_male = yes is_adult = yes NOR = { has_trait = celibate has_trait = eunuch has_trait = devoted } #Has a free slot for a wife or concubine OR = { allowed_more_spouses = yes allowed_more_concubines = yes } #Can marry the widow NOT = { relation_with_character_is_incestuous_in_my_faith_trigger = { CHARACTER = scope:widow } } } mpo_nomads_camel_culture_trigger = { culture = { OR = { has_cultural_tradition = tradition_dryland_dwellers has_cultural_tradition = tradition_warriors_of_the_dry has_cultural_tradition = tradition_desert_ribat has_cultural_tradition = tradition_desert_nomads has_cultural_tradition = tradition_fp3_irrigation_experts has_cultural_tradition = tradition_mubarizuns has_cultural_tradition = tradition_saharan_nomads } } } mpo_nomads_sheep_culture_trigger = { culture = { OR = { has_cultural_tradition = tradition_amharic_highlanders has_cultural_tradition = tradition_dryland_dwellers has_cultural_tradition = tradition_hill_dwellers has_cultural_tradition = tradition_mountain_homes has_cultural_tradition = tradition_highland_warriors has_cultural_tradition = tradition_mountaineers has_cultural_tradition = tradition_culinary_art has_cultural_tradition = tradition_festivities has_cultural_tradition = tradition_sacred_mountains has_cultural_tradition = tradition_himalayan_settlers has_cultural_tradition = tradition_ep3_indomitable_azatani has_cultural_tradition = tradition_caucasian_wolves has_cultural_tradition = tradition_fp3_irrigation_experts has_cultural_tradition = tradition_mountain_herding has_cultural_tradition = tradition_horn_mountain_skirmishing has_cultural_tradition = tradition_mountaineer_ruralism has_cultural_tradition = tradition_upland_skirmishing } } } mpo_nomads_hunting_culture_trigger = { culture = { OR = { has_cultural_tradition = tradition_forest_folk has_cultural_tradition = tradition_jungle_dwellers has_cultural_tradition = tradition_wetlanders has_cultural_tradition = tradition_forest_fighters has_cultural_tradition = tradition_jungle_warriors has_cultural_tradition = tradition_ep2_avid_falconers has_cultural_tradition = tradition_hunters has_cultural_tradition = tradition_sacred_groves has_cultural_tradition = tradition_sacred_hunts has_cultural_tradition = tradition_bush_hunting has_cultural_tradition = tradition_forest_wardens } } } mpo_nomads_horse_culture_trigger = { culture = { OR = { has_cultural_tradition = tradition_pastoralists has_cultural_tradition = tradition_hit_and_run has_cultural_tradition = tradition_vegetarianism has_cultural_tradition = tradition_ep3_audacious_cadets has_cultural_tradition = tradition_fp3_fierce_independence has_cultural_tradition = tradition_fp3_frontier_warriors has_cultural_tradition = tradition_ep3_indomitable_azatani has_cultural_tradition = tradition_caucasian_wolves has_cultural_tradition = tradition_hussar has_cultural_tradition = tradition_roman_legacy has_cultural_tradition = tradition_horse_breeder has_cultural_tradition = tradition_chivalry } } } is_similar_age_trigger = { $CHARACTER$ = { age >= root.age_minus_ten age <= root.age_plus_ten } } mpo_lower_nomad_authority_trigger = { OR = { AND = { has_realm_law = nomadic_authority_1 $CHARACTER$ = { OR = { has_realm_law = nomadic_authority_2 has_realm_law = nomadic_authority_3 has_realm_law = nomadic_authority_4 has_realm_law = nomadic_authority_5 } } } AND = { has_realm_law = nomadic_authority_2 $CHARACTER$ = { OR = { has_realm_law = nomadic_authority_3 has_realm_law = nomadic_authority_4 has_realm_law = nomadic_authority_5 } } } AND = { has_realm_law = nomadic_authority_3 $CHARACTER$ = { OR = { has_realm_law = nomadic_authority_4 has_realm_law = nomadic_authority_5 } } } AND = { has_realm_law = nomadic_authority_4 $CHARACTER$ = { has_realm_law = nomadic_authority_5 } } } } mpo_can_recruit_nomad_maa_trigger = { OR = { government_has_flag = government_is_nomadic has_trait = nomadic_philosophy } } mpo_can_recruit_nomad_heavy_cavalry_maa_trigger = { OR = { AND = { government_has_flag = government_is_nomadic