### Recruit [ROOT.Char.Custom('GetCourtierTypePlural')|U] from Yurt ### recruit_from_nomadic_capital_decision = { ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 12 kingdom = 12 empire = 12 hegemony = 12 } picture = { reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_tribal_welcome.dds" } sort_order = 100 decision_group_type = nomad_minor cooldown = { years = 2 } is_shown = { government_has_flag = government_is_nomadic exists = domicile } is_valid = { } is_valid_showing_failures_only = { } desc = recruit_from_nomadic_capital_decision_desc cost = { herd = { value = domicile.minor_herd_value } } widget = { gui = "decision_view_widget_option_list_generic" controller = decision_option_list_controller decision_to_second_step_button = "CHOOSE_NOMAD_COURTIER_DECISION_NEXT_STEP_BUTTON" item = { value = recruit_hunters_decision current_description = recruit_hunters_decision localization = recruit_hunters_decision icon = "gfx/interface/icons/regimenttypes/armenian_archers.dds" ai_chance = { value = 100 } } item = { value = recruit_knights_decision current_description = recruit_knights_decision localization = recruit_knights_decision icon = "gfx/interface/icons/casus_bellis/migration_cb.dds" is_valid = { domicile ?= { has_domicile_building_or_higher = character_warfare_yurt_03 } } ai_chance = { value = 100 } } item = { value = recruit_commanders_decision current_description = recruit_commanders_decision localization = recruit_commanders_decision icon = "gfx/interface/icons/regimenttypes/kheshig.dds" is_valid = { domicile ?= { has_domicile_building_or_higher = character_warfare_yurt_03 } } ai_chance = { value = 100 } } item = { value = recruit_shepherds_decision current_description = recruit_shepherds_decision localization = recruit_shepherds_decision icon = "gfx/interface/icons/government_types/herder_government.dds" ai_chance = { value = 0 } } item = { value = recruit_brides_decision current_description = recruit_brides_decision localization = recruit_brides_decision is_valid = { custom_tooltip = { text = faith_dominant_gender_male_or_equal_tt faith_dominant_gender_male_or_equal = yes } } icon = "gfx/interface/icons/marriage.dds" ai_chance = { value = 0 if = { limit = { is_male = yes is_married = no } add = 100 } } } item = { value = recruit_husbands_decision current_description = recruit_husbands_decision localization = recruit_husbands_decision is_valid = { custom_tooltip = { text = faith_dominant_gender_female_or_equal_tt faith_dominant_gender_female_or_equal = yes } } icon = "gfx/interface/icons/marriage.dds" ai_chance = { value = 0 if = { limit = { is_female = yes is_married = no } add = 100 } } } } effect = { custom_tooltip = recruit_from_nomadic_capital_decision_tooltip hidden_effect = { if = { limit = { scope:recruit_hunters_decision = yes } recruit_three_nomadic_capital_characters_effect = { NOMAD_TEMPLATE_CHARACTER = nomadic_hunter_template } } else_if = { limit = { scope:recruit_commanders_decision = yes } recruit_three_nomadic_capital_characters_effect = { NOMAD_TEMPLATE_CHARACTER = nomadic_commander_template } } else_if = { limit = { scope:recruit_shepherds_decision = yes } recruit_three_nomadic_capital_characters_effect = { NOMAD_TEMPLATE_CHARACTER = seasoned_pastor_character } } else_if = { limit = { scope:recruit_brides_decision = yes } recruit_three_nomadic_capital_characters_effect = { NOMAD_TEMPLATE_CHARACTER = nomadic_bride_template } } else_if = { limit = { scope:recruit_husbands_decision = yes } recruit_three_nomadic_capital_characters_effect = { NOMAD_TEMPLATE_CHARACTER = nomadic_husband_template } } else_if = { limit = { scope:recruit_knights_decision = yes } recruit_three_nomadic_capital_characters_effect = { NOMAD_TEMPLATE_CHARACTER = nomadic_knight_template } } } close_view = { view = decisions player = root } } ai_potential = { government_has_flag = government_is_nomadic highest_held_title_tier >= tier_duchy exists = domicile OR = { AND = { is_at_war = no any_courtier = { count < 10 } } NOT = { exists = cp:councillor_kurultai_1 } NOT = { exists = cp:councillor_kurultai_2 } NOT = { exists = cp:councillor_kurultai_3 } NOT = { exists = cp:councillor_kurultai_4 } } } ai_will_do = { base = 100 } } ### Summon Fair Courtiers ### summon_fair_courtiers_decision = { ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 0 kingdom = 48 empire = 48 hegemony = 48 } picture = { reference = "gfx/interface/illustrations/event_scenes/mpo_city_steppe.dds" } sort_order = 100 decision_group_type = courtier cooldown = { years = 2 } is_shown = { any_sub_realm_barony = { title_province = { has_building = pleasure_dome } } } is_valid_showing_failures_only = { is_available = yes } desc = summon_fair_courtiers_decision_desc cost = { prestige = { value = minor_prestige_value } } widget = { gui = "decision_view_widget_option_list_generic" controller = decision_option_list_controller decision_to_second_step_button = "CHOOSE_SUMMON_FAIR_COURTIERS_DECISION_NEXT_STEP_BUTTON" item = { value = summon_maidens_decision current_description = summon_maidens_decision localization = summon_maidens_decision icon = "gfx/interface/icons/traits/beauty_good_2.dds" ai_chance = { value = 0 if = { limit = { is_male = yes is_married = no } add = 100 } } } item = { value = call_men_decision current_description = call_men_decision localization = call_men_decision icon = "gfx/interface/icons/traits/beauty_good_2.dds" ai_chance = { value = 0 if = { limit = { is_female = yes is_married = no } add = 100 } } } } effect = { custom_tooltip = summon_fair_courtiers_decision_tooltip hidden_effect = { if = { limit = { scope:summon_maidens_decision = yes } summon_three_fair_courtiers_effect = { NOMAD_TEMPLATE_CHARACTER = beautiful_maiden_character } } else_if = { limit = { scope:call_men_decision = yes } summon_three_fair_courtiers_effect = { NOMAD_TEMPLATE_CHARACTER = beautiful_man_character } } } close_view = { view = decisions player = root } } ai_potential = { any_courtier = { count < 10 } } } ############################################ # ##Create Cossack kingdom Decision## # ## By: Björn S ############################################ # ### The Choice of creating a new culture and kingdom #create_cossack_kingdom_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_hostility.dds" # } # desc = create_cossack_kingdom_decision_desc # selection_tooltip = create_cossack_kingdom_decision_tooltip # decision_group_type = adventurer # # ### Player is a landless adventurer or have the veteran adventurer trait + a culture suitable for the area. ### Player also have to have the right cultural heritage. # is_shown = { # is_playable_character = yes # OR = { # is_landless_adventurer = yes # has_trait = adventurer # } # culture = { # OR = { # has_cultural_pillar = heritage_turkic # has_cultural_pillar = heritage_east_slavic # has_cultural_pillar = heritage_west_slavic # has_cultural_pillar = heritage_south_slavic # has_cultural_pillar = heritage_tungusic # } # } ### Not repeatable # NOT = { # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_create_cossack_kingdom # } # } # # } # # is_valid = { # prestige_level >= high_prestige_level # has_trait = adventurer # has_government = nomad_government # is_independent_ruler = yes # AND = { # completely_controls = title:d_tana # completely_controls = title:d_don_valley # OR = { # completely_controls = title:d_astrakhan # completely_controls = title:d_zaporizhzhia # completely_controls = title:d_kharkiv # } # } # } # # cost = { # prestige = 1000 # gold = 300 # } # # # is_valid_showing_failures_only = { # is_landed = yes # is_capable_adult = yes # is_imprisoned = no # } # # # effect = { # show_as_tooltip = { # create_cossack_scripted_effect = yes # } # hidden_effect = { # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_create_cossack_kingdom # } # } # trigger_event = major_decisions.3600 # } # # ai_potential = { # always = yes # } # # ai_will_do = { # base = 100 # } # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 120 # kingdom = 0 # empire = 0 # hegemony = 0 # } #} #