### Commission Artifact ### commission_artifact_decision = { picture = { trigger = { culture = { has_graphical_east_asia_culture_group_trigger = yes } } reference = "gfx/interface/illustrations/decisions/tgp_retire.dds" } picture = { trigger = { government_has_flag = government_is_nomadic } reference = "gfx/interface/illustrations/event_scenes/mpo_hunt_steppe.dds" } picture = { reference = "gfx/interface/illustrations/decisions/decision_smith.dds" } cooldown = { days = standard_commission_artifact_cooldown_time } sort_order = 100 is_shown = { is_landed_or_landless_administrative = yes highest_held_title_tier >= tier_county exists = capital_province } is_valid_showing_failures_only = { # Only valid for characters with an antiquarian. employs_court_position = antiquarian_court_position trigger_if = { limit = { government_has_flag = government_is_nomadic } custom_tooltip = { text = commission_artifact_decision.nomad_requirements NOR = { has_character_modifier = mpo_artifact_material_modifier culture ?= { has_cultural_parameter = nomadic_metal_artifact_unlock } } } } } minimum_cost = { # Matches the cost defined in 00_inspirations.txt gold = { value = basic_fund_inspiration_cost if = { limit = { # Estate discount bonus domicile ?= { has_domicile_parameter = estate_reduce_commission_artifact_cost } } multiply = estate_reduce_commission_artifact_cost_value } else_if = { limit = { scope:commission_weapon ?= yes domicile ?= { has_domicile_parameter = cheaper_commission_weapon_artifact_parameter_1 } } multiply = estate_reduce_commission_artifact_cost_value } else_if = { limit = { scope:commission_armor ?= yes domicile ?= { has_domicile_parameter = cheaper_commission_armor_artifact_parameter_1 } } multiply = estate_reduce_commission_artifact_cost_value } else_if = { limit = { scope:commission_furniture ?= yes domicile ?= { has_domicile_parameter = cheaper_commission_furniture_artifact_parameter_1 } } multiply = estate_reduce_commission_artifact_cost_value } if = { limit = { confederation ?= { has_cohesion_level_parameter = any_member_commission_and_inspiration_reduced } } multiply = { value = 0.9 desc = CB_COHESION_PARAMETER_DISCOUNT } } if = { limit = { has_character_modifier = mpo_artifact_material_modifier } multiply = 0 } } } widget = { gui = "decision_view_widget_commission_artifact" controller = decision_option_list_controller decision_to_second_step_button = "COMMISSION_ARTIFACT_DECISION_NEXT_STEP_BUTTON" # Commission a Kris item = { value = commission_kris current_description = { desc = commission_artifact_decision_option_kris_desc } localization = { desc = commission_artifact_decision_option_kris } icon = "gfx/interface/icons/artifact/kris.dds" is_shown = { culture = { has_cultural_parameter = may_commission_kris } } ai_chance = { value = 0 if = { limit = { # Only make this choice if we don't already have an artifact of this type. NOT = { any_character_artifact = { has_variable = is_kris } } } add = 5000 } } } # Personal Artifacts are always valid to commission item = { value = commission_weapon current_description = { desc = commission_artifact_decision_option_weapon_desc } localization = { desc = commission_artifact_decision_option_weapon } icon = "gfx/interface/icons/artifact/artifact_sword.dds" ai_chance = { value = 0 if = { limit = { # Only make this choice if we don't already have an artifact of this type. NOT = { any_character_artifact = { artifact_slot_type = primary_armament } } } add = 100 } } } item = { value = commission_armor current_description = { desc = commission_artifact_decision_option_armor_desc } localization = { desc = commission_artifact_decision_option_armor } icon = "gfx/interface/icons/artifact/artifact_armor.dds" ai_chance = { value = 0 if = { limit = { # Only make this choice if we don't already have an artifact of this type. NOT = { any_character_artifact = { artifact_slot_type = armor } } } add = 100 } } } item = { value = commission_crown current_description = { desc = commission_artifact_decision_option_crown_desc } localization = { desc = commission_artifact_decision_option_crown } icon = "gfx/interface/icons/artifact/artifact_crown.dds" ai_chance = { value = 0 if = { limit = { # Only make this choice if we don't already have an artifact of this type. NOT = { any_character_artifact = { artifact_slot_type = helmet } } } add = 100 } } } item = { value = commission_regalia current_description = { desc = commission_artifact_decision_option_regalia_desc } localization = { desc = commission_artifact_decision_option_regalia } icon = "gfx/interface/icons/artifact/artifact_regalia.dds" is_valid = { trigger_if = { limit = { government_has_flag = government_is_nomadic } custom_tooltip = { text = commission_artifact_decision.nomad_requirements NOT = { has_character_modifier = mpo_artifact_material_modifier } } } } ai_chance = { value = 0 if = { limit = { # Only make this choice if we don't already have an artifact of this type. NOT = { any_character_artifact = { artifact_slot_type = regalia } } } add = 100 } } } # Court Artifacts only appear if you have the Royal Court DLC, and are only valid if you have an active Royal Court item = { value = commission_tapestry is_shown = { has_dlc_feature = royal_court } is_valid = { has_royal_court = yes trigger_if = { limit = { government_has_flag = government_is_nomadic } custom_tooltip = { text = commission_artifact_decision.nomad_requirements NOT = { has_character_modifier = mpo_artifact_material_modifier } } } } current_description = { desc = commission_artifact_decision_option_tapestry_desc } localization = { desc = commission_artifact_decision_option_tapestry } icon = "gfx/interface/icons/artifact/artifact_tapestry.dds" ai_chance = { value = 0 if = { limit = { has_royal_court = yes has_dlc_feature = court_artifacts # Only make this choice if we don't already have an artifact of this type. NOR = { any_character_artifact = { artifact_slot_type = wall_big } any_character_artifact = { artifact_slot_type = wall_small } } } add = 100 } } } item = { value = commission_furniture is_shown = { has_dlc_feature = royal_court } is_valid = { has_royal_court = yes trigger_if = { limit = { government_has_flag = government_is_nomadic } custom_tooltip = { text = commission_artifact_decision.nomad_requirements NOT = { has_character_modifier = mpo_artifact_material_modifier } } } } current_description = { desc = commission_artifact_decision_option_furniture_desc } localization = { desc = commission_artifact_decision_option_furniture } icon = "gfx/interface/icons/artifact/artifact_cabinet.dds" ai_chance = { value = 0 if = { limit = { has_royal_court = yes has_dlc_feature = court_artifacts # Only make this choice if we don't already have an artifact of this type. NOT = { any_character_artifact = { artifact_slot_type = sculpture } } } add = 100 } } } item = { value = commission_book is_shown = { has_dlc_feature = royal_court } is_valid = { has_royal_court = yes trigger_if = { limit = { government_has_flag = government_is_nomadic } custom_tooltip = { text = commission_artifact_decision.nomad_requirements NOT = { has_character_modifier = mpo_artifact_material_modifier } } } } current_description = { desc = commission_artifact_decision_option_book_desc } localization = { desc = commission_artifact_decision_option_book } icon = "gfx/interface/icons/artifact/artifact_book.dds" ai_chance = { value = 0 if = { limit = { has_royal_court = yes has_dlc_feature = court_artifacts # Only make this choice if we don't already have an artifact of this type. NOT = { any_character_artifact = { artifact_slot_type = book } } } add = 100 } } } #Alchemy isn't included here since that inspiration is much more tied to the pursuit of knowledge initiated by the inspired person } effect = { if = { limit = { any_court_position_holder = { type = antiquarian_court_position } } random_court_position_holder = { type = antiquarian_court_position save_scope_as = antiquarian } } # Explanatory Tooltips custom_tooltip = commission_artifact_decision_effect if = { limit = { has_dlc_feature = royal_court } custom_description_no_bullet = { text = commission_artifact_decision_warning_effect } } if = { limit = { any_pool_character = { province = root.capital_province has_no_particular_noble_roots_trigger = yes is_available_healthy_ai_adult = yes NOR = { exists = inspiration has_trait = peasant_leader } } } random_pool_character = { province = root.capital_province limit = { has_no_particular_noble_roots_trigger = yes is_available_healthy_ai_adult = yes NOR = { exists = inspiration has_trait = peasant_leader } } save_scope_as = local_artisan hidden_effect = { add_character_modifier = local_artisan_modifier } } } else = { # Artisan Generation hidden_effect = { create_character = { template = local_artisan_template location = root.capital_province gender_female_chance = root_faith_dominant_gender_adjusted_female_chance save_scope_as = local_artisan } scope:local_artisan = { hidden_effect = { add_character_modifier = local_artisan_modifier } } } } hidden_effect = { if = { # Conditional exists to avoid false-positives during tooltip generation, but 'local_artisan' should always exist on execution! limit = { exists = scope:local_artisan } root = { add_courtier = scope:local_artisan } scope:local_artisan = { add_character_flag = local_artisan switch = { trigger = yes scope:commission_kris = { set_variable = { name = artifact_weapon_type value = flag:artifact_weapon_type_dagger } set_variable = is_inspiration_for_kris_dagger create_inspiration = weapon_inspiration } scope:commission_weapon = { create_inspiration = weapon_inspiration } scope:commission_armor = { set_variable = { name = force_armor value = flag:force_armor_true } create_inspiration = armor_inspiration } scope:commission_crown = { set_variable = { name = artifact_smith_type value = flag:smith_type_crown } create_inspiration = smith_inspiration } scope:commission_regalia = { set_variable = { name = artifact_smith_type value = flag:smith_type_regalia } create_inspiration = smith_inspiration } scope:commission_tapestry = { root = { trigger_event = fund_inspiration.0044 } } scope:commission_furniture = { create_inspiration = artisan_inspiration } scope:commission_book = { create_inspiration = book_inspiration } } if = { limit = { exists = inspiration } inspiration = { save_scope_as = this_inspiration } root = { sponsor_inspiration = scope:this_inspiration } } } } } #Mandala Creation Aspect if = { limit = { government_has_flag = government_is_mandala house = { has_house_aspiration_parameter = aspect_of_creation } is_house_head = yes } increment_variable_effect = { VAR = num_commissioned_artifacts VAL = 1 } } } ai_check_interval_by_tier = { barony = 0 county = 36 duchy = 36 kingdom = 36 empire = 36 hegemony = 36 } ai_potential = { is_at_war = no ai_greed < medium_positive_ai_value short_term_gold > ai_war_chest_desired_gold_value war_chest_gold >= halved_ai_war_chest_gold_maximum NOT = { has_variable = conqueror } ai_should_focus_on_building_in_their_capital = no } ai_will_do = { base = 100 modifier = { factor = 0 has_royal_court = yes any_character_artifact = { artifact_slot_type = primary_armament } any_character_artifact = { artifact_slot_type = armor } any_character_artifact = { artifact_slot_type = helmet } any_character_artifact = { artifact_slot_type = regalia } OR = { any_character_artifact = { artifact_slot_type = wall_big } any_character_artifact = { artifact_slot_type = wall_small } } any_character_artifact = { artifact_slot_type = sculpture } any_character_artifact = { artifact_slot_type = book } } modifier = { factor = 0 has_royal_court = no any_character_artifact = { artifact_slot_type = primary_armament } any_character_artifact = { artifact_slot_type = armor } any_character_artifact = { artifact_slot_type = helmet } any_character_artifact = { artifact_slot_type = regalia } } } }