#commission_legend_artifact_decision #clear_ground_for_legendary_building #isolate_capital_decision #isolate_family_decision ### Commission Legend Artifact ### commission_legend_artifact_decision = { picture = { reference = "gfx/interface/illustrations/decisions/decision_smith.dds" } cooldown = { days = standard_commission_artifact_cooldown_time } sort_order = 100 decision_group_type = major is_shown = { is_landed = yes highest_held_title_tier >= tier_county exists = capital_province has_dlc_feature = legends custom_tooltip = { text = commission_legend_artifact_decision_var_tt has_variable = finished_legend_var } } is_valid_showing_failures_only = { # Only valid for characters with an antiquaria OR chronicler custom_tooltip = { text = commision_legend_artifact_decision_court_positions_tt OR = { employs_court_position = antiquarian_court_position employs_court_position = chronicler_court_position } } custom_tooltip = { text = commision_legend_artifact_decision_disappearing_tt any_realm_province = { any_province_legend = { has_variable = my_legend_var } } } } cost = { gold = { if = { limit = { has_variable = finished_mythical_legend_var } value = 800 } else_if = { limit = { has_variable = finished_illustrious_legend_var } value = 600 } else = { value = 400 } if = { limit = { # Estate discount bonus domicile ?= { has_domicile_parameter = estate_reduce_commission_artifact_cost } } multiply = estate_reduce_commission_artifact_cost_value } } } effect = { if = { limit = { any_court_position_holder = { type = chronicler_court_position } } random_court_position_holder = { type = chronicler_court_position save_scope_as = chronicler } } if = { limit = { any_court_position_holder = { type = antiquarian_court_position } } random_court_position_holder = { type = antiquarian_court_position save_scope_as = chronicler } } # Explanatory Tooltip custom_tooltip = commission_legend_artifact_decision_effect hidden_effect = { trigger_event = ce1_decision_events.0001 } } ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 0 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 } ai_will_do = { base = 100 #AI should always create the book } } clear_ground_for_legendary_building = { picture = { reference = "gfx/interface/illustrations/decisions/decision_legend.dds" } decision_group_type = major sort_order = 100 is_shown = { exists = var:legendary_reward_location has_dlc_feature = legends is_landed = yes } is_valid_showing_failures_only = { custom_tooltip = { text = clear_ground_for_legendary_building_no_barony_tt any_held_title = { title_tier = barony title_province = { has_special_building_slot = no } is_capital_barony = yes holder = root is_leased_out = no } } } widget = { gui = "decision_view_widget_option_list_generic" controller = decision_option_list_controller decision_to_second_step_button = "CHOOSE_LEGENDARY_BUILDING" show_from_start = yes item = { # Shrine value = clear_ground_legendary_shrine is_valid = { custom_tooltip = { # The legend you finished is valid for a legendary shrine text = clear_ground_legendary_shrine_tt has_character_flag = legendary_shrine_flag } } current_description = clear_ground_legendary_shrine_desc localization = clear_ground_legendary_shrine icon = "gfx/interface/icons/building_types/icon_building_legendary_shrine.dds" flat = yes ai_chance = { value = 10 } } item = { # Statue value = clear_ground_legendary_statue is_valid = { custom_tooltip = { # The legend you finished is valid for a legendary statue text = clear_ground_legendary_statue_tt has_character_flag = legendary_statue_flag } } current_description = clear_ground_legendary_statue_desc localization = clear_ground_legendary_statue icon = "gfx/interface/icons/building_types/icon_building_legendary_statue.dds" flat = yes ai_chance = { value = 10 } } item = { # Palace value = clear_ground_legendary_palace is_valid = { custom_tooltip = { # The legend you finished is valid for a legendary palace text = clear_ground_legendary_palace_tt has_character_flag = legendary_palace_flag } } current_description = clear_ground_legendary_palace_desc localization = clear_ground_legendary_palace icon = "gfx/interface/icons/building_types/icon_building_legendary_palace.dds" flat = yes ai_chance = { value = 10 } } item = { # Watchtower value = clear_ground_legendary_watchtower is_valid = { custom_tooltip = { # The legend you finished is valid for a legendary watchtower text = clear_ground_legendary_watchtower_tt has_character_flag = legendary_watchtower_flag } } current_description = clear_ground_legendary_watchtower_desc localization = clear_ground_legendary_watchtower icon = "gfx/interface/icons/building_types/icon_building_legendary_watchtower.dds" flat = yes ai_chance = { value = 10 } } item = { # Hunting lodge value = clear_ground_legendary_hunting_lodge is_valid = { custom_tooltip = { # The legend you finished is valid for a legendary hunting_lodge text = clear_ground_legendary_hunting_lodge_tt has_character_flag = legendary_hunting_lodge_flag } } current_description = clear_ground_legendary_hunting_lodge_desc localization = clear_ground_legendary_hunting_lodge icon = "gfx/interface/icons/building_types/icon_building_legendary_hunting_grounds.dds" flat = yes ai_chance = { value = 10 } } } effect = { custom_tooltip = clear_ground_for_legendary_building_custom_tt switch = { trigger = yes scope:clear_ground_legendary_shrine = { set_variable = { name = clear_ground value = flag:legendary_shrine } } scope:clear_ground_legendary_palace = { set_variable = { name = clear_ground value = flag:legendary_palace } } scope:clear_ground_legendary_statue = { set_variable = { name = clear_ground value = flag:legendary_statue } } scope:clear_ground_legendary_watchtower = { set_variable = { name = clear_ground value = flag:legendary_watchtower } } scope:clear_ground_legendary_hunting_lodge = { set_variable = { name = clear_ground value = flag:legendary_hunting_lodge } } } open_view_data = { view = decision_detail data = decision:pick_legendary_barony_decision player = root } } ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 0 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 } ai_will_do = { base = 100 #AI should always reap rewards } } ### $clear_ground_for_legendary_building$ ### pick_legendary_barony_decision = { picture = { reference = "gfx/interface/illustrations/decisions/decision_legend.dds" } decision_group_type = major ai_goal = yes is_invisible = yes widget = { controller = create_holy_order barony_valid = { trigger_if = { limit = { exists = this } title_province = { has_special_building_slot = no } is_capital_barony = yes holder = scope:ruler is_leased_out = no } } } is_valid_showing_failures_only = { # Error suppressing has_variable = clear_ground } cost = { } effect = { send_interface_toast = { type = event_toast_effect_good title = clear_ground_for_legendary_building.toast switch = { trigger = root.var:clear_ground flag:legendary_shrine = { scope:barony.title_province ?= { add_special_building_slot = legendary_shrine } } flag:legendary_palace = { scope:barony.title_province ?= { add_special_building_slot = legendary_palace } } flag:legendary_statue = { scope:barony.title_province ?= { add_special_building_slot = legendary_statue } } flag:legendary_watchtower = { scope:barony.title_province ?= { add_special_building_slot = legendary_watchtower } } flag:legendary_hunting_lodge = { scope:barony.title_province ?= { add_special_building_slot = legendary_hunting_lodge } } } } hidden_effect = { remove_variable = clear_ground # Shift the legend protagonist to the province if = { limit = { exists = var:legendary_figure } scope:barony.title_province ?= { set_variable = { name = legendary_figure value = root.var:legendary_figure } } remove_variable = legendary_figure } # Cleanup if = { limit = { has_character_flag = legendary_shrine_flag } remove_character_flag = legendary_shrine_flag } if = { limit = { has_character_flag = legendary_statue_flag } remove_character_flag = legendary_statue_flag } if = { limit = { has_character_flag = legendary_palace_flag } remove_character_flag = legendary_palace_flag } if = { limit = { has_character_flag = legendary_watchtower_flag } remove_character_flag = legendary_watchtower_flag } if = { limit = { has_character_flag = legendary_hunting_lodge_flag } remove_character_flag = legendary_hunting_lodge_flag } if = { limit = { exists = var:legendary_reward_location } remove_variable = legendary_reward_location } } } ai_potential = { is_playable_character = yes } ai_will_do = { base = 200 } } ### Isolate Capital ### isolate_capital_decision = { picture = { reference = "gfx/interface/illustrations/decisions/decision_black_plague.dds" } decision_group_type = major sort_order = 100 title = { first_valid = { triggered_desc = { trigger = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } } desc = unisolate_capital_decision } desc = isolate_capital_decision } } desc = { first_valid = { triggered_desc = { trigger = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } } desc = unisolate_capital_decision_desc } desc = isolate_capital_decision_desc } } confirm_text = { first_valid = { triggered_desc = { trigger = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } } desc = unisolate_family_decision_confirm } desc = isolate_capital_decision_confirm } } is_shown = { is_landed = yes exists = capital_county highest_held_title_tier >= tier_county trigger_if = { limit = { is_ai = yes } OR = { any_held_title = { title_tier = county has_province_with_epidemic = { intensity = any } } capital_county = { any_neighboring_county = { any_county_province_epidemic = { count >= 1 } } } capital_county = { has_county_modifier = isolate_capital_decision_modifier } } } trigger_else = { OR = { realm_has_any_epidemic = { SIZE = 1 INTENSITY = minor } capital_county = { any_neighboring_county = { any_county_province_epidemic = { count >= 1 } } } capital_county = { has_county_modifier = isolate_capital_decision_modifier } } } } widget = { gui = "decision_view_widget_option_list_generic" controller = decision_option_list_controller decision_to_second_step_button = "SELECT_ACTION" show_from_start = yes item = { # Isolate your capital value = isolate_capital_decision is_valid = { capital_county ?= { NOT = { has_county_modifier = isolate_capital_decision_modifier } } custom_tooltip = { text = isolate_capital_decision_tt any_sub_realm_county = { has_province_with_epidemic = { intensity = any } } } } current_description = isolate_capital_decision_desc localization = isolate_capital_decision icon = "gfx/interface/icons/message_feed/plague.dds" ai_chance = { value = 100 } } item = { # End isolation of your capital value = unisolate_capital_decision is_valid = { custom_tooltip = { text = unisolate_capital_decision_tt exists = capital_county capital_county ?= { has_county_modifier = isolate_capital_decision_modifier } } } current_description = unisolate_capital_decision_desc localization = unisolate_capital_decision icon = "gfx/interface/icons/court_position_types/cave_hermit_court_position.dds" ai_chance = { value = 100 } } } cooldown = { days = 365 } effect = { if = { limit = { scope:isolate_capital_decision = yes } add_legitimacy_effect = { LEGITIMACY = minor_legitimacy_loss } capital_county = { add_county_modifier = { modifier = isolate_capital_decision_modifier years = 15 } } add_character_flag = { flag = ai_capital_isolation_cooldown years = 1 } } if = { limit = { scope:unisolate_capital_decision = yes } capital_county = { remove_county_modifier = isolate_capital_decision_modifier } } } ai_check_interval_by_tier = { barony = 0 county = 6 duchy = 6 kingdom = 6 empire = 6 hegemony = 6 } ai_potential = { NOT = { has_character_flag = ai_capital_isolation_cooldown } } ai_will_do = { base = 0 modifier = { add = 100 NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } } } modifier = { add = 100 NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } } has_trait = paranoid } modifier = { add = -50 NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } } has_trait = brave } modifier = { add = -50 NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } } has_trait = greedy } modifier = { add = -50 NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } } ai_rationality <= -50 } modifier = { add = 50 NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } } any_held_title = { title_tier = county has_province_with_epidemic = { intensity = any } } } modifier = { add = 50 NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } } any_held_title = { title_tier = county has_province_with_epidemic = { intensity >= major } } } modifier = { add = ai_rationality NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } } ai_rationality > 0 any_held_title = { title_tier = county has_province_with_epidemic = { intensity = any } } } modifier = { add = 100 capital_county = { has_county_modifier = isolate_capital_decision_modifier } NOT = { any_held_title = { title_tier = county has_province_with_epidemic = { intensity = any } } } } } } ### Enter Seclusion ### isolate_family_decision = { picture = { trigger = { tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes } reference = "gfx/interface/illustrations/decisions/disaster.dds" } picture = { reference = "gfx/interface/illustrations/decisions/decision_black_plague.dds" } decision_group_type = major sort_order = 100 title = { first_valid = { triggered_desc = { trigger = { has_character_modifier = isolating_modifier tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes } desc = unisolate_family_disaster_decision } triggered_desc = { trigger = { has_character_modifier = isolating_modifier } desc = unisolate_family_decision } triggered_desc = { trigger = { tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes } desc = isolate_family_disaster_decision } desc = isolate_family_decision } } desc = { first_valid = { triggered_desc = { trigger = { has_character_modifier = isolating_modifier tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes } desc = unisolate_family_disaster_decision_desc } triggered_desc = { trigger = { has_character_modifier = isolating_modifier } desc = unisolate_family_decision_desc } triggered_desc = { trigger = { tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes } desc = isolate_family_disaster_decision_desc } desc = isolate_family_decision_desc } } confirm_text = { first_valid = { triggered_desc = { trigger = { has_character_modifier = isolating_modifier tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes } desc = unisolate_family_disaster_decision_confirm } triggered_desc = { trigger = { has_character_modifier = isolating_modifier } desc = unisolate_family_decision_confirm } triggered_desc = { trigger = { tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes } desc = isolate_family_disaster_decision_confirm } desc = isolate_family_decision_confirm } } is_shown = { OR = { is_landed = yes any_held_title = { is_noble_family_title = yes } # Still exclude adventurers } OR = { has_character_modifier = isolating_modifier OR = { capital_county ?= { # Includes landless noble families OR = { # Own capital has_province_with_epidemic = { intensity = any } # Neighborng own capital any_neighboring_county = { has_province_with_epidemic = { intensity = any } } } } # Somewhere in realm any_sub_realm_county = { has_province_with_epidemic = { intensity = any } } } tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes } } ai_potential = { NOT = { has_character_flag = ai_unisolate_cooldown } OR = { has_character_modifier = isolating_modifier capital_county ?= { OR = { # Own capital has_province_with_epidemic = { intensity = any } # Neighboring own capital any_neighboring_county = { has_province_with_epidemic = { intensity = any } } } } # Somewhere in domain any_held_title = { title_tier = county has_province_with_epidemic = { intensity = any } } tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes } } widget = { gui = "decision_view_widget_option_list_generic" controller = decision_option_list_controller decision_to_second_step_button = "SELECT_ACTION" show_from_start = yes item = { # Isolate your family from disasters value = isolate_family_disaster_decision is_shown = { tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes } is_valid = { NOT = { has_character_modifier = isolating_modifier } OR = { is_landed = yes any_held_title = { is_noble_family_title = yes } # Still exclude adventurers } trigger_if = { limit = { exists = current_travel_plan } is_available_travelling_adult = yes } trigger_else = { custom_tooltip = { text = you_are_at_your_capital_tt exists = root.capital_province location = root.capital_province } trigger_if = { limit = { involved_activity.activity_location ?