##Create the Empire of Outremer #### Form the Outremer Empire ### #create_outremer_empire_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds" # } # desc = create_outremer_empire_decision_desc # selection_tooltip = create_outremer_empire_decision_tooltip # decision_group_type = major # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 120 # kingdom = 120 # empire = 0 # hegemony = 0 # } # # is_shown = { # is_ruler = yes # is_playable_character = yes # #Visible to dukes and kings. # highest_held_title_tier >= tier_duchy # highest_held_title_tier <= tier_kingdom # #Must be in the right area. # capital_province = { geographical_region = world_middle_east } # #Must have the correct religion, and support from the rest of Catholicism. # religion = { exists = var:variable_ghw_unlocked } #The era of the Crusades must have started. # faith = faith:roman_catholic # #Exempt Byzantine group: this is such a huge slap in the face to _anyone_ even vaguely in the Greek sphere. # culture = { # NOR = { # has_cultural_pillar = heritage_byzantine # has_cultural_pillar = heritage_caucasian # has_cultural_pillar = heritage_syriac # } # } # #Can only do it once. # NOT = { # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_created_outremer_empire # } # } # } # # is_valid = { # prestige_level >= max_prestige_level # highest_held_title_tier = tier_kingdom # completely_controls_region = custom_outremer # } # # is_valid_showing_failures_only = { # is_landed = yes # is_capable_adult = yes # is_imprisoned = no # top_liege = this # is_at_war = no # } # # effect = { # custom_tooltip = create_outremer_empire_decision_effect_tooltip # gain_heroic_legend_seed_tooltip_effect = yes # show_as_tooltip = { # form_outremer_scripted_effect = yes # } # trigger_event = { # id = middle_east_decisions.0001 # } # hidden_effect = { # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_created_outremer_empire # } # set_global_variable = { # name = flag_created_outremer_empire # value = root # } # } # } # # ai_potential = { # always = yes # } # # ai_will_do = { # base = 100 # } #} # #### Restore the Ash'ari Caliphate ### #restore_sunni_caliphate_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_realm.dds" # } # desc = restore_sunni_caliphate_decision_desc # selection_tooltip = restore_sunni_caliphate_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:ashari # NOT = { faith = { exists = religious_head } } # highest_held_title_tier > 3 #Only Kings and Emperors # } # # is_valid = { # completely_controls = title:c_mecca # completely_controls = title:d_medina # completely_controls = title:d_shammar # completely_controls = title:d_palestine # completely_controls = title:d_oultrejourdain # piety_level >= high_piety_level # } # # is_valid_showing_failures_only = { # is_landed = yes # is_capable_adult = yes # is_imprisoned = no # top_liege = this # } # # effect = { # custom_tooltip = restore_sunni_caliphate_decision_effect_tooltip # show_as_tooltip = { # restore_sunni_caliphate_scripted_effect = yes # } # trigger_event = { # id = middle_east_decisions.0003 # } # } # # ai_potential = { # always = yes # } # # ai_will_do = { #Always do it when possible. # base = 100 # ai_value_modifier = { # ai_zeal = 1.0 # } # modifier = { # factor = 0 # has_trait = cynical # } # } #} # #### Embrace Outremer Culture ### #embrace_outremer_culture_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_realm.dds" # } # desc = embrace_outremer_culture_decision_desc # selection_tooltip = embrace_outremer_culture_decision_tooltip # decision_group_type = major # # ai_check_interval_by_tier = { # barony = 0 # county = 120 # duchy = 120 # kingdom = 120 # empire = 120 # hegemony = 120 # } # # is_shown = { # is_ruler = yes # is_playable_character = yes # faith:catholic.religion = { exists = var:variable_ghw_unlocked } #The era of the Crusades must have started. # NOR = { # root.culture = culture:roman # root.culture = { # any_parent_culture = { # has_cultural_pillar = heritage_arabic # } # } # } # OR = { # faith.religion = faith:catholic.religion # top_liege ?= { faith.religion = faith:catholic.religion } # } # capital_province = { # OR = { # geographical_region = world_middle_east # geographical_region = world_persian_empire # geographical_region = world_africa # } # } # top_liege = { # culture != root.culture # } # top_liege.culture = { # any_parent_culture = { # has_cultural_pillar = heritage_arabic # } # } # } # # is_valid = { # custom_description = { # text = "under_outremer_liege" # top_liege = { # culture != root.culture # } # liege.culture = { # any_parent_culture = { # has_cultural_pillar = heritage_arabic # } # } # } # custom_description = { # text = "under_outremer_empire" # liege = { # has_title = title:e_outremer # } # } # } # # is_valid_showing_failures_only = { # is_landed = yes # } # # effect = { # custom_tooltip = embrace_outremer_culture_decision_courtiers_embrace_outremer # custom_tooltip = embrace_outremer_culture_decision_provinces_embrace_outremer # custom_tooltip = embrace_outremer_culture_decision_capital_embraces_outremer # top_liege.culture = { save_scope_as = outremer_equivalent } # hidden_effect = { # every_courtier = { # limit = { # has_culture = root.culture # dynasty = root.dynasty # } # set_culture = scope:outremer_equivalent # } # every_held_title = { # title_tier = county # limit = { # culture = { has_same_culture_heritage = root.culture } # title_province = { # OR = { # geographical_region = world_middle_east # geographical_region = world_persian_empire # geographical_region = world_africa # } # } # } # set_county_culture = scope:outremer_equivalent # } # capital_county = { set_county_culture = scope:outremer_equivalent } # } # set_culture = scope:outremer_equivalent # add_character_flag = converted_culture_this_lifetime # } # # ai_potential = { # always = yes # } # # ai_will_do = { # base = 100 # modifier = { #Small Crusader States will balkanize with their own culture or go native. # factor = 0 # top_liege = { # highest_held_title_tier < 4 #Less than King # } # } # } #} # #### Restore Israel ### #create_israel_kingdom_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds" # } # desc = create_israel_kingdom_decision_desc # selection_tooltip = create_israel_kingdom_decision_tooltip # decision_group_type = major # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 120 # kingdom = 120 # empire = 120 # hegemony = 120 # } # # is_shown = { # is_ruler = yes # is_playable_character = yes # faith.religion = faith:congregationist.religion # NOT = { # exists = title:k_israel.holder # } # NOT = { #Can only do it once. # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:create_israel_kingdom # } # } # } # # is_valid = { # prestige_level >= high_prestige_level # piety_level >= high_piety_level # completely_controls = title:d_palestine # completely_controls = title:d_urdunn # completely_controls = title:d_oultrejourdain # custom_description = { # text = "jerusalem_is_same_faith" # title:c_jerusalem.faith = root.faith # } # } # # is_valid_showing_failures_only = { # is_landed = yes # is_capable_adult = yes # is_imprisoned = no # top_liege = this # is_at_war = no # } # # effect = { # gain_heroic_legend_seed_tooltip_effect = yes # custom_tooltip = create_israel_kingdom_decision_effect_tooltip # show_as_tooltip = { # create_israel_scripted_effect = yes # } # trigger_event = { # id = middle_east_decisions.0005 # } # hidden_effect = { # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:create_israel_kingdom # } # set_global_variable = { # name = create_israel_kingdom # value = root # } # } # } # # ai_potential = { # always = yes # } # # ai_will_do = { # base = 100 # } #} # #### Restore the [ROOT.Char.GetFaith.GetAdjectiveNoTooltip] High Priesthood ### #jewish_restore_high_priesthood_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" # } # desc = jewish_restore_high_priesthood_decision_desc # selection_tooltip = jewish_restore_high_priesthood_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 # NOT = { #Can be redone if somehow the High Priest title is destroyed # exists = faith.religious_head # } # religion = religion:judaism_religion # faith = { # NOT = { # has_doctrine_parameter = no_head_of_faith # } # } # } # # is_valid = { # piety_level >= 2 # custom_description = { # text = "restore_high_priesthood_holy_sites" # faith = { # any_holy_site = { # OR = { # county.holder = root # county.holder.top_liege = { this = root } # } # count >= 3 # } # } # } # } # # is_valid_showing_failures_only = { # is_capable_adult = yes # is_imprisoned = no # top_liege = this # is_at_war = no # } # # effect = { # custom_tooltip = restore_high_priesthood_decision_effect_tooltip # trigger_event = { # id = middle_east_decisions.0007 # } # } # # ai_potential = { # always = yes # } # # ai_will_do = { # base = 100 # } #} # #### Restore the [ROOT.Char.GetFaith.AltPriestTermPlural] ### #zoroastrian_restore_high_priesthood_decision = { #Updated for FP3 by Ola # picture = { # reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_foundation.dds" # } # desc = zoroastrian_restore_high_priesthood_decision_desc # selection_tooltip = zoroastrian_restore_high_priesthood_decision_tooltip # decision_group_type = major # sort_order = 80 # # 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 # NOR = { #Can be redone if somehow the High Priest title is destroyed # exists = faith.religious_head # faith = { has_doctrine = doctrine_no_head } #Only if Faith is meant to have one. # faith = { has_doctrine = doctrine_temporal_head } #Cannot be done if you have taken the "Destroy the Magi" decision # } # OR = { # faith = faith:mazdayasna # faith = faith:zurvanism # faith = faith:gayomarthianism # faith = faith:khurmazta # faith = faith:mazdakism # faith = faith:khurramism # faith = faith:urartuism # faith = faith:afridunism # } # } # # is_valid = { # piety_level >= high_piety_level # custom_description = { # text = "restore_high_priesthood_holy_sites" # faith = { # any_holy_site = { # OR = { # county.holder = root # county.holder.top_liege = { this = root } # } # count >= 3 # } # } # } # } # # is_valid_showing_failures_only = { # is_landed = yes # is_capable_adult = yes # is_imprisoned = no # top_liege = this # is_at_war = no # } # # effect = { # custom_tooltip = restore_high_priesthood_decision_effect_tooltip # trigger_event = { # id = middle_east_decisions.0009 # } # } # # ai_potential = { # always = yes # } # # ai_will_do = { # base = 100 # } #} # #### Become the Saoshyant ### #become_saoshyant_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_foundation.dds" # } # desc = become_saoshyant_decision_desc # selection_tooltip = become_saoshyant_decision_tooltip # decision_group_type = major # sort_order = 100 #FP3 change; this is an extremely epic decision, we want it to appear on top. # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 0 # empire = 120 # hegemony = 120 # } # # is_shown = { # is_ruler = yes # is_playable_character = yes # faith.religion = faith:mazdayasna.religion # NOT = { #Can only do it once. # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_became_saoshyant # } # } # } # # is_valid = { # piety_level >= very_high_piety_level # has_title = title:e_persia # completely_controls = title:e_persia # } # # is_valid_showing_failures_only = { # is_capable_adult = yes # is_imprisoned = no # top_liege = this # is_at_war = no # } # # # effect = { # show_as_tooltip = { # become_saoshyant_decision_effect = yes # } # trigger_event = { # id = middle_east_decisions.0011 # } # hidden_effect = { # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_became_saoshyant # } # } # } # # ai_potential = { # always = yes # } # # ai_will_do = { # base = 100 # } #} # ##Refound the long-lapsed & short-lived Armenian Empire - by Ewan Cowhig Croft #### Revive Greater Armenia ### #create_armenian_empire_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_realm.dds" # } # desc = create_armenian_empire_decision_desc # selection_tooltip = create_armenian_empire_decision_tooltip # decision_group_type = major # # ai_check_interval = 0 # # is_shown = { # is_playable_character = yes # Normally this will always be true, but