######################### #### UNITY DECISIONS #### ######################### # House Head decision - These are only available to the House Head ### Reinforce Army with Loyal Officers ### unity_reinforce_army_decision = { ai_check_interval_by_tier = { barony = 0 county = 72 duchy = 36 kingdom = 36 empire = 36 hegemony = 36 } picture = { reference = "gfx/interface/illustrations/decisions/fp3/antagonistic.dds" } is_invisible = yes sort_order = 60 desc = unity_reinforce_army_decision_desc cooldown = { years = 20 } is_shown = { government_has_flag = government_is_clan is_landed = yes exists = house } is_valid = { house = { has_house_unity_stage = antagonistic } is_house_head = yes } is_valid_showing_failures_only = { house = { has_house_unity_stage = antagonistic NOT = { has_house_unity_modifier = unity_antagonistic_maa_modifier } } is_house_head = yes } effect = { house = { add_house_unity_modifier = { modifier = unity_antagonistic_maa_modifier years = 10 } } } cost = { gold = { value = medium_gold_value } piety = { value = unity_major_decision_piety_cost add = { value = 20 multiply = { value = number_of_landed_house_members_value subtract = 1 # We don't want to add any extra for the first ruler } } } } ai_potential = { house ?= { # Don't bother unless you have a few landed house members who would benefit any_house_unity_member = { count >= 3 } } ai_has_warlike_personality = yes } ai_will_do = { base = 25 } } ### Enforce Intrigue Network ### unity_establish_network_decision = { ai_check_interval_by_tier = { barony = 0 county = 72 duchy = 36 kingdom = 36 empire = 36 hegemony = 36 } picture = { reference = "gfx/interface/illustrations/decisions/fp3/competitive.dds" } is_invisible = yes sort_order = 60 desc = unity_establish_network_decision_desc cooldown = { years = 20 } is_shown = { government_has_flag = government_is_clan is_landed = yes exists = house } is_valid = { house = { has_house_unity_stage = competitive } is_house_head = yes } is_valid_showing_failures_only = { house = { has_house_unity_stage = competitive NOT = { has_house_unity_modifier = unity_competitive_spies_modifier } } is_house_head = yes } effect = { house = { add_house_unity_modifier = { modifier = unity_competitive_spies_modifier years = 10 } } } cost = { gold = { value = medium_gold_value } piety = { value = unity_major_decision_piety_cost add = { value = 20 multiply = { value = number_of_landed_house_members_value subtract = 1 # We don't want to add any extra for the first ruler } } } } ai_potential = { house ?= { # Don't bother unless you have a few landed house members who would benefit any_house_unity_member = { count >= 3 } } ai_has_cautious_personality = yes } ai_will_do = { base = 25 } } ### Improve Taxation ### unity_improve_taxation_decision = { ai_check_interval_by_tier = { barony = 0 county = 72 duchy = 36 kingdom = 36 empire = 36 hegemony = 36 } picture = { reference = "gfx/interface/illustrations/decisions/fp3/impassive.dds" } is_invisible = yes sort_order = 60 desc = unity_improve_taxation_decision_desc cooldown = { years = 20 } is_shown = { government_has_flag = government_is_clan is_landed = yes exists = house } is_valid = { house = { has_house_unity_stage = impassive } is_house_head = yes } is_valid_showing_failures_only = { house = { has_house_unity_stage = impassive NOT = { has_house_unity_modifier = unity_impassive_tax_modifier } } is_house_head = yes } effect = { house = { add_house_unity_modifier = { modifier = unity_impassive_tax_modifier years = 10 } } } cost = { piety = { value = unity_major_decision_piety_cost add = { value = 20 multiply = { value = number_of_landed_house_members_value subtract = 1 # We don't want to add any extra for the first ruler } } } } ai_potential = { house ?