##Restoring the Roman Empire (as Byzantium) #### Restore the Roman Empire ### #restore_roman_empire_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/ep3_decision_roman_restoration.dds" # } # desc = restore_roman_empire_decision_desc # selection_tooltip = restore_roman_empire_decision_tooltip # decision_group_type = roman # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 0 # empire = 120 # hegemony = 0 # } # # is_shown = { # is_ruler = yes # is_playable_character = yes # has_title = title:e_byzantium # NOT = { primary_title = title:e_hre } # NOT = { primary_title = title:e_italy } # NOT = { #Can only do it once. # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_restored_roman_empire # } # } # OR = { # government_has_flag = government_is_feudal # government_has_flag = government_is_republic # government_has_flag = government_is_clan # government_allows = administrative # } # } # # is_valid = { # prestige_level >= max_prestige_level # restore_roman_empire_decision_religion_culture_trigger = yes # completely_controls = title:d_latium # completely_controls = title:d_venice # completely_controls = title:d_romagna # completely_controls = title:d_sicily # completely_controls = title:d_genoa # completely_controls = title:d_capua # completely_controls = title:d_apulia # completely_controls = title:d_thrace # completely_controls = title:d_antioch # completely_controls = title:d_palestine # completely_controls = title:d_alexandria # completely_controls = title:d_athens # completely_controls = title:d_tunis # completely_controls = title:d_croatia # completely_controls = title:d_thessalonika # } # # is_valid_showing_failures_only = { # is_landed = yes # is_capable_adult = yes # is_imprisoned = no # top_liege = this # } # # effect = { # custom_tooltip = restore_roman_empire_decision_effect_tooltip # show_as_tooltip = { # create_roman_empire_scripted_effect = yes # } # if = { # limit = { # has_ep3_dlc_trigger = yes # } # trigger_event = ep3_roman_restoration.0100 # } # else = { # trigger_event = roman_restoration.0001 # } # hidden_effect = { # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_restored_roman_empire # } # set_global_variable = { # name = flag_restored_roman_empire # value = root # } # } # } # # ai_potential = { # always = yes # } # # ai_will_do = { # base = 100 # } #} # ##Restoring the Roman Empire (as HRE) #### Restore the Roman Empire ### #restore_roman_empire_holy_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds" # } # desc = restore_roman_empire_holy_decision_desc # selection_tooltip = restore_roman_empire_decision_tooltip # # Deliberately left in the major group rather than the Roman one. # decision_group_type = major # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 0 # empire = 120 # hegemony = 0 # } # # is_shown = { # is_ruler = yes # is_playable_character = yes # has_title = title:e_hre # OR = { # NOT = { has_title = title:e_byzantium } # Prioritize Byzaboos # primary_title = title:e_hre # } # NOT = { primary_title = title:e_italy } # NOT = { #Can only do it once. # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_restored_roman_empire # } # } # OR = { # government_has_flag = government_is_feudal # government_has_flag = government_is_republic # government_has_flag = government_is_clan # government_has_flag = government_is_administrative # } # } # # is_valid = { # prestige_level >= max_prestige_level # restore_roman_empire_decision_religion_culture_trigger = yes # completely_controls = title:d_latium # completely_controls = title:d_venice # completely_controls = title:d_romagna # completely_controls = title:d_sicily # completely_controls = title:d_genoa # completely_controls = title:d_capua # completely_controls = title:d_apulia # completely_controls = title:d_thrace # completely_controls = title:d_antioch # completely_controls = title:d_palestine # completely_controls = title:d_alexandria # completely_controls = title:d_athens # completely_controls = title:d_tunis # completely_controls = title:d_croatia # completely_controls = title:d_thessalonika # } # # is_valid_showing_failures_only = { # is_landed = yes # is_capable_adult = yes # is_imprisoned = no # top_liege = this # } # # effect = { # custom_tooltip = restore_roman_empire_decision_effect_tooltip # show_as_tooltip = { # create_roman_empire_holy_scripted_effect = yes # } # trigger_event = { # id = roman_restoration.0003 # } # hidden_effect = { # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_restored_roman_empire # } # set_global_variable = { # name = flag_restored_roman_empire # value = root # } # } # } # # ai_potential = { # always = yes # } # # ai_will_do = { # base = 100 # } #} # ##Restoring the Roman Empire (as Italia) #### Restore the Roman Empire ### #restore_roman_empire_italian_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds" # } # desc = restore_roman_empire_italian_decision_desc # selection_tooltip = restore_roman_empire_decision_tooltip # # Deliberately left in the major group rather than the Roman one. # decision_group_type = major # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 0 # empire = 120 # hegemony = 0 # } # # is_shown = { # is_ruler = yes # is_playable_character = yes # has_title = title:e_italy # OR = { # NAND = { # has_title = title:e_byzantium #Prioritize Byzaboos # has_title = title:e_hre #And the Germans # } # primary_title = title:e_italy # } # NOT = { #Can only do it once. # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_restored_roman_empire # } # } # culture = { has_cultural_pillar = heritage_latin } # is_target_in_global_variable_list = { #Only available after unifying Italy. # name = unavailable_unique_decisions # target = flag:flag_unified_italian_empire # } # OR = { # government_has_flag = government_is_feudal # government_has_flag = government_is_republic # government_has_flag = government_is_clan # government_has_flag = government_is_administrative # } # } # # is_valid = { # prestige_level >= max_prestige_level # restore_roman_empire_decision_religion_culture_trigger = yes # completely_controls = title:d_latium # completely_controls = title:d_venice # completely_controls = title:d_romagna # completely_controls = title:d_sicily # completely_controls = title:d_genoa # completely_controls = title:d_capua # completely_controls = title:d_apulia # completely_controls = title:d_thrace # completely_controls = title:d_antioch # completely_controls = title:d_palestine # completely_controls = title:d_alexandria # completely_controls = title:d_athens # completely_controls = title:d_tunis # completely_controls = title:d_croatia # completely_controls = title:d_thessalonika # } # # is_valid_showing_failures_only = { # is_landed = yes # is_capable_adult = yes # is_imprisoned = no # top_liege = this # } # # effect = { # custom_tooltip = restore_roman_empire_decision_effect_tooltip # show_as_tooltip = { # create_roman_empire_italy_scripted_effect = yes # } # trigger_event = { # id = roman_restoration.0150 # } # hidden_effect = { # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_restored_roman_empire # } # set_global_variable = { # name = flag_restored_roman_empire # value = root # } # } # } # # ai_potential = { # always = yes # } # # ai_will_do = { # base = 100 # } #} # ##Restore the real Roman Empire #### Form the Sultanate of Rum ### #form_rum_sultanate_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_concession.dds" # } # desc = form_rum_sultanate_decision_desc # selection_tooltip = form_rum_sultanate_decision_tooltip # # Deliberately left in the major group rather than the Roman one. # 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 # is_landed = yes # Laamps don't need to know about this # OR = { # religion = religion:islam_religion # culture = { has_cultural_pillar = heritage_turkic } # } # NOT = { culture = culture:greek } # NOT = { OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion } } # OR = { # top_liege = this # top_liege = { faith.religion = faith:aqlani.religion } # } # capital_province = { # OR = { # geographical_region = world_persian_empire # geographical_region = world_asia_minor # geographical_region = custom_greater_armenia # } # } # NOR = { # exists = title:k_rum.holder # top_liege = { is_roman_emperor_trigger = yes } # } # NOT = { #Can only do it once. # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_formed_rum_sultanate # } # } # OR = { # highest_held_title_tier < 4 #Dukes or lower, splitting off from Persia. # AND = { # highest_held_title_tier < 5 # top_liege = this #Or just a fancy way to get a new King title. # } # } # } # # is_valid = { # prestige_level >= high_prestige_level # piety_level >= high_piety_level # completely_controls = title:d_cibyrrhaeot # completely_controls = title:d_anatolia # completely_controls = title:d_cappadocia # completely_controls = title:d_charsianon # completely_controls = title:d_paphlagonia # completely_controls = title:d_armeniac # completely_controls = title:d_chaldia # } # # is_valid_showing_failures_only = { # is_landed = yes # is_capable_adult = yes # is_imprisoned = no # is_at_war = no # } # # effect = { # custom_tooltip = form_rum_sultanate_decision_effect_tooltip # gain_heroic_legend_seed_tooltip_effect = yes # show_as_tooltip = { # create_rum_scripted_effect = yes # } # trigger_event = { # id = middle_east_decisions.0014 # } # hidden_effect = { # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_formed_rum_sultanate # } # set_global_variable = { # name = flag_formed_rum_sultanate # value = root # } # } # } # # ai_potential = { # always = yes # } # # ai_will_do = { # base = 100 # } #} # #### Mend the Great Schism ### #mend_the_great_schism_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" # } # desc = mend_the_great_schism_decision_desc # selection_tooltip = mend_the_great_schism_decision_tooltip # decision_group_type = major # # 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:roman_catholic.religion #Christian Only # NOT = { #Can only do it once. # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_mended_great_schism # } # } # highest_held_title_tier > 4 #Only Emperors # } # # is_valid = { # piety_level >= max_piety_level # completely_controls = title:c_byzantion # completely_controls = title:c_antiocheia # completely_controls = title:c_jerusalem # completely_controls = title:c_alexandria # completely_controls = title:c_roma # custom_description = { # text = "mend_schism_byzantion_bishop" # title:c_byzantion.holder.faith = root.faith #Either own County directly, or have a vassal of same religion. # } # custom_description = { # text = "mend_schism_antiocheia_bishop" # title:c_antiocheia.holder.faith = root.faith #Either own County directly, or have a vassal of same religion. # } # custom_description = { # text = "mend_schism_jerusalem_bishop" # title:c_jerusalem.holder.faith = root.faith #Either own County directly, or have a vassal of same religion. # } # custom_description = { # text = "mend_schism_alexandria_bishop" # title:c_alexandria.holder.faith = root.faith #Either own County directly, or have a vassal of same religion. # } # custom_description = { # text = "mend_schism_roma_bishop" # title:c_roma.holder.faith = root.faith #Either own County directly, or have a vassal of same religion. # } # custom_description = { # text = "mend_schism_no_rite" # root.faith = { NOT = { has_doctrine_parameter = maintains_head_of_faith_on_creation } } # } # } # # is_valid_showing_failures_only = { # is_landed = yes # is_capable_adult = yes # is_imprisoned = no # top_liege = this # } # # effect = { # gain_holy_legend_seed_tooltip_effect = yes # custom_tooltip = mend_the_great_schism_decision_effect_tooltip # show_as_tooltip = { # mend_great_schism_scripted_effect = yes # } # trigger_event = roman_restoration.0100 # hidden_effect = { # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_mended_great_schism # } # } # } # # ai_potential = { # always = yes # } # # ai_will_do = { # base = 100 # } #} # #### Reclaim Constantinople ### #set_capital_constantinople_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds" # } # desc = set_capital_constantinople_decision_desc # selection_tooltip = set_capital_constantinople_decision_tooltip # decision_group_type = major # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 0 # empire = 12 # hegemony = 0 # } # # is_shown = { # is_ruler = yes # is_playable_character = yes # has_title = title:e_byzantium # NOT = { capital_county = { this = title:c_byzantion } } # OR = { # title:c_byzantion.holder = { # any_liege_or_above = { this = root } # } # title:c_byzantion.holder = { this = root } # } # } # # is_valid_showing_failures_only = { # is_landed = yes # is_capable_adult = yes # is_imprisoned = no # top_liege = this # } # # effect = { # if = { #Usurp if not held personally. # limit = { # NOT = { title:c_byzantion.holder = { this = root } } # } # title:c_byzantion.holder = { save_scope_as = target_for_denunciation } # create_title_and_vassal_change = { # type = returned # save_scope_as = change # add_claim_on_loss = no # } # title:c_byzantion = { # change_title_holder = { # holder = root # change = scope:change # } # } # resolve_title_and_vassal_change = scope:change # # } # set_realm_capital = title:c_byzantion # if = { # limit = { # exists = scope:target_for_denunciation # } # scope:target_for_denunciation = { # trigger_event = { # id = roman_restoration.1204 # } # } # } # } # ai_potential = { # primary_title.tier = tier_empire # has_title = title:e_byzantium # } # # ai_will_do = { #Do it always, for coherence. # base = 100 # modifier = { # title:c_byzantion.holder = { # is_ai = no # any_realm_county = { # count < 2 # holder = title:c_byzantion.holder # } # } # factor = 0 # } # } #} # #### Reclaim Rome ### #set_capital_rome_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds" # } # desc = set_capital_rome_decision_desc # selection_tooltip = set_capital_rome_decision_tooltip # decision_group_type = major # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 0 # empire = 0 # hegemony = 12 # } # # is_shown = { # is_ruler = yes # is_playable_character = yes # has_title = title:h_roman_empire # NOT = { capital_county = