####DECISIONS LIST### # ### ##Become Genghis Khan ##Enforce Bactrian Supremacy ### # # ########### ##Become Genghis Khan ## by Petter Vilberg #### Become Greatest of Khans ### #become_greatest_of_khans_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds" # } # decision_group_type = major # desc = become_greatest_of_khans_decision_desc # # ai_check_interval = 0 # sort_order = 200 # # is_shown = { # highest_held_title_tier >= tier_duchy # is_playable_character = yes # culture = { has_cultural_pillar = heritage_mongolic } # NOT = { # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:become_greatest_of_khans_decision # } # } # #TRUE DLC-OWNING NOMADS HAVE THEIR OWN PATH # has_mpo_dlc_trigger = no # } # # is_valid = { # prestige_level >= 4 # highest_held_title_tier = tier_empire # sub_realm_size >= greatest_of_khans_target_counties # capital_province = { # geographical_region = world_steppe # } # } # # is_valid_showing_failures_only = { # is_landed = yes # is_adult = yes # is_available = yes # top_liege = this # } # # cost = { # gold = { # value = 0 # if = { # limit = { # has_treasury = no # } # add = massive_gold_value # } # } # treasury = { # value = 0 # if = { # limit = { # has_treasury = yes # } # add = massive_gold_value # } # } # prestige = { # value = major_prestige_value # } # } # # effect = { # gain_heroic_legend_seed_tooltip_effect = yes # #Can only happen once # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:become_greatest_of_khans_decision # } # # show_as_tooltip = { # add_trait = greatest_of_khans # give_nickname = nick_genghis_khan # if = { # limit = { # prestige_level < 5 # } # add_prestige_level = 1 # } # custom_tooltip = become_greatest_of_khans_decision_enable_mongol_invasion_cb # custom_tooltip = become_greatest_of_khans_decision_gain_mongol_empire # add_realm_law_skip_effects = high_partition_succession_law # spawn_mongol_troops_condensed_effect = yes # } # # save_scope_as = genghis_khan # # trigger_event = central_asia.0001 #I became the Genghis Khan # add_to_temporary_list = received_notification # # every_vassal_or_below = { # trigger_event = central_asia.0002 #My ruler became the Genghis Khan # add_to_temporary_list = received_notification # } # # every_ruler = { # limit = { # NOT = { # is_in_list = received_notification # } # } # # trigger_event = central_asia.0003 #Someone has become Genghis Khan # } # } #} # # # ########### ##Enforce Bactrian Supremacy ## by Petter Vilberg #### Establish Bactrian Supremacy ### #establish_bactrian_supremacy_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_sunder.dds" # } # decision_group_type = major # desc = establish_bactrian_supremacy_decision_desc # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 120 # empire = 120 # hegemony = 120 # } # # is_shown = { # highest_held_title_tier >= tier_county # culture = { # OR = { # this = culture:afghan # this = culture:tajik # any_parent_culture_or_above = { # OR = { # this = culture:tajik # this = culture:afghan # } # } # } # } # NOT = { # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:establish_bactrian_supremacy_decision # } # } # } # # is_valid = { # completely_controls_region = custom_bactria # custom_description = { # text = "is_king_or_emperor" # highest_held_title_tier >= tier_kingdom # } # OR = { # religion = religion:zoroastrianism_religion # religion = religion:buddhism_religion # faith = faith:manichean # } # prestige_level >= 3 # OR = { # government_has_flag = government_is_feudal # government_has_flag = government_is_clan # government_allows = administrative # government_has_flag = government_is_landless_adventurer # } # capital_province = { # geographical_region = custom_bactria # } # } # # is_valid_showing_failures_only = { # is_landed = yes # is_adult = yes # is_available = yes # top_liege = this # } # # cost = { # gold = { # value = 0 # if = { # limit = { # has_treasury = no # } # add = massive_gold_value # } # } # treasury = { # value = 0 # if = { # limit = { # has_treasury = yes # } # add = massive_gold_value # } # } # prestige = { # value = major_prestige_value # } # } # # effect = { # gain_heroic_legend_seed_tooltip_effect = yes # #Can only happen once # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:establish_bactrian_supremacy_decision # } # # save_scope_as = bactrian_emperor # # show_as_tooltip = { # establish_bactrian_supremacy_effect = yes # } # trigger_event = central_asia.0011 # # add_to_list = notification_sent # } # # ai_will_do = { # base = 100 # } #} # ########### ##Establish the Yamagate in Samarkand ## by James Beaumont #### Establish the Yamagate in Samarkand ### #establish_yamagate_in_samarkand_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" # } # desc = establish_yamagate_in_samarkand_decision_desc # selection_tooltip = establish_yamagate_in_samarkand_decision_tooltip # decision_group_type = major # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 120 # empire = 120 # hegemony = 120 # } # # is_shown = { # is_ruler = yes # is_playable_character = yes # faith = faith:manichean # NOT = { # has_title = title:d_manichean # } # NOT = { title:c_samarkand.holder = { has_title = title:d_manichean } } # NOT = { capital_county = { this = title:c_samarkand } } # OR = { # NOT = { # exists = title:d_manichean.holder # } # AND = { # exists = title:d_manichean.holder # title:d_manichean.holder = { # NOT = { # has_opinion_modifier = { #Not accepting it if you conquered it yourself. # target = root # modifier = declared_war # } # } # NOT = { # has_opinion_modifier = { #Not accepting it if you conquered it yourself. # target = root # modifier = revoked_title # } # } # } # } # } # NOT = { has_character_flag = flag_already_given_samarkand_once } # } # # is_valid_showing_failures_only = { # is_landed = yes # is_capable_adult = yes # is_imprisoned = no # top_liege = this # highest_held_title_tier > 3 #Only Kings and Emperors # custom_tooltip = { # text = hof_exists_tt # faith = { exists = religious_head } # } # custom_tooltip = { # text = samarkand_held_by_you_or_vassal_tt # OR = { # title:c_samarkand.holder = { # any_liege_or_above = { this = root } # } # title:c_samarkand.holder = { this = root } # } # } # } # # effect = { # add_piety = 1000 # add_character_flag = flag_already_given_samarkand_once # create_title_and_vassal_change = { # type = returned # save_scope_as = change # add_claim_on_loss = no # } # title:c_samarkand = { # change_title_holder = { # holder = title:d_manichean.holder # change = scope:change # } # } # #If you're a higher tier than the HoF, vassalise them # if = { # limit = { # tier_difference = { # target = title:d_manichean.holder # value >= 1 # } # } # title:d_manichean.holder = { # change_liege = { # liege = root # change = scope:change # } # } # } # resolve_title_and_vassal_change = scope:change # # title:d_manichean.holder = { # set_realm_capital = title:c_samarkand # add_opinion = { # target = prev # modifier = established_samarkand_opinion # } # } # } # # ai_potential = { # faith = faith:manichean # } # # ai_will_do = { #Do it always, for coherence. # base = 100 # modifier = { # factor = 0 # title:c_samarkand.holder = { # OR = { # is_ai = no # any_liege_or_above = { is_ai = no } # AI will never take provinces away from a player. # } # } # } # modifier = { # factor = 0 # has_trait = cynical # } # } #} # ########### ##End the Old Ways ## by James Beaumont #### Break With the Old Ways ### #break_with_the_old_ways_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" # } # desc = break_with_the_old_ways_decision_desc # selection_tooltip = break_with_the_old_ways_decision_tooltip # decision_group_type = major # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 120 # empire = 120 # hegemony = 120 # } # # is_shown = { # is_ruler = yes # is_playable_character = yes # faith = faith:kabarism # NOT = { # faith:kabarism = { # has_variable = old_ways_been_broken # } # } # } # # is_valid_showing_failures_only = { # is_capable_adult = yes # is_imprisoned = no # top_liege = this # highest_held_title_tier > 3 #Only Kings and Emperors # custom_tooltip = { # text = hof_exists_tt # faith = { exists = religious_head } # } # trigger_if = { # limit = { # faith = { exists = religious_head } # } # is_liege_or_above_of = root.faith.religious_head # } # } # # widget = { # gui = "decision_view_widget_option_list_generic" # controller = decision_option_list_controller # decision_to_second_step_button = "CHOOSE_REFORMATION_TYPE" # show_from_start = yes # # item = { # Righteous: Chosen People # value = bwow_no_changes # current_description = bwow_no_changes_desc # localization = bwow_chosen_people # icon = "gfx/interface/icons/faith/tengri.dds" # ai_chance = { # value = 10 # add = ai_sociability # add = ai_compassion # } # } # # item = { # Pluralist # value = bwow_chosen_people # current_description = bwow_chosen_people_desc # localization = bwow_no_changes # icon = "gfx/interface/icons/icon_culture.dds" # ai_chance = { # value = 100 # add = ai_zeal # } # } # # item = { # Righteous: Esotericism # value = bwow_esotericism # current_description = bwow_esotericism_desc # localization = bwow_esotericism # icon = "gfx/interface/icons/traits/mystic_base.dds" # ai_chance = { # value = 100 # add = { # subtract = ai_rationality # } # } # } # # item = { # Fundementalist # value = bwow_fundementalist # current_description = bwow_fundementalist_desc # localization = bwow_fundementalist # icon = "gfx/interface/icons/icon_skill_martial.dds" # ai_chance = { # value = 0 # add = ai_zeal # add = ai_vengefulness # add = { # subtract = ai_sociability # subtract = ai_compassion # } # } # } # } # # effect = { # trigger_event = religious_decision.0501 # show_as_tooltip = { # if = { # limit = { # scope:bwow_no_changes = yes # } # root.faith = { remove_doctrine = unreformed_faith_doctrine } # } # if = { # limit = { # scope:bwow_chosen_people = yes # } # root.faith = { break_with_old_ways_become_syncretic = yes } # } # if = { # limit = { # scope:bwow_esotericism = yes # } # root.faith = { break_with_old_ways_become_righteous = yes } # } # if = { # limit = { # scope:bwow_fundementalist = yes # } # root.faith = { break_with_old_ways_become_fundamentalist = yes } # } # } # hidden_effect = { # faith:kabarism = { # set_variable = old_ways_been_broken # } # } # } # # ai_potential = { # faith = faith:kabarism # } # # ai_will_do = { # base = 100 # modifier = { # factor = 0 # has_trait = cynical # } # } #} #