= { # Don't bother unless you have a few landed house members who would benefit any_house_unity_member = { count >= 3 } } ai_has_builder_or_pious_builder_personality = yes } ai_will_do = { base = 25 } } ### Send Bailiffs ### unity_send_bailiffs_decision = { ai_check_interval_by_tier = { barony = 0 county = 72 duchy = 36 kingdom = 36 empire = 36 hegemony = 36 } picture = { reference = "gfx/interface/illustrations/decisions/fp3/friendly.dds" } is_invisible = yes sort_order = 60 desc = unity_send_bailiffs_decision_desc cooldown = { years = 20 } is_shown = { government_has_flag = government_is_clan is_landed = yes exists = house } is_valid = { house = { has_house_unity_stage = friendly } is_house_head = yes } is_valid_showing_failures_only = { house = { has_house_unity_stage = friendly NOT = { has_house_unity_modifier = unity_friendly_bailiff_modifier } } is_house_head = yes } effect = { house = { add_house_unity_modifier = { modifier = unity_friendly_bailiff_modifier years = 10 } } } cost = { gold = { value = medium_gold_value } piety = { value = unity_major_decision_piety_cost add = { value = 20 multiply = { value = number_of_landed_house_members_value subtract = 1 # We don't want to add any extra for the first ruler } } } } ai_potential = { house ?= { # Don't bother unless you have a few landed house members who would benefit any_house_unity_member = { count >= 3 } } OR = { ai_has_warlike_personality = yes ai_has_economical_boom_personality = yes } } ai_will_do = { base = 25 } } ### Placate Vassals ### unity_placate_vassals_decision = { ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 36 kingdom = 36 empire = 36 hegemony = 36 } picture = { reference = "gfx/interface/illustrations/decisions/fp3/harmonious.dds" } is_invisible = yes sort_order = 60 desc = unity_placate_vassals_decision_desc cooldown = { years = 20 } is_shown = { government_has_flag = government_is_clan is_landed = yes exists = house } is_valid = { house = { has_house_unity_stage = harmonious } is_house_head = yes } is_valid_showing_failures_only = { house = { has_house_unity_stage = harmonious NOT = { has_house_unity_modifier = unity_harmonious_placation_modifier } } is_house_head = yes } effect = { house = { add_house_unity_modifier = { modifier = unity_harmonious_placation_modifier years = 10 } } } cost = { gold = { value = medium_gold_value } piety = { value = unity_major_decision_piety_cost add = { value = 20 multiply = { value = number_of_landed_house_members_value subtract = 1 # We don't want to add any extra for the first ruler } } } } ai_potential = { house ?= { # Don't bother unless you have a few landed house members who would benefit any_house_unity_member = { count >= 3 } } ai_has_warlike_personality = no } ai_will_do = { base = 20 } } ### Organize House Members for War ### unity_organize_house_for_war_decision = { ai_check_interval_by_tier = { barony = 0 county = 36 duchy = 36 kingdom = 12 empire = 12 hegemony = 12 } picture = { reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_sunder.dds" } is_invisible = yes sort_order = 60 desc = unity_organize_house_for_war_decision_desc cooldown = { years = 20 } is_shown = { government_has_flag = government_is_clan is_landed = yes exists = house } is_valid_showing_failures_only = { house = { NOT = { has_house_modifier = unity_house_focused_on_economy_modifier } # Cannot promote war while the house is focused on economy already OR = { has_house_unity_stage = antagonistic has_house_unity_stage = competitive } } is_house_head = yes } is_valid = { house = { OR = { has_house_unity_stage = antagonistic has_house_unity_stage = competitive } } is_house_head = yes } effect = { house = { add_house_modifier = { modifier = unity_house_organized_for_war_modifier years = 20 } } } cost = { piety = { value = unity_minor_decision_piety_cost } } ai_potential = { government_has_flag = government_is_clan ai_has_warlike_personality = yes } ai_will_do = { base = 20 } } ### Encourage House to Improve the Economy ### unity_encourage_house_economy_decision = { ai_check_interval_by_tier = { barony = 0 county = 72 duchy = 36 kingdom = 36 empire = 36 hegemony = 36 } picture = { reference = "gfx/interface/illustrations/decisions/fp3_decision_tax_collector.dds" } is_invisible = yes sort_order = 60 desc = unity_encourage_house_economy_decision_desc cooldown = { years = 20 } is_shown = { government_has_flag = government_is_clan is_landed = yes exists = house } is_valid_showing_failures_only = { house = { NOT = { has_house_modifier = unity_house_organized_for_war_modifier } # Cannot promote economy while the house is focused on war already OR = { has_house_unity_stage = friendly has_house_unity_stage = harmonious } } is_house_head = yes } is_valid = { house = { OR = { has_house_unity_stage = friendly has_house_unity_stage = harmonious } } is_house_head = yes } effect = { house = { add_house_modifier = { modifier = unity_house_focused_on_economy_modifier years = 20 } } } cost = { piety = { value = unity_minor_decision_piety_cost } } ai_potential = { ai_has_economical_boom_personality = yes } ai_will_do = { base = 20 } } ### Steer House Unity ### unity_steer_house_direction_decision = { ai_check_interval_by_tier = { barony = 0 county = 24 duchy = 24 kingdom = 24 empire = 24 hegemony = 24 } picture = { reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_foundation.dds" } #is_invisible = yes decision_group_type = house_unity sort_order = 1500 # We want the decision to be at the top of the list to make it real easy to find. cooldown = { years = 10 } is_shown = { government_has_flag = government_is_clan is_landed = yes exists = house } is_valid_showing_failures_only = { is_house_head = yes # Option localisation trigger_if = { limit = { scope:steer_unity_towards_harmonious = yes } custom_tooltip = { text = steer_unity_towards_harmonious_tt NOT = { house = { has_house_unity_stage = harmonious } } } } trigger_if = { limit = { scope:steer_unity_towards_antagonistic = yes } custom_tooltip = { text = steer_unity_towards_antagonistic_tt NOT = { house = { has_house_unity_stage = antagonistic } } } } } is_valid = { is_house_head = yes } widget = { gui = "decision_view_widget_unity_steer_house_direction" controller = decision_option_list_controller decision_to_second_step_button = "CHOOSE_UNITY_DIRECTION" show_from_start = yes ### Increase Unity item = { value = steer_unity_towards_harmonious is_valid = { custom_tooltip = { text = steer_unity_towards_harmonious_tt NOT = { house = { has_house_unity_stage = harmonious } } } } current_description = steer_unity_towards_harmonious_desc localization = steer_unity_towards_harmonious_name icon = "gfx/interface/icons/currencies/house_unity/harmonious.dds" ai_chance = { value = 100 if = { limit = { ai_wants_low_unity = yes } multiply = 0 } } } ### Decrease Unity item = { value = steer_unity_towards_antagonistic is_valid = { custom_tooltip = { text = steer_unity_towards_antagonistic_tt NOT = { house = { has_house_unity_stage = antagonistic } } } } current_description = steer_unity_towards_antagonistic_desc localization = steer_unity_towards_antagonistic_name icon = "gfx/interface/icons/currencies/house_unity/antagonistic.dds" ai_chance = { value = 100 if = { limit = { ai_wants_high_unity = yes } multiply = 0 } } } } effect = { if = { # Increase Unity limit = { scope:steer_unity_towards_harmonious = yes } house = { add_unity_value = { value = massive_unity_gain character = root desc = clan_unity_steer_direction_change.desc } } custom_tooltip = steer_unity_towards_harmonious_passive_gain_tt add_character_flag = { flag = steer_unity_towards_harmonious_passive_gain years = 10 } # Let's send notifications to relevant characters hidden_effect = { # Send a toast to yourself, as a confirmation that Unity changed send_interface_toast = { type = msg_house_unity_change_value title = steer_unity_towards_harmonious_toast desc = steer_unity_towards_harmonious_toast left_icon = root show_as_tooltip = { house = { add_unity_value = { value = massive_unity_gain character = root desc = clan_unity_steer_direction_change.desc } } } } # Send a notification (we don't want a toast here) to any other player within the house every_player = { limit = { house ?