has_realm_law_flag = unlock_maa_nomad_lancers } AND = { NOT = { government_has_flag = government_is_nomadic } has_trait = nomadic_philosophy } } } can_have_tributaries_trigger = { has_realm_law_flag = can_have_tributaries is_independent_ruler = yes NOT = { government_has_flag = government_is_herder } } can_get_tributaries_peacefully_trigger = { can_have_tributaries_trigger = yes OR = { government_allows = obedience # nomads and steppe admins AND = { government_has_flag = government_is_celestial highest_held_title_tier = tier_hegemony } government_has_flag = government_is_mandala } } mpo_valid_for_blood_brotherhood_trigger = { OR = { government_has_flag = government_is_nomadic has_trait = nomadic_philosophy } } mpo_can_be_blood_brothers_trigger = { #If one is a child, the other must be a child trigger_if = { limit = { $CHARACTER_1$ = { is_adult = no } } $CHARACTER_1$ = { is_adult = yes } } trigger_if = { limit = { $CHARACTER_2$ = { is_adult = no } } $CHARACTER_2$ = { is_adult = yes } } #They can't be related enough to be allies NOR = { #Ruler is married to other ruler. $CHARACTER_1$ = { is_spouse_of = $CHARACTER_2$ } #Ruler is relative of other ruler $CHARACTER_1$ = { is_parent_of = $CHARACTER_2$ } $CHARACTER_1$ = { is_grandparent_of = $CHARACTER_2$ } $CHARACTER_1$ = { is_great_grandparent_of = $CHARACTER_2$ } $CHARACTER_1$ = { is_child_of = $CHARACTER_2$ } $CHARACTER_1$ = { is_grandchild_of = $CHARACTER_2$ } $CHARACTER_1$ = { is_great_grandchild_of = $CHARACTER_2$ } $CHARACTER_1$ = { is_uncle_or_aunt_of = $CHARACTER_2$ } $CHARACTER_1$ = { is_nibling_of = $CHARACTER_2$ } $CHARACTER_1$ = { is_sibling_of = $CHARACTER_2$ } } # We can't do most of the standard checks for can_set_relation_best_friend_trigger, but we do the relevant ones individually. custom_tooltip = { text = make_blood_brother_interaction.tt.already_blood_brothers $CHARACTER_1$ = { NOT = { has_relation_blood_brother = $CHARACTER_2$ } } } trigger_if = { limit = { NOT = { $CHARACTER_1$ = { has_relation_blood_brother = $CHARACTER_2$ } } } custom_tooltip = { text = make_blood_brother_interaction.tt.actor_has_blood_brother $CHARACTER_1$ = { num_of_relation_blood_brother = 0 } } } trigger_if = { limit = { NOT = { $CHARACTER_2$ = { has_relation_blood_brother = $CHARACTER_1$ } } } custom_tooltip = { text = make_blood_brother_interaction.tt.recipient_has_blood_brother $CHARACTER_2$ = { num_of_relation_blood_brother = 0 } } } trigger_if = { limit = { $CHARACTER_1$ = { is_at_war = yes } } $CHARACTER_1$ = { NOR = { is_at_war_with = $CHARACTER_2$ custom_tooltip = { text = make_blood_brother_at_war_with_recipient_ally any_war_enemy = { is_allied_to = $CHARACTER_2$ } } } } } trigger_if = { limit = { $CHARACTER_2$ = { is_at_war = yes } } $CHARACTER_2$ = { NOR = { is_at_war_with = $CHARACTER_1$ custom_tooltip = { text = make_blood_brother_at_war_with_actor_ally any_war_enemy = { is_allied_to = $CHARACTER_1$ } } } } } #Can only do intergender if gender laws are equal or both are rulers trigger_if = { limit = { OR = { AND = { $CHARACTER_1$ = { is_male = yes } $CHARACTER_2$ = { is_female = yes } } AND = { $CHARACTER_2$ = { is_male = yes } $CHARACTER_1$ = { is_female = yes } } } $CHARACTER_1$.faith = { NOT = { has_doctrine_parameter = gender_equal_law } } } custom_tooltip = { text = make_blood_brother_interaction_intergender_req AND = { $CHARACTER_1$ = { is_ruler = yes } $CHARACTER_2$ = { is_ruler = yes } } } } } mpo_blood_brother_common_enemy_sub_trigger = { NOR = { this = scope:recipient this = scope:actor } OR = { #Rival of common foe has_relation_rival = scope:recipient #Is at war with common foe, you're not involved AND = { NOT = { has_variable = rebel_leader_peasants } save_temporary_scope_as = root_temp any_character_war = { is_war_leader = scope:root_temp is_war_leader = scope:recipient } } #Is in a faction against common foe any_targeting_faction = { any_faction_member = { this = scope:recipient } } #common foe is in a faction against recipient AND = { is_independent_ruler = no save_temporary_scope_as = rival_temp liege ?= { any_targeting_faction = { any_faction_member = { this = scope:rival_temp } } } } #Recipient is title claimant against common foe any_held_title = { save_temporary_scope_as = title_temp scope:recipient = { has_claim_on = scope:title_temp } NOT = { scope:actor = { has_claim_on = scope:title_temp } } } #common foe is title claimant against recipient any_claim = { save_temporary_scope_as = claim_temp holder ?= scope:recipient NOT = { scope:actor = { has_claim_on = scope:claim_temp } } } #Has house feud with common foe's house AND = { exists = house.house_head exists = scope:recipient.house exists = scope:actor.house NOR = { house = scope:actor.house house = scope:recipient.house scope:actor.house = scope:recipient.house } house = { any_house_relation = { has_house_relation_level = feud any_relation_house = { this = scope:recipient.house } } } } } } mpo_blood_brother_common_enemy_trigger = { scope:actor = { OR = { #You have a rival that recipient is also opposed to any_relation = { type = rival mpo_blood_brother_common_enemy_sub_trigger = yes } #You are at war with someone that recipient is also opposed to any_war_enemy = { NOT = { has_variable = rebel_leader_peasants } any_character_war = { is_war_leader = prev is_war_leader = scope:actor } mpo_blood_brother_common_enemy_sub_trigger = yes } #You are in a faction against someone that recipient is also opposed to liege ?= { any_targeting_faction = { any_faction_member = { this = scope:actor } } mpo_blood_brother_common_enemy_sub_trigger = yes } #You have a faction member that recipient is also opposed to any_targeting_faction = { any_faction_member = { mpo_blood_brother_common_enemy_sub_trigger = yes } } #You have a title claimant that recipient is also opposed to any_held_title = { NOT = { scope:recipient = { has_claim_on = prev } } any_claimant = { mpo_blood_brother_common_enemy_sub_trigger = yes } } #You are a title claimant against someone recipient is also opposed to any_claim = { exists = holder NOT = { scope:recipient = { has_claim_on = prev } } holder = { mpo_blood_brother_common_enemy_sub_trigger = yes } } #You have a house feud against someone recipient is also opposed to AND = { exists = house.house_head exists = scope:recipient.house NOT = { house = scope:recipient.house } house = { any_house_relation = { has_house_relation_level = feud any_relation_house = { house_head = { mpo_blood_brother_common_enemy_sub_trigger = yes } } } } } } } } mpo_blood_brother_reason_memory_trigger = { OR = { has_memory_type = was_adopted has_memory_type = adopted_a_child has_memory_type = friend_granted_my_claim has_memory_type = match_made has_memory_type = completed_pilgrimage_friend has_memory_type = noble_family_adopted has_memory_type = was_noble_family_adopted has_memory_type = adventurer_family_adopted has_memory_type = was_adventurer_family_adopted has_memory_type = saved_someone_from_a_bull_memory has_memory_type = knight_sacrificed_memory has_memory_type = saved_from_assault_memory has_memory_type = forgave_and_released_prisoner_memory has_memory_type = rescued_fallen_victim_memory has_memory_type = nice_fishing_trip has_memory_type = reading_aid has_memory_type = supported_illiterate has_memory_type = lost_my_addiction_memory has_memory_type = friend_despite_rivalry has_memory_type = witnessed_death_battle_good_killer has_memory_type = cared_for_by_host has_memory_type = hostage_oath_of_friendship has_memory_type = procured_estate_memory has_memory_type = evangelized_memory has_memory_type = was_evangelized_memory has_memory_type = pledged_marriage } } mpo_ideal_common_foe_trigger = { trigger_if = { limit = { highest_held_title_tier >= tier_kingdom } reverse_opinion = { target = scope:actor value <= 60 } } trigger_else = { highest_held_title_tier >= tier_duchy reverse_opinion = { target = scope:actor value <= 20 } } } mpo_blood_brother_august_trigger = { prestige_level >= $OTHER_BROTHER$.prestige_level OR = { prestige_level >= 4 