if in DEBUG mode and playing as an unlanded ruler this will cause error spam without it. # highest_held_title_tier <= tier_kingdom # capital_province = { geographical_region = custom_greater_armenia } # OR = { # faith = faith:armenian_apostolic # culture = culture:armenian # } # NOT = { #Can only do it once. # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_created_armenian_empire # } # } # OR = { # government_has_flag = government_is_feudal # government_has_flag = government_is_republic # government_has_flag = government_is_clan # government_allows = administrative # government_has_flag = government_is_landless_adventurer # } # } # # is_valid = { # top_liege = this # highest_held_title_tier = tier_kingdom # completely_controls_region = custom_greater_armenia # } # # is_valid_showing_failures_only = { # is_landed = yes # is_available_adult = yes # } # # cost = { # prestige = 2000 # piety = 1000 # } # # effect = { # show_as_tooltip = { # revive_armenian_empire_decision_scripted_effect = yes # } # save_scope_as = founder # trigger_event = { # id = middle_east_decisions.1001 # } # #Notify other players. # every_player = { # limit = { # this != root # is_within_diplo_range = { CHARACTER = root } # } # trigger_event = middle_east_decisions.1002 # } # hidden_effect = { # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_created_armenian_empire # } # set_global_variable = { # name = flag_created_armenian_empire # value = scope:founder # } # } # } # # ai_potential = { # always = no # } # # ai_will_do = { # base = 0 # } #} # ################################## ## Found the Empire of Beth Nahrain ## by Anna Johansson ################################## # #### Found Empire Of Beth Nahrain Decision ### #found_empire_of_beth_nahrain_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds" # } # decision_group_type = major # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 120 # empire = 0 # hegemony = 0 # } # # title = middle_east_major_decisions.1020.t # desc = middle_east_major_decisions.1020.desc # selection_tooltip = middle_east_major_decisions.1020.tt # # is_shown = { # is_ruler = yes # is_playable_character = yes # capital_province = { geographical_region = world_middle_east } # # any_sub_realm_county = { # OR = { # faith = faith:nestorian # culture = { # OR = { # this = culture:assyrian # any_parent_culture_or_above = { # this = culture:assyrian # } # } # } # } # } # # #Can only do it once # NOT = { # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:created_beth_nahrain # } # } # } # is_valid = { # is_independent_ruler = yes # highest_held_title_tier = tier_kingdom # culture = { has_cultural_pillar = heritage_syriac } # custom_tooltip = { # text = completely_controls_jazira_mesopotamia_tt # completely_controls = title:k_jazira # completely_controls = title:k_mesopotamia # } # custom_tooltip = { # text = has_titles_jazira_mesopotamia_tt # has_title = title:k_jazira # has_title = title:k_mesopotamia # } # OR = { # custom_tooltip = { # text = has_title_and_completely_control_jerusalem_tt # has_title = title:k_jerusalem # completely_controls = title:k_jerusalem # } # custom_tooltip = { # text = has_title_and_completely_control_syria_tt # has_title = title:k_syria # completely_controls = title:k_syria # } # } # } # # is_valid_showing_failures_only = { # is_landed = yes # is_capable_adult = yes # is_imprisoned = no # is_at_war = no # } # # effect = { # hidden_effect = { # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:created_beth_nahrain # } # create_title_and_vassal_change = { # type = created # save_scope_as = title_change # add_claim_on_loss = no # } # title:k_jazira = { # set_de_jure_liege_title = title:e_beth_nahrain # } # title:k_mesopotamia = { # set_de_jure_liege_title = title:e_beth_nahrain # } # # if = { # limit = { # has_title = title:k_jerusalem # completely_controls = title:k_jerusalem # } # title:k_jerusalem = { # set_de_jure_liege_title = title:e_beth_nahrain # } # } # # if = { # limit = { # has_title = title:k_syria # completely_controls = title:k_syria # } # title:k_syria = { # set_de_jure_liege_title = title:e_beth_nahrain # } # } # } # #Create Beth Nahrain # title:e_beth_nahrain = { # change_title_holder = { # holder = root # change = scope:title_change # } # } # resolve_title_and_vassal_change = scope:title_change # # dynasty = { # add_dynasty_prestige = 1000 # } # # give_nickname = nick_beth_nahrain # # show_as_tooltip = { # promote_culture_beth_nahrain_scripted_effect = yes # custom_tooltip = middle_east_major_decisions.1020.promote_culture.tt # } # save_scope_as = suppress_tooltips # # trigger_event = { id = middle_east_decisions.1020 } # # show_as_tooltip = { # random_list = { # 100 = { # show_chance = no # desc = middle_east_major_decisions.1020.learning.desc # learning_beth_nahrain_scripted_effect = yes # } # 100 = { # show_chance = no # desc = middle_east_major_decisions.1020.martial.desc # martial_beth_nahrain_scripted_effect = yes # } # 100 = { # show_chance = no # trigger = { # faith = faith:nestorian # } # desc = middle_east_major_decisions.1020.nestorian.desc # nestorian_faith_beth_nahrain_scripted_effect = yes # } # 100 = { # show_chance = no # trigger = { # NOT = { # faith = faith:nestorian # } # } # desc = middle_east_major_decisions.1020.no_faith.desc # no_faith_beth_nahrain_scripted_effect = yes # } # } # } # } # # cost = { # prestige = 1000 # } # # ai_potential = { # culture = { has_cultural_pillar = heritage_syriac } # } # # ai_will_do = { # base = 100 # } #} # ############### ## Dar al-Islam ############### # #### Establish the Dar al-Islam ### #create_dar_al_islam_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_foundation.dds" # } # decision_group_type = major # # desc = create_dar_al_islam_decision_desc # selection_tooltip = create_dar_al_islam_decision_tt # # sort_order = 1000 # Should be at the very top # # is_shown = { # # Only for Islamic head of faiths # faith = { religious_head ?= root } # faith.religion = religion:islam_religion # # And only if it hasn't been created yet # NOT = { has_global_variable = created_dar_al_islam } # } # is_valid = { # # The basics # is_independent_ruler = yes # any_held_title = { # count >= 2 # tier = tier_empire # } # faith = { has_doctrine = doctrine_temporal_head } # # Must be very pious # prestige_level >= 4 # piety_level >= 5 # # Controls Islamic core lands # completely_controls_region = world_middle_east_arabia # completely_controls_region = world_middle_east_jerusalem # completely_controls_region = world_persia # completely_controls_region = world_africa_north # # Also controls at minimum % of all islamic counties # save_temporary_scope_as = root_scope # custom_tooltip = { # text = realm_controls_enough_islamic_counties_desc # any_realm_county = { # faith.religion = religion:islam_religion # count >= islam_required_county_number_value # } # } # } # # is_valid_showing_failures_only = { # is_capable_adult = yes # is_imprisoned = no # is_at_war = no # } # # effect = { # show_as_tooltip = { # create_dar_al_islam_effect = yes # } # save_scope_as = dar_al_islam_ruler # # Save all existing islamic head of faiths and their titles # religion:islam_religion = { # every_faith = { # if = { # limit = { # exists = religious_head # faith_hostility_level = { # target = root.faith # value < faith_hostile_level # } # } # religious_head_title = { # add_to_list = old_hof_title # } # religious_head = { # add_to_list = former_islamic_hofs # } # } # } # } # # Trigger follow-up events # trigger_event = middle_east_decisions.1100 # every_player = { # limit = { # this != root # NOT = { is_in_list = former_islamic_hofs } # } # trigger_event = middle_east_decisions.1101 # } # every_in_list = { # list = former_islamic_hofs # limit = { this != root } # trigger_event = { id = middle_east_decisions.1102 days = 1 } # } # } # # cost = { # piety = 1500 # } # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 0 # empire = 24 # hegemony = 0 # } # # ai_potential = { # faith = { religious_head ?= root } # faith.religion = religion:islam_religion # } # # ai_will_do = { # base = 100 # } #} #