= root.house this != root } send_interface_message = { type = msg_house_unity_change_value title = steer_unity_notification_title desc = steer_unity_towards_harmonious_toast left_icon = root show_as_tooltip = { house = { add_unity_value = { value = massive_unity_gain character = root desc = clan_unity_steer_direction_change.desc } } } } } } } else_if = { # Decrease Unity limit = { scope:steer_unity_towards_antagonistic = yes } house = { add_unity_value = { value = massive_unity_loss character = root desc = clan_unity_steer_direction_change.desc } } custom_tooltip = steer_unity_towards_antagonistic_passive_loss_tt add_character_flag = { flag = steer_unity_towards_antagonistic_passive_loss years = 10 } # Let's send notifications to relevant characters hidden_effect = { # Send a toast to yourself, as a confirmation that Unity changed send_interface_toast = { type = msg_house_unity_change_value title = steer_unity_towards_antagonistic_toast desc = steer_unity_towards_antagonistic_toast left_icon = root show_as_tooltip = { house = { add_unity_value = { value = massive_unity_loss character = root desc = clan_unity_steer_direction_change.desc } } } } # Send a notification (we don't want a toast here) to any other player within the house every_player = { limit = { house ?= root.house this != root } send_interface_message = { type = msg_house_unity_change_value title = steer_unity_notification_title desc = steer_unity_towards_antagonistic_toast left_icon = root show_as_tooltip = { house = { add_unity_value = { value = massive_unity_loss character = root desc = clan_unity_steer_direction_change.desc } } } } } } } } cost = { piety = { value = unity_major_decision_piety_cost } } ai_potential = { highest_held_title_tier >= tier_county # Barons doesn't have to use the decision is_landed = yes exists = house } ai_will_do = { base = 20 # If unity is at max or min levels, increase the AI weight if they want to go in the opposite direction modifier = { OR = { ai_wants_high_unity = yes ai_wants_low_unity = yes } add = 40 } # If unity is at max or min levels, increase the AI weight if they want to go in the opposite direction modifier = { OR = { AND = { ai_wants_high_unity = yes OR = { house = { has_house_unity_stage = antagonistic } house = { has_house_unity_stage = competitive } } } AND = { ai_wants_low_unity = yes OR = { house = { has_house_unity_stage = harmonious } house = { has_house_unity_stage = friendly } } } } add = 40 } } } # General Unity decisions - These are available to all members of a House ### Search for Tax Collectors ### unity_search_for_administrators_decision = { ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 36 kingdom = 36 empire = 36 hegemony = 36 } picture = { reference = "gfx/interface/illustrations/decisions/fp3_decision_tax_collector.dds" } sort_order = 60 decision_group_type = house_unity desc = unity_search_for_administrators_decision_desc cooldown = { years = 10 } is_shown = { government_has_flag = government_is_clan is_landed = yes exists = house } is_valid = { } effect = { custom_tooltip = search_administors_decision.tt hidden_effect = { random_list = { 40 = { save_temporary_scope_value_as = { name = number_of_new_administrators value = 1 } } 40 = { save_temporary_scope_value_as = { name = number_of_new_administrators value = 2 } } 20 = { save_temporary_scope_value_as = { name = number_of_new_administrators value = 3 } } } while = { count = scope:number_of_new_administrators create_character = { template = administrator_character employer = root faith = root.faith culture = root.culture gender_female_chance = { if = { limit = { root.faith = { has_doctrine = doctrine_gender_male_dominated } } add = 0 } else_if = { limit = { root.faith = { has_doctrine = doctrine_gender_female_dominated } } add = 100 } else = { add = 50 } } save_scope_as = new_administrator } send_interface_message = { type = event_dynasty_good_with_text title = unity_search_for_administrators_decision.msg.t desc = unity_search_for_administrators_decision.msg.desc left_icon = scope:new_administrator } } } } cost = { # We give the AI some handicap here by making the decision free for them, but they only ever use it if they don't have any tax collectors at all gold = { value = 0 if = { limit = { has_treasury = no is_ai = no } add = minor_gold_value } } treasury = { value = 0 if = { limit = { has_treasury = yes is_ai = no } add = minor_gold_value } } piety = { value = 0 if = { limit = { is_ai = no } add = medium_piety_value } } } ai_potential = { government_has_flag = government_is_clan highest_held_title_tier >= tier_duchy any_tax_collector = { count <= 0 } any_vassal = { count >= 2 government_has_flag = government_is_clan } } ai_will_do = { base = 100 } } # FP3 Unity Decisions ### Demand Shared Army Logistics ### unity_improve_logistics_decision = { ai_check_interval_by_tier = { barony = 0 county = 72 duchy = 36 kingdom = 36 empire = 36 hegemony = 36 } picture = { reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_concession.dds" } is_invisible = yes sort_order = 60 desc = unity_improve_logistics_decision_desc cooldown = { years = 20 } is_shown = { has_fp3_dlc_trigger = yes culture = { has_cultural_pillar = heritage_iranian } government_has_flag = government_is_clan is_landed = yes exists = house } is_valid = { # We show the culture requirement here to tell the player why they have the decision available culture = { has_cultural_pillar = heritage_iranian } house = { OR = { has_house_unity_stage = antagonistic has_house_unity_stage = competitive } } is_house_head = yes } is_valid_showing_failures_only = { house = { OR = { has_house_unity_stage = antagonistic has_house_unity_stage = competitive } NOT = { has_house_unity_modifier = fp3_unity_improved_logistics_modifier } } is_house_head = yes } effect = { house = { add_house_unity_modifier = { modifier = fp3_unity_improved_logistics_modifier years = 10 } } } cost = { gold = { value = medium_gold_value } piety = { value = unity_major_decision_piety_cost add = { value = 20 multiply = { value = number_of_landed_house_members_value subtract = 1 # We don't want to add any extra for the first ruler } } } } ai_potential = { house ?= { # Don't bother unless you have a few landed house members who would benefit any_house_unity_member = { count >= 3 } } ai_has_warlike_personality = yes } ai_will_do = { base = 10 } } ### Promote Development ### unity_promote_development_decision = { ai_check_interval_by_tier = { barony = 0 county = 72 duchy = 36 kingdom = 36 empire = 36 hegemony = 36 } picture = { reference = "gfx/interface/illustrations/decisions/decision_golden_age.dds" } is_invisible = yes sort_order = 60 desc = unity_promote_development_decision_desc cooldown = { years = 20 } is_shown = { has_fp3_dlc_trigger = yes culture = { has_cultural_pillar = heritage_iranian } government_has_flag = government_is_clan is_landed = yes exists = house } is_valid = { # We show the culture requirement here to tell the player why they have the decision available culture = { has_cultural_pillar = heritage_iranian } house = { OR = { has_house_unity_stage = friendly has_house_unity_stage = harmonious } } is_house_head = yes } is_valid_showing_failures_only = { house = { OR = { has_house_unity_stage = friendly has_house_unity_stage = harmonious } NOT = { has_house_unity_modifier = fp3_unity_promoted_development_modifier } } is_house_head = yes } effect = { house = { add_house_unity_modifier = { modifier = fp3_unity_promoted_development_modifier years = 10 } } } cost = { gold = { value = medium_gold_value } piety = { value = unity_major_decision_piety_cost add = { value = 20 multiply = { value = number_of_landed_house_members_value subtract = 1 # We don't want to add any extra for the first ruler } } } } ai_potential = { house ?= { # Don't bother unless you have a few landed house members who would benefit any_house_unity_member = { count >= 3 } } ai_has_warlike_personality = no } ai_will_do = { base = 10 } } ### Consult House Members ### unity_consult_house_decision = { ai_check_interval_by_tier = { barony = 0 county = 72 duchy = 36 kingdom = 36 empire = 36 hegemony = 36 } picture = { reference = "gfx/interface/illustrations/decisions/decision_realm.dds" } is_invisible = yes sort_order = 60 desc = unity_consult_house_decision_desc is_shown = { government_has_flag = government_is_clan is_landed = yes exists = house } is_valid = { house = { has_house_unity_stage = impassive } } is_valid_showing_failures_only = { custom_tooltip = { text = unity_consult_house_decision.tt_cooldown NOT = { has_character_flag = fp3_consulted_house } } } effect = { custom_tooltip = unity_consult_house_decision.tt_house_council_bonus #custom_tooltip = unity_consult_house_decision.tt_no_unity_change custom_tooltip = unity_consult_house_decision.tt_lifetime add_character_flag = { flag = fp3_consulted_house } } cost = { piety = { value = unity_minor_decision_piety_cost } } ai_potential = { exists = house # AI has more than 1 house member that is their vassal/courtier (can serve as a councillor) house = { any_house_member = { count > 1 OR = { is_vassal_of = root is_courtier_of = root } } } } ai_will_do = { base = 20 # AI has more than 1 house member actively serving as a councillor modifier = { any_councillor = { count > 1 house ?= root.house } add = 100 } # Benefits AI to stack family buffs modifier = { culture = { has_cultural_parameter = close_family_better_councillors } add = 50 } } } ### Establish Futuwaa Lodges ### unity_establish_futuwaa_lodges_decision = { ai_check_interval_by_tier = { barony = 0 county = 72 duchy = 36 kingdom = 36 empire = 36 hegemony = 36 } picture = { reference = "gfx/interface/illustrations/decisions/fp3/competitive.dds" } is_invisible = yes sort_order = 60 desc = { desc = unity_establish_futuwaa_lodges_decision_desc_intro first_valid = { # "People" triggered_desc = { trigger = { OR = { AND = { has_dlc_feature = diverge_culture culture = { has_cultural_parameter = martial_custom_equal_combatant } } faith = { has_doctrine_parameter = combatant_can_be_either_gender_if_no_roco } has_character_modifier = ignores_gender_army_rules culture = { OR = { has_cultural_parameter = has_access_to_shieldmaidens has_cultural_parameter = high_prowess_ignores_knight_restrictions } } } } desc = people } # "Women" triggered_desc = { trigger = { OR = { AND = { has_dlc_feature = diverge_culture culture = { has_cultural_parameter = martial_custom_female_only_combatant } } faith = { has_doctrine_parameter = combatant_must_be_female_if_no_roco } } } desc = women } # "Men" triggered_desc = { trigger = { OR = { AND = { has_dlc_feature = diverge_culture culture = { has_cultural_parameter = martial_custom_male_only_combatant } } faith = { has_doctrine_parameter = combatant_must_be_male_if_no_roco } } } desc = loc_men } } desc = unity_establish_futuwaa_lodges_decision_desc_outro } cooldown = { years = 20 } is_shown = { government_has_flag = government_is_clan is_landed = yes exists = house exists = capital_province culture = { has_cultural_tradition = tradition_futuwaa } } is_valid = { house = { OR = { has_house_unity_stage = antagonistic has_house_unity_stage = competitive } } } effect = { save_scope_as = sponsor # For loc # Yup this nonsense is necessary, custom_tooltip does not support triggered_desc if = { limit = { OR = { AND = { has_dlc_feature = diverge_culture culture = { has_cultural_parameter = martial_custom_equal_combatant } } faith = { has_doctrine_parameter = combatant_can_be_either_gender_if_no_roco } has_character_modifier = ignores_gender_army_rules culture = { OR = { has_cultural_parameter = has_access_to_shieldmaidens has_cultural_parameter = high_prowess_ignores_knight_restrictions } } } } save_scope_as = any_combatants # This is relevant for a TT later on custom_tooltip = { text = unity_establish_futuwaa_lodges_decision.tt_people } } else_if = { limit = { OR = { AND = { has_dlc_feature = diverge_culture culture = { has_cultural_parameter = martial_custom_female_only_combatant } } faith = { has_doctrine_parameter = combatant_must_be_female_if_no_roco } } } save_scope_as = female_combatants custom_tooltip = { text = unity_establish_futuwaa_lodges_decision.tt_women } } else_if = { limit = { OR = { AND = { has_dlc_feature = diverge_culture culture = { has_cultural_parameter = martial_custom_male_only_combatant } } faith = { has_doctrine_parameter = combatant_must_be_male_if_no_roco } } } save_scope_as = male_combatants custom_tooltip = { text = unity_establish_futuwaa_lodges_decision.tt_men } } if = { limit = { exists = scope:any_combatants } custom_tooltip = { text = unity_establish_futuwaa_lodges_decision.tt_num_people } } else_if = { limit = { exists = scope:female_combatants } custom_tooltip = { text = unity_establish_futuwaa_lodges_decision.tt_num_women } } else_if = { limit = { exists = scope:male_combatants } custom_tooltip = { text = unity_establish_futuwaa_lodges_decision.tt_num_men } } add_character_modifier = { modifier = fp3_established_futuwaa_lodges_modifier years = 20 } add_character_flag = { flag = fp3_established_futuwaa_lodges years = 20 } create_story = story_cycle_futuwaa_lodges } cost = { piety = { value = unity_minor_decision_piety_cost } } ai_potential = { house.house_head ?= this government_has_flag = government_is_clan highest_held_title_tier >= tier_duchy } ai_will_do = { base = 50 } } ### Unity Educate Youth In Madrasas Decision ### unity_educate_youth_in_madrasas_decision = { ai_check_interval_by_tier = { barony = 0 county = 72 duchy = 36 kingdom = 12 empire = 12 hegemony = 12 } picture = { reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_secret_faith.dds" } is_invisible = yes sort_order = 60 title = { desc = unity_educate_youth_in_madrasas_decision.t_intro first_valid = { # Call them madrasas if our capital is advanced enough triggered_desc = { trigger = { capital_county ?= { development_level >= bad_development_level } } desc = unity_educate_youth_in_madrasas_decision.t_madrasas } # Otherwise just say that the youth are being educated in houses of worship desc = unity_educate_youth_in_madrasas_decision.t_houses_of_worship } } desc = { desc = unity_educate_youth_in_madrasas_decision_desc_intro first_valid = { # "People" triggered_desc = { trigger = { has_realm_law = equal_law } desc = people } # "Women" triggered_desc = { trigger = { OR = { has_realm_law = female_only_law has_realm_law = female_preference_law } } desc = women } # "Men" triggered_desc = { trigger = { OR = { has_realm_law = male_only_law has_realm_law = male_preference_law } } desc = loc_men } } desc = unity_educate_youth_in_madrasas_decision_desc_outro } cooldown = { years = 20 } is_shown = { government_has_flag = government_is_clan is_landed = yes exists = house exists = capital_province # Sanity check culture = { has_cultural_tradition = tradition_fp3_beacon_of_learning } } is_valid = { is_at_war = no house = { OR = { has_house_unity_stage = harmonious has_house_unity_stage = friendly } } } effect = { save_scope_as = sponsor # For loc # TT for who is educated # Yup this nonsense is necessary, custom_tooltip does not support triggered_desc if = { limit = { has_realm_law = equal_law } save_scope_as = realm_law_people # This is relevant for a TT later on custom_tooltip = { text = unity_educate_youth_in_madrasas_decision.tt_people } } else_if = { limit = { OR = { has_realm_law = female_only_law has_realm_law = female_preference_law } } save_scope_as = realm_law_women custom_tooltip = { text = unity_educate_youth_in_madrasas_decision.tt_women } } else_if = { limit = { OR = { has_realm_law = male_only_law has_realm_law = male_preference_law } } save_scope_as = realm_law_men custom_tooltip = { text = unity_educate_youth_in_madrasas_decision.tt_men } } if = { limit = { exists = scope:realm_law_people } custom_tooltip = { text = unity_educate_youth_in_madrasas_decision.tt_num_people } } else_if = { limit = { exists = scope:realm_law_women } custom_tooltip = { text = unity_educate_youth_in_madrasas_decision.tt_num_women } } else_if = { limit = { exists = scope:realm_law_men } custom_tooltip = { text = unity_educate_youth_in_madrasas_decision.tt_num_men } } add_character_modifier = { modifier = fp3_established_madrasas_modifier years = 20 } add_character_flag = { flag = fp3_educated_youth_in_madrasas years = 20 } create_story = story_cycle_madrasas } cost = { piety = { value = unity_minor_decision_piety_cost } } ai_potential = { house.house_head ?= this government_has_flag = government_is_clan highest_held_title_tier >= tier_duchy } ai_will_do = { base = 50 } }