highest_held_title_tier >= tier_kingdom has_realm_law = nomadic_authority_4 has_realm_law = nomadic_authority_5 } OR = { highest_held_title_tier > $OTHER_BROTHER$.highest_held_title_tier AND = { OR = { has_realm_law = nomadic_authority_2 has_realm_law = nomadic_authority_3 has_realm_law = nomadic_authority_4 has_realm_law = nomadic_authority_5 } $OTHER_BROTHER$ = { has_realm_law = nomadic_authority_1 } } AND = { OR = { has_realm_law = nomadic_authority_3 has_realm_law = nomadic_authority_4 has_realm_law = nomadic_authority_5 } $OTHER_BROTHER$ = { has_realm_law = nomadic_authority_2 } } AND = { OR = { has_realm_law = nomadic_authority_4 has_realm_law = nomadic_authority_5 } $OTHER_BROTHER$ = { has_realm_law = nomadic_authority_3 } } AND = { has_realm_law = nomadic_authority_5 $OTHER_BROTHER$ = { has_realm_law = nomadic_authority_4 } } } } mpo_blood_brother_warrior_trigger = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = $OTHER_BROTHER$ } OR = { prowess >= monumentally_high_skill_rating AND = { prowess >= extremely_high_skill_rating OR = { has_trait = lifestyle_blademaster has_trait = education_martial_prowess_3 has_trait = education_martial_prowess_4 AND = { has_trait = tourney_participant OR = { has_trait_xp = { trait = tourney_participant value >= 50 track = foot } has_trait_xp = { trait = tourney_participant value >= 50 track = horse } has_trait_xp = { trait = tourney_participant value >= 50 track = bow } } } has_trait = berserker has_trait = sadistic has_trait = vengeful has_trait = brave has_trait = wrathful has_trait = aggressive_attacker has_trait = reaver } } martial >= extremely_high_skill_rating AND = { OR = { prowess >= very_high_skill_rating has_trait = education_martial has_lifestyle = martial_lifestyle } dread >= 60 } } } mpo_blood_brother_clever_trigger = { OR = { has_trait = intellect_good_3 has_trait = shrewd learning > extremely_high_skill_rating stewardship > extremely_high_skill_rating intrigue > extremely_high_skill_rating diplomacy > extremely_high_skill_rating } } mpo_blood_brother_loving_trigger = { ai_compassion > low_negative_ai_value OR = { has_trait = trusting has_trait = compassionate has_trait = generous has_trait = loyal has_trait = gregarious has_trait = forgiving has_trait = family_first } } has_bad_season_nomadic_capital_root_trigger = { any_county_situation_sub_region = { OR = { sub_region_current_phase = situation_steppe_white_zud_season sub_region_current_phase = situation_steppe_cold_zud_season sub_region_current_phase = situation_steppe_severe_drought_season sub_region_current_phase = situation_steppe_havsarsan_zud_season } } } has_zud_season_nomadic_capital_root_trigger = { any_character_situation = { OR = { any_situation_sub_region = { sub_region_current_phase = situation_steppe_white_zud_season situation_sub_region_has_county = root.capital_county } any_situation_sub_region = { sub_region_current_phase = situation_steppe_cold_zud_season situation_sub_region_has_county = root.capital_county } any_situation_sub_region = { sub_region_current_phase = situation_steppe_havsarsan_zud_season situation_sub_region_has_county = root.capital_county } } } } has_zud_season_in_county_trigger = { any_character_situation = { OR = { any_situation_sub_region = { sub_region_current_phase = situation_steppe_white_zud_season situation_sub_region_has_county = $COUNTY$ } any_situation_sub_region = { sub_region_current_phase = situation_steppe_cold_zud_season situation_sub_region_has_county = $COUNTY$ } any_situation_sub_region = { sub_region_current_phase = situation_steppe_havsarsan_zud_season situation_sub_region_has_county = $COUNTY$ } } } } has_bad_season_nomadic_capital_character_trigger = { any_character_situation = { OR = { any_situation_sub_region = { sub_region_current_phase = situation_steppe_white_zud_season situation_sub_region_has_county = $CHARACTER$.capital_county } any_situation_sub_region = { sub_region_current_phase = situation_steppe_cold_zud_season situation_sub_region_has_county = $CHARACTER$.capital_county } any_situation_sub_region = { sub_region_current_phase = situation_steppe_severe_drought_season situation_sub_region_has_county = $CHARACTER$.capital_county } any_situation_sub_region = { sub_region_current_phase = situation_steppe_havsarsan_zud_season situation_sub_region_has_county = $CHARACTER$.capital_county } } } } has_bad_season_in_county_trigger = { any_county_situation_sub_region = { OR = { sub_region_current_phase = situation_steppe_white_zud_season sub_region_current_phase = situation_steppe_cold_zud_season sub_region_current_phase = situation_steppe_severe_drought_season sub_region_current_phase = situation_steppe_havsarsan_zud_season } } } has_good_season_nomadic_capital_root_trigger = { any_character_situation = { OR = { any_situation_sub_region = { sub_region_current_phase = situation_steppe_abundant_grazing_season situation_sub_region_has_county = root.capital_county } any_situation_sub_region = { sub_region_current_phase = situation_steppe_warm_nights_season situation_sub_region_has_county = root.capital_county } any_situation_sub_region = { sub_region_current_phase = situation_steppe_sky_blessing_season situation_sub_region_has_county = root.capital_county } } } } has_good_season_nomadic_capital_character_trigger = { any_character_situation = { OR = { any_situation_sub_region = { sub_region_current_phase = situation_steppe_abundant_grazing_season situation_sub_region_has_county = $CHARACTER$.capital_county } any_situation_sub_region = { sub_region_current_phase = situation_steppe_warm_nights_season situation_sub_region_has_county = $CHARACTER$.capital_county } any_situation_sub_region = { sub_region_current_phase = situation_steppe_sky_blessing_season situation_sub_region_has_county = $CHARACTER$.capital_county } } } } has_good_season_in_county_trigger = { any_county_situation_sub_region = { OR = { sub_region_current_phase = situation_steppe_abundant_grazing_season sub_region_current_phase = situation_steppe_warm_nights_season sub_region_current_phase = situation_steppe_sky_blessing_season } } } great_steppe_not_in_sub_region_trigger = { situation:the_great_steppe ?= { NOT = { any_situation_sub_region = { situation_sub_region_has_geographical_region = geographical_region:$REGION$ } } } } is_gurkhan = { trigger_if = { limit = { exists = situation:the_great_steppe } this = situation:the_great_steppe.situation_top_herd } } mpo_permafrost_building_trigger = { trigger_if = { limit = { county = { has_county_modifier = mpo_siberian_permafrost_modifier } } culture ?= scope:holder.culture culture ?= { has_cultural_tradition = tradition_mpo_northern_tribes } } } has_raid_intent_protection = { scope:county.duchy = { any_in_de_jure_hierarchy = { tier = tier_county holder.top_liege = scope:county.holder.top_liege any_county_province = { has_building_with_flag = raid_protection_1 } } } } has_raid_intent_immunity = { scope:county.duchy = { any_in_de_jure_hierarchy = { tier = tier_county holder.top_liege = scope:county.holder.top_liege any_county_province = { has_building_with_flag = raid_protection_2 } } } } has_chaotic_succession_trigger = { # Used to set up right scopes for Important Action capital_county ?= { any_county_situation = { any_participant_group = { participant_group_type = nomad_rulers_capital } any_situation_sub_region = { save_temporary_scope_as = subregion } } } has_chaotic_succession_trigger_action = yes } has_chaotic_succession_trigger_action = { # Used in both Rules and Important Action save_temporary_scope_as = root_scope OR = { trigger_if = { limit = { exists = scope:subregion } custom_tooltip = { text = chaotic_succession_havsarsan_zud scope:subregion ?= { sub_region_current_phase = situation_steppe_havsarsan_zud_season } } } trigger_if = { limit = { mpo_current_disobedient_kurultai_value >= 1 } custom_tooltip = { text = chaotic_succession_disobedient_kurultai always = yes } } trigger_else = { custom_tooltip = { text = chaotic_succession_disobedient_kurultai_none always = no } } trigger_if = { limit = { OR = { NOT = { exists = cp:councillor_kurultai_1 } NOT = { exists = cp:councillor_kurultai_2 } NOT = { exists = cp:councillor_kurultai_3 } NOT = { exists = cp:councillor_kurultai_4 } } } custom_tooltip = { text = is_kurultai_succession_chaotic_empty_kurultai always = yes } } trigger_else = { custom_tooltip = { text = is_kurultai_succession_chaotic_empty_kurultai_none always = no } } } trigger_if = { limit = { any_held_title = { has_variable = chaotic_succession_protection } } custom_tooltip = { text = chaotic_succession_protection_tt NOT = { any_held_title = { has_variable = chaotic_succession_protection } } } } trigger_if = { limit = { primary_title ?= { has_title_law = confederation_elective_succession_law } } custom_tooltip = { text = chaotic_succession_protection_title_law_tt NOT = { primary_title ?= { has_title_law = confederation_elective_succession_law } } } } } mpo_de_jure_shifting_triggers = { NOR = { target_is_de_jure_liege_or_above = root.primary_title any_de_jure_county_holder = { NOR = { root = { is_liege_or_above_of = prev } is_tributary_of_suzerain_or_above = root top_liege = { is_tributary_of_suzerain_or_above = root } } } any_de_jure_county = { NOT = { any_county_situation = { any_participant_group = { participant_group_type = nomad_rulers_capital } } } } } any_title_to_title_neighboring_$UPPER_TIER$ = { this = root.primary_title } } vassal_grant_de_jure_shift_trigger = { tier >= tier_duchy tier = scope:secondary_actor.highest_held_title_tier NOR = { target_is_de_jure_liege_or_above = scope:recipient.primary_title any_de_jure_county = { any_county_situation = { any_participant_group = { participant_group_type = nomad_rulers_capital } } } any_de_jure_county_holder = { NOR = { any_liege_or_above = { this = scope:recipient } is_tributary_of_suzerain_or_above = scope:recipient top_liege = { is_tributary_of_suzerain_or_above = scope:recipient } } } } switch = { trigger = scope:secondary_actor.highest_held_title_tier tier_kingdom = { any_title_to_title_neighboring_kingdom = { this = scope:recipient.primary_title } } tier_duchy = { any_title_to_title_neighboring_kingdom = { this = scope:recipient.primary_title } } } } higher_dominance_trigger = { $FIRST_TARGET$ = { switch = { trigger = has_realm_law nomadic_authority_5 = { $SECOND_TARGET$ = { OR = { has_realm_law = nomadic_authority_4 has_realm_law = nomadic_authority_3 has_realm_law = nomadic_authority_2 has_realm_law = nomadic_authority_1 } } } nomadic_authority_4 = { $SECOND_TARGET$ = { OR = { has_realm_law = nomadic_authority_3 has_realm_law = nomadic_authority_2 has_realm_law = nomadic_authority_1 } } } nomadic_authority_3 = { $SECOND_TARGET$ = { OR = { has_realm_law = nomadic_authority_2 has_realm_law = nomadic_authority_1 } } } nomadic_authority_2 = { $SECOND_TARGET$ = { has_realm_law = nomadic_authority_1 } } } } } higher_or_equal_dominance_trigger = { $FIRST_TARGET$ = { switch = { trigger = has_realm_law nomadic_authority_5 = { $SECOND_TARGET$ = { OR = { has_realm_law = nomadic_authority_5 has_realm_law = nomadic_authority_4 has_realm_law = nomadic_authority_3 has_realm_law = nomadic_authority_2 has_realm_law = nomadic_authority_1 } } } nomadic_authority_4 = { $SECOND_TARGET$ = { OR = { has_realm_law = nomadic_authority_4 has_realm_law = nomadic_authority_3 has_realm_law = nomadic_authority_2 has_realm_law = nomadic_authority_1 } } } nomadic_authority_3 = { $SECOND_TARGET$ = { OR = { has_realm_law = nomadic_authority_3 has_realm_law = nomadic_authority_2 has_realm_law = nomadic_authority_1 } } } nomadic_authority_2 = { $SECOND_TARGET$ = { OR = { has_realm_law = nomadic_authority_2 has_realm_law = nomadic_authority_1 } } } nomadic_authority_2 = { $SECOND_TARGET$ = { has_realm_law = nomadic_authority_1 } } } } } #any_county scope county_ready_for_abuse_trigger = { uses_county_fertility = yes any_county_situation = { this = situation:the_great_steppe } holder = { is_ai = yes } NOR = { holder = root holder = situation:the_great_steppe.situation_top_herd has_county_modifier = mpo_paiza_abused_county_modifier } } mpo_nomad_invasion_war_ai_trigger = { OR = { has_realm_law = nomadic_authority_3 has_realm_law = nomadic_authority_4 has_realm_law = nomadic_authority_5 } is_independent_ruler = yes is_at_war = no gold > 0 NOT = { has_realm_law = uncrowned } OR = { #China is in division AND = { situation:dynastic_cycle ?= { situation_current_phase = situation_dynastic_cycle_phase_chaos } NOT = { exists = title:h_china.holder } capital_province = { geographical_region = world_steppe_east } } #Byzantium or China are actually somehow a viable target title:e_byzantium.holder ?= { in_diplomatic_range = $NOMAD$ NOR = { has_any_good_relationship_with_character_trigger = { CHARACTER = $NOMAD$ } is_allied_to = $NOMAD$ is_tributary_of = $NOMAD$ $NOMAD$ = { is_tributary_of_suzerain_or_above = prev } $NOMAD$ = { has_truce = prev } } #Fulfills strength comparison current_military_strength < $NOMAD$.seventy_percent_of_current_military_strength OR = { gold <= $NOMAD$.fifty_percent_of_current_gold current_military_strength <= $NOMAD$.forty_percent_of_current_military_strength } } title:h_china.holder ?= { in_diplomatic_range = $NOMAD$ NOR = { has_any_good_relationship_with_character_trigger = { CHARACTER = $NOMAD$ } is_allied_to = $NOMAD$ is_tributary_of = $NOMAD$ $NOMAD$ = { is_tributary_of_suzerain_or_above = prev } $NOMAD$ = { has_truce = prev } } #Fulfills strength comparison current_military_strength < $NOMAD$.seventy_percent_of_current_military_strength OR = { gold <= $NOMAD$.fifty_percent_of_current_gold current_military_strength <= $NOMAD$.forty_percent_of_current_military_strength } } # Havsaran zud? Leave the steppe! capital_county ?= { any_county_situation_sub_region = { sub_region_current_phase = situation_steppe_havsarsan_zud_season } } #Landless and heavily herded AND = { is_landed = no domicile.herd >= 8000 } #Family has held title without ascendance for a while AND = { ai_energy > low_negative_ai_value is_gurkhan = no sub_realm_size <= 30 domicile ?= { herd <= two_thirds_max_herd_value } exists = $NOMAD$.house primary_title = { previous_holder ?= { house ?= $NOMAD$.house } any_past_holder = { count >= 2 NOT = { this = $NOMAD$ } house ?= $NOMAD$.house trigger_if = { limit = { is_alive = no } time_since_death = { years <= 120 } } } } } #Is "pushed out" by stronger neighbor AND = { ai_vengefulness < low_positive_ai_value is_gurkhan = no any_neighboring_realm_with_tributaries_owner = { NOT = { is_tributary_of_suzerain_or_above = $NOMAD$ } OR = { #Is personally scary AND = { government_has_flag = government_is_nomadic seventy_percent_of_current_military_strength >= $NOMAD$.current_military_strength NOR = { is_allied_to = $NOMAD$ has_truce = $NOMAD$ } } #Suzerain is scary AND = { is_tributary = yes top_suzerain = { NOT = { this = $NOMAD$ } government_has_flag = government_is_nomadic seventy_percent_of_current_military_strength > $NOMAD$.current_military_strength NOR = { is_tributary_of = $NOMAD$ is_allied_to = $NOMAD$ has_truce = $NOMAD$ } } } } } } } } mpo_nomad_duchy_invasion_war_ai_trigger = { is_independent_ruler = yes is_at_war = no gold > 0 NOT = { has_realm_law = uncrowned } has_realm_law = nomadic_authority_2 OR = { #China is in division AND = { situation:dynastic_cycle ?= { situation_current_phase = situation_dynastic_cycle_phase_chaos } NOT = { exists = title:h_china.holder } } # Havsaran zud? Leave the steppe! capital_county ?= { any_county_situation_sub_region = { sub_region_current_phase = situation_steppe_havsarsan_zud_season } } #Landless and heavily herded AND = { is_landed = no domicile.herd >= 4000 } #Family has held title without ascendance for a while AND = { ai_energy >= 0 is_gurkhan = no sub_realm_size <= 3 domicile ?= { herd <= two_thirds_max_herd_value } exists = $NOMAD$.house primary_title = { previous_holder ?= { house ?= $NOMAD$.house } any_past_holder = { count >= 2 this != $NOMAD$ house ?= $NOMAD$.house OR = { is_alive = yes time_since_death = { years <= 120 } } } } } } }