= capital_province } is_physically_able = yes } trigger_else = { is_available = yes } } custom_tooltip = { text = ai_unisolate_cooldown_tt NOT = { has_variable = isolating_cooldown_var } } } current_description = isolate_family_disaster_decision_desc localization = isolate_family_disaster_decision icon = "gfx/interface/icons/situation_types/natural_disaster_earthquake.dds" ai_chance = { value = 100 } } item = { # Isolate your family from epidemics value = isolate_family_decision is_shown = { OR = { capital_county ?= { OR = { # Own capital has_province_with_epidemic = { intensity = any } # Neighboring own capital any_neighboring_county = { has_province_with_epidemic = { intensity = any } } } } # Somewhere in realm any_sub_realm_county = { has_province_with_epidemic = { intensity = any } } } } is_valid = { NOT = { has_character_modifier = isolating_modifier } OR = { is_landed = yes any_held_title = { is_noble_family_title = yes } # Still exclude adventurers } custom_tooltip = { text = you_are_at_your_capital_tt exists = root.capital_province location = root.capital_province } is_available = yes custom_tooltip = { text = ai_unisolate_cooldown_tt NOT = { has_variable = isolating_cooldown_var } } } current_description = isolate_family_decision_desc localization = isolate_family_decision icon = "gfx/interface/icons/message_feed/plague.dds" ai_chance = { value = 100 } } item = { # Unisolate your family from disasters value = unisolate_family_decision is_valid = { has_character_modifier = isolating_modifier } current_description = unisolate_family_disaster_decision_desc localization = unisolate_family_disaster_decision icon = "gfx/interface/icons/court_position_types/cave_hermit_court_position.dds" ai_chance = { value = 100 } } } effect = { if = { limit = { scope:isolate_family_disaster_decision = yes } show_as_tooltip = { isolate_family_decision_effect = yes if = { limit = { capital_province ?= location } add_legitimacy_effect = { LEGITIMACY = minor_legitimacy_loss } } add_prestige = major_prestige_loss } hidden_effect = { set_variable = isolated_due_to_disaster trigger_event = natural_disaster.0110 } } else_if = { limit = { scope:isolate_family_decision = yes } show_as_tooltip = { isolate_family_decision_effect = yes add_legitimacy_effect = { LEGITIMACY = minor_legitimacy_loss } add_prestige = major_prestige_loss } hidden_effect = { trigger_event = epidemic_events.0100 } } else_if = { limit = { scope:unisolate_family_decision = yes has_variable = isolated_due_to_disaster } show_as_tooltip = { unisolate_family_decision_effect = yes } hidden_effect = { remove_variable = isolated_due_to_disaster trigger_event = natural_disaster.0111 } } else = { show_as_tooltip = { unisolate_family_decision_effect = yes } hidden_effect = { trigger_event = epidemic_events.0101 } } } ai_check_interval_by_tier = { barony = 0 county = 6 duchy = 6 kingdom = 6 empire = 6 hegemony = 6 } ai_will_do = { base = 0 modifier = { add = 100 NOT = { has_character_modifier = isolating_modifier } has_trait = paranoid } modifier = { add = -50 NOT = { has_character_modifier = isolating_modifier } has_trait = brave } modifier = { add = -50 NOT = { has_character_modifier = isolating_modifier } ai_rationality <= -50 } modifier = { add = 50 NOT = { has_character_modifier = isolating_modifier } any_held_title = { title_tier = county has_province_with_epidemic = { intensity = any } } } modifier = { add = 50 NOT = { has_character_modifier = isolating_modifier } any_held_title = { title_tier = county has_province_with_epidemic = { intensity >= major } } } modifier = { add = ai_rationality NOT = { has_character_modifier = isolating_modifier } ai_rationality > 0 any_held_title = { title_tier = county has_province_with_epidemic = { intensity = any } } } modifier = { add = 100 has_character_modifier = isolating_modifier NOR = { has_character_flag = ai_unisolate_cooldown # We keep you isolating for 1y capital_province = { # For barons to not exit too early any_province_epidemic = { } } any_held_title = { title_tier = county has_province_with_epidemic = { intensity = any } } tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes } } } }