### Convert to Local Culture ### convert_to_local_culture_decision = { picture = { reference = "gfx/interface/illustrations/decisions/decision_realm.dds" } desc = convert_to_local_culture_decision_desc selection_tooltip = convert_to_local_culture_decision_tooltip is_shown = { is_playable_character = yes primary_title.tier > tier_barony culture != capital_province.culture NAND = { is_ai = yes OR = { has_character_flag = converted_culture_this_lifetime has_character_flag = converted_culture_this_lifetime_ai } } NOT = { government_has_flag = government_is_landless_minority } } is_valid_showing_failures_only = { is_physically_able_adult = yes is_at_war = no custom_description = { text = can_only_change_culture_once NOT = { has_character_flag = converted_culture_this_lifetime } } } cost = { prestige = { value = convert_to_local_culture_base_cost if = { # Cheaper to convert to a hybrid culture made from your culture limit = { capital_province.culture = { any_parent_culture = { this = root.culture } } } multiply = 0.5 } # Similarities in culture if = { limit = { capital_province.culture = { has_same_culture_ethos = root.culture } } multiply = 0.75 } if = { limit = { capital_province.culture = { has_same_culture_heritage = root.culture } } multiply = 0.75 } if = { limit = { capital_province.culture = { has_same_culture_language = root.culture } } multiply = 0.5 } if = { limit = { NOT = { capital_province.culture = { has_same_culture_martial_tradition = root.culture } } } multiply = 1.25 } if = { limit = { culture = { has_cultural_parameter = expensive_convert_to_local_culture } } multiply = 3 } if = { limit = { culture = { has_cultural_parameter = cheaper_convert_to_local_culture } } multiply = 0.25 } else_if = { limit = { NOT = { government_has_flag = government_is_nomadic } has_trait = nomadic_philosophy } multiply = 0.25 } # Account for struggle phase. if = { limit = { is_struggle_parameter_active_cheaper_to_convert_to_struggle_culture_trigger = yes } multiply = 0.25 } # Make sure it's never dumb numbers. min = 25 } } effect = { if = { limit = { culture = { has_cultural_parameter = less_likely_to_culture_convert } OR = { has_trait = compassionate has_trait = gregarious has_trait = diligent has_trait = fickle has_trait = humble has_trait = trusting } } add_stress = medium_stress_gain } else_if = { limit = { culture = { has_cultural_parameter = less_likely_to_culture_convert } } add_stress = major_stress_gain } # # Struggle Catalysts # if = { # limit = { # any_character_struggle = { # involvement = involved # phase_has_catalyst = catalyst_convert_local_culture_faith # is_culture_involved_in_struggle = root.capital_province.culture # } # } # every_character_struggle = { # involvement = involved # activate_struggle_catalyst = { # catalyst = catalyst_convert_local_culture_faith # character = root # } # } # } convert_family_culture_and_notify_vassals_effect = { CONVERTER = root OLD_CULTURE = root.culture NEW_CULTURE = capital_province.culture } } ai_check_interval_by_tier = { barony = 0 county = 60 duchy = 60 kingdom = 60 empire = 60 hegemony = 60 } ai_potential = { is_playable_character = yes culture != capital_province.culture is_landless_adventurer = no } ai_will_do = { base = 3 modifier = { # If your liege is the same culture as your capital, better get on with it! This should combat scattered wrong-culture Counts and such. add = 77 capital_province.culture = liege.culture } modifier = { # Motivate vassals to assimilate if they are different culture from their liege. If they can't curry their liege's favor, better get the peasants on your side at least... add = 27 NOR = { culture = capital_province.culture culture = liege.culture } } # Reduced chance for every vassal who has your old culture modifier = { factor = { value = 1 every_vassal = { limit = { OR = { highest_held_title_tier = tier_kingdom highest_held_title_tier = tier_duchy AND = { root = { highest_held_title_tier = tier_duchy } primary_title.tier = tier_county } } culture = root.culture } add = -0.3 } } } modifier = { # This factor 0 is not misplaced; Loyal Subjects should not culture convert unless it's to a hybrid! factor = 0 top_liege != this exists = liege culture != liege.culture culture = { has_cultural_tradition = tradition_loyal_soldiers } } modifier = { # You're an independent count that has become landed somewhere, as you can't increase acceptance, it's best to assimilate. add = 200 top_liege = this primary_title.tier = tier_county domain_size <= 3 culture = { NOR = { has_cultural_parameter = easier_to_hybridize # Not for hybrid-loving cultures has_cultural_parameter = expensive_convert_to_local_culture # Nor staunch traditionalists } cultural_acceptance = { target = root.capital_province.culture value < 50 } } } modifier = { # Do convert to hybrids of your own culture add = 200 capital_province.culture = { is_hybrid_culture = yes any_parent_culture = { this = root.culture } } } # modifier = { # Farewell, norse culture (unless the player is running a norse empire) # add = 200 # OR = { # top_liege = this # AND = { # top_liege != this # NOT = { # any_liege_or_above = { # culture = culture:norse # } # } # } # } # culture = culture:norse # capital_province.culture = { # OR = { # this = culture:swedish # this = culture:norwegian # this = culture:danish # } # } # } # modifier = { # Iberian Struggle modifiers # any_character_struggle = { # involvement = involved # } # add = { # value = 0 # if = { # limit = { # any_character_struggle = { # phase_has_catalyst = catalyst_convert_local_culture_faith # } # has_character_flag = agenda_towards_escalation # } # add = -300 # } # else_if = { # Slight boost, so players can't exploit landing lots of characters to bump catalyst progress # limit = { # any_character_struggle = { # phase_has_catalyst = catalyst_convert_local_culture_faith # } # } # add = 20 # } # } # } modifier = { # If you're the same culture as your liege, and your Capital is in a Duchy with your culture in it, never convert factor = 0 top_liege != this exists = liege culture = liege.culture capital_province.duchy = { any_in_de_jure_hierarchy = { tier = tier_county any_county_province = { culture = root.culture } } } } modifier = { # If your capital borders a province with the correct culture, do not convert factor = 0 top_liege != this exists = liege culture = liege.culture capital_province.county = { any_neighboring_county = { any_county_province = { culture = root.culture } } } } modifier = { # If your liege is your parent, do not convert factor = 0 top_liege != this exists = liege culture = liege.culture OR = { liege = root.mother liege = root.father } } # # Some cultures should not assimilate to certain others # modifier = { # factor = 0 # has_culture = culture:andalusian # capital_province = { # culture = { has_cultural_pillar = heritage_iberian } # } # NOT = { # capital_province = { # culture = { # is_hybrid_culture = yes # any_parent_culture_or_above = { # this = root.culture # } # } # } # } # } # modifier = { # factor = 0 # culture = { has_cultural_pillar = heritage_iberian } # capital_province.culture = culture:andalusian # } # # Don't overwrite historically scripted developments # modifier = { # factor = 0 # OR = { # has_culture = culture:norman # has_culture = culture:english # } # capital_province.culture = culture:anglo_saxon # } # modifier = { # factor = 0 # has_culture = culture:turkish # capital_province = { # culture = { # OR = { # has_cultural_pillar = heritage_byzantine # has_cultural_pillar = heritage_caucasian # } # } # } # NOT = { # capital_province = { # culture = { # is_hybrid_culture = yes # any_parent_culture_or_above = { # this = root.culture # } # } # } # } # } # modifier = { # factor = 0 # has_culture = culture:turkish # primary_title.tier >= tier_empire # } # modifier = { # factor = 0 # OR = { # has_title = title:k_jerusalem # has_title = title:e_outremer # any_liege_or_above = { # OR = { # has_title = title:k_jerusalem # has_title = title:e_outremer # } # } # } # NOR = { # capital_province = { # Convert to Hybrids of your culture in the Holy Land # culture = { # is_hybrid_culture = yes # any_parent_culture_or_above = { # this = root.culture # } # } # } # AND = { # top_liege != this # exists = liege # capital_province.culture = liege.culture # } # } # } # modifier = { # factor = 0 # has_title = title:e_latin_empire # NOT = { # capital_province = { # culture = { # is_hybrid_culture = yes # any_parent_culture_or_above = { # this = root.culture # } # } # } # } # } # # Scots needs a bit of help to dominate as it did historically # modifier = { # factor = 0 # has_culture = culture:scottish # capital_province.culture = culture:gaelic # } # # Pictish should usually disappear # modifier = { # factor = 0 # has_culture = culture:gaelic # capital_province.culture = culture:pictish # } # Don't go back on a previous conversion modifier = { factor = 0 has_character_flag = converted_culture_this_lifetime } #Some traditions reeeallly don't like doing this modifier = { factor = 0.1 culture = { OR = { has_cultural_parameter = less_likely_to_culture_convert has_cultural_parameter = expensive_convert_to_local_culture } } } } } ### Have the Realm Embrace Local Traditions ### assimilate_local_traditions_decision = { picture = { reference = "gfx/interface/illustrations/decisions/fp1_decision_raise_runestone.dds" } sort_order = 75 desc = assimilate_local_traditions_decision_desc selection_tooltip = assimilate_local_traditions_decision_tooltip is_shown = { culture = culture:norse is_landed = yes primary_title.tier > tier_barony culture != capital_province.culture NAND = { is_ai = yes OR = { has_character_flag = converted_culture_this_lifetime has_character_flag = converted_culture_this_lifetime_ai } } } is_valid_showing_failures_only = { top_liege = this is_physically_able_adult = yes is_at_war = no custom_description = { text = can_only_change_culture_once NOT = { has_character_flag = converted_culture_this_lifetime } } capital_province = { NOT = { geographical_region = world_europe_north } } } cost = { prestige = { value = 300 if = { limit = { is_ai = yes capital_province = { geographical_region = world_europe_east } } multiply = 0 } # Account for struggle phase. if = { limit = { is_struggle_parameter_active_cheaper_to_convert_to_struggle_culture_trigger = yes } multiply = 0.25 } # Make sure it's never dumb numbers. min = 25 } } effect = { norse_assimilate_local_traditions_effect = { CONVERTER = root OLD_CULTURE = root.culture OLD_FAITH = root.faith NEW_CULTURE = capital_province.culture NEW_FAITH = capital_province.faith } } ai_check_interval_by_tier = { barony = 0 county = 60 duchy = 60 kingdom = 60 empire = 60 hegemony = 60 } ai_potential = { culture = culture:norse is_playable_character = yes culture != capital_province.culture } ai_will_do = { base = 100 # Don't do it too early modifier = { factor = 0 NOT = { primary_title.title_held_years > 30 } } # Don't do it if you're zealous modifier = { factor = 0 has_trait = zealous capital_province.faith != root.faith } # Historical Exceptions modifier = { add = 100 capital_province = { geographical_region = world_europe_east } } } }