#### Embrace Tengriism ### #embrace_tengriism_decision = { # picture = { # reference = "gfx/interface/illustrations/event_scenes/mpo_temple_steppe.dds" # } # decision_group_type = nomad_minor # desc = embrace_tengriism_decision_desc # selection_tooltip = embrace_tengriism_decision_tooltip # # is_shown = { # is_playable_character = yes # government_has_flag = government_is_nomadic # OR = { # culture = { has_cultural_pillar = heritage_mongolic } # culture = { has_cultural_pillar = heritage_turkic } # domicile.domicile_culture = { has_cultural_pillar = heritage_mongolic } # domicile.domicile_culture = { has_cultural_pillar = heritage_turkic } # } # NOT = { # faith = faith:tengri_pagan # } # #Cheaper to just switch to domicile's tengriism # trigger_if = { # limit = { # exists = domicile.domicile_faith # } # NOT = { domicile.domicile_faith = faith:tengri_pagan } # } # } # # is_valid_showing_failures_only = { # is_physically_able_adult = yes # is_at_war = no # custom_tooltip = { # text = not_of_a_steppe_faith_tt # NOT = { # religion = religion:tengrism_religion # } # } # } # # cost = { # piety = { # value = { # add = major_piety_value # if = { # Cost increases if you're reverting to pagan # limit = { # faith = { # NOT = { # has_doctrine_parameter = unreformed # } # } # } # multiply = 4 # } # } # } # } # # effect = { # root.domicile.domicile_culture = { save_scope_as = domicile_culture } # set_character_faith = faith:tengri_pagan # domicile = { # set_domicile_faith = faith:tengri_pagan # } # every_held_title = { # limit = { # tier = tier_county # is_landless_type_title = no # culture = scope:domicile_culture # } # set_county_faith = faith:tengri_pagan # } # # Spouses convert # every_spouse = { # limit = { # is_courtier_of = root # NOT = { faith = root.faith } # } # add_to_list = spouses_and_family_to_convert # } # # Family at court also convert # every_close_or_extended_family_member = { # limit = { # is_courtier_of = root # NOT = { faith = root.faith } # } # add_to_list = spouses_and_family_to_convert # } # every_in_list = { # list = spouses_and_family_to_convert # set_character_faith = faith:tengri_pagan # } # } # # ai_check_interval = 0 #} ### Spread [ROOT.Char.GetFaith.GetNameNoTooltip] to your People ### proselytize_to_your_people_decision = { picture = { reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_tribal.dds" } decision_group_type = nomad_minor desc = proselytize_to_your_people_decision_desc selection_tooltip = proselytize_to_your_people_decision_tooltip is_shown = { is_playable_character = yes government_has_flag = government_is_nomadic exists = domicile.domicile_faith NOT = { faith = domicile.domicile_faith } } is_valid_showing_failures_only = { is_physically_able_adult = yes is_at_war = no } cost = { piety = { value = { add = major_piety_value if = { # Cost increases if you're trying to revert to unreformed limit = { domicile.domicile_faith = { NOT = { has_doctrine_parameter = unreformed } } faith = { has_doctrine_parameter = unreformed } } multiply = 4 } } } } effect = { root.domicile.domicile_culture = { save_scope_as = domicile_culture } domicile = { set_domicile_faith = root.faith } stress_impact = { cynical = medium_stress_impact_gain } every_held_title = { limit = { tier = tier_county is_landless_type_title = no culture = scope:domicile_culture } set_county_faith = root.faith } # Spouses convert every_spouse = { limit = { is_courtier_of = root NOT = { faith = root.faith } } add_to_list = spouses_and_family_to_convert } # Family at court also convert every_close_or_extended_family_member = { limit = { is_courtier_of = root NOT = { faith = root.faith } } add_to_list = spouses_and_family_to_convert } every_in_list = { list = spouses_and_family_to_convert set_character_faith = root.faith } } ai_check_interval_by_tier = { barony = 0 county = 60 duchy = 60 kingdom = 60 empire = 60 hegemony = 60 } ai_potential = { government_has_flag = government_is_nomadic ai_zeal > 0 } ai_will_do = { base = 100 } } ### Convert to [ROOT.Char.GetDomicile.GetFaith.GetNameNoTooltip] through your People ### adopt_domicile_faith_decision = { picture = { reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds" } decision_group_type = nomad_minor desc = adopt_domicile_faith_decision_desc selection_tooltip = adopt_domicile_faith_decision_tooltip is_shown = { is_playable_character = yes government_has_flag = government_is_nomadic exists = domicile.domicile_faith NOT = { faith = domicile.domicile_faith } } is_valid_showing_failures_only = { is_physically_able_adult = yes is_at_war = no } effect = { set_character_faith = root.domicile.domicile_faith stress_impact = { zealous = major_stress_impact_gain } # Spouses convert every_spouse = { limit = { is_courtier_of = root NOT = { faith = root.domicile.domicile_faith } } add_to_list = spouses_and_family_to_convert } # Family at court also convert every_close_or_extended_family_member = { limit = { is_courtier_of = root NOT = { faith = root.domicile.domicile_faith } } add_to_list = spouses_and_family_to_convert } every_in_list = { list = spouses_and_family_to_convert set_character_faith = root.domicile.domicile_faith } every_held_title = { limit = { tier = tier_county is_landless_type_title = no culture = root.domicile.domicile_culture NOT = { faith = root.domicile.domicile_faith } } set_county_faith = root.domicile.domicile_faith } } ai_check_interval_by_tier = { barony = 0 county = 60 duchy = 60 kingdom = 60 empire = 60 hegemony = 60 } ai_potential = { government_has_flag = government_is_nomadic ai_zeal <= 0 } ai_will_do = { base = 100 } } ### Adopt [ROOT.Char.GetDomicile.GetCulture.GetNameNoTooltip] Traditions ### adopt_domicile_culture_decision = { picture = { reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_tribal_neutral.dds" } decision_group_type = nomad_minor desc = adopt_domicile_culture_decision_desc selection_tooltip = adopt_domicile_culture_decision_tooltip is_shown = { is_playable_character = yes government_has_flag = government_is_nomadic exists = domicile.domicile_culture NOT = { culture = domicile.domicile_culture } } is_valid_showing_failures_only = { is_physically_able_adult = yes is_at_war = no } cost = { prestige = 150 } effect = { set_culture = root.domicile.domicile_culture stress_impact = { arrogant = medium_stress_impact_gain } # Family at court convert every_close_or_extended_family_member = { limit = { is_courtier_of = root culture = root.culture } add_to_list = spouses_and_family_to_convert } every_in_list = { list = spouses_and_family_to_convert set_culture = root.domicile.domicile_culture } } ai_check_interval_by_tier = { barony = 0 county = 60 duchy = 60 kingdom = 60 empire = 60 hegemony = 60 } ai_potential = { government_has_flag = government_is_nomadic } ai_will_do = { base = 100 } } ### Blend [ROOT.Char.GetCulture.GetNameNoTooltip] and [ROOT.Char.GetDomicile.GetCulture.GetNameNoTooltip] Traditions ### blend_traditions_decision = { picture = { reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_tribal_welcome.dds" } decision_group_type = nomad_minor desc = blend_traditions_decision_desc selection_tooltip = blend_traditions_decision_tooltip is_shown = { is_playable_character = yes government_has_flag = government_is_nomadic exists = domicile.domicile_culture culture != domicile.domicile_culture game_rule_can_create_hybird_culture_trigger = yes } is_valid_showing_failures_only = { is_physically_able_adult = yes is_at_war = no NOT = { culture = { has_same_culture_heritage = root.domicile.domicile_culture } } custom_tooltip = { text = not_a_hybrid_or_old_culture_tt culture = { OR = { is_hybrid_culture = no culture_age >= 50 } } } custom_tooltip = { text = domicile_not_a_hybrid_or_old_culture_tt root.domicile.domicile_culture = { OR = { is_hybrid_culture = no culture_age >= 50 } } } } cost = { prestige = { value = root.domicile.herd divide = 3 min = 350 max = 1000 } } effect = { root.domicile.domicile_culture = { save_scope_as = original_domicile_culture } culture = { save_scope_as = original_character_culture } create_hybrid_culture = root.domicile.domicile_culture custom_tooltip = random_traditions_tt hidden_effect = { if = { limit = { root.culture = { NOT = { has_same_culture_heritage = scope:original_domicile_culture } } } root.culture = { set_heritage_from = root.domicile.domicile_culture } } every_held_title = { limit = { tier = tier_county is_landless_type_title = no culture = root.domicile.domicile_culture } set_county_culture = root.culture } domicile = { set_domicile_culture = root.culture } # Spouses convert every_spouse = { limit = { is_courtier_of = root OR = { culture = scope:original_character_culture culture = scope:original_domicile_culture } NOT = { culture = root.culture } } add_to_list = spouses_and_family_to_convert } # Family at court also convert every_close_or_extended_family_member = { limit = { is_courtier_of = root OR = { culture = scope:original_character_culture culture = scope:original_domicile_culture } NOT = { culture = root.culture } } add_to_list = spouses_and_family_to_convert } every_in_list = { list = spouses_and_family_to_convert set_culture = root.culture } } } ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 60 kingdom = 60 empire = 60 hegemony = 60 } ai_potential = { government_has_flag = government_is_nomadic culture = { is_hybrid_culture = no } domicile.domicile_culture ?= { is_hybrid_culture = no } highest_held_title_tier >= tier_duchy trigger_if = { limit = { has_game_rule = less_common_hybrid_culture_ai_frequency } static_group_filter = { group = fewer_valid_hybrid_steppe_cultures match = 0.2 } } } ai_will_do = { base = 100 } } ### Promote [ROOT.Char.GetCulture.GetNameNoTooltip] Traditions ### enforce_traditions_decision = { picture = { reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_tribal_suspicious.dds" } decision_group_type = nomad_minor desc = enforce_traditions_decision_desc selection_tooltip = enforce_traditions_decision_tooltip is_shown = { is_playable_character = yes government_has_flag = government_is_nomadic exists = domicile.domicile_culture NOT = { culture = domicile.domicile_culture } } is_valid_showing_failures_only = { is_physically_able_adult = yes is_at_war = no custom_tooltip = { text = same_heritage_or_steppe_heritage_tt culture = { OR = { has_cultural_pillar = heritage_mongolic has_cultural_pillar = heritage_turkic has_cultural_pillar = heritage_ugro_permian has_same_culture_heritage = root.domicile.domicile_culture } } } } cost = { prestige = { value = root.domicile.herd divide = 10 min = 50 max = 800 } } effect = { root.domicile.domicile_culture = { save_scope_as = domicile_culture } domicile = { set_domicile_culture = root.culture } stress_impact = { humble = medium_stress_impact_gain } every_held_title = { limit = { tier = tier_county is_landless_type_title = no culture = scope:domicile_culture } set_county_culture = root.culture } # Family at court also convert every_close_or_extended_family_member = { limit = { is_courtier_of = root culture = root.domicile.domicile_culture } add_to_list = spouses_and_family_to_convert } every_in_list = { list = spouses_and_family_to_convert set_culture = root.culture } } ai_check_interval_by_tier = { barony = 0 county = 12 duchy = 12 kingdom = 12 empire = 12 hegemony = 12 } ai_potential = { government_has_flag = government_is_nomadic NOT = { has_trait = humble } } ai_will_do = { base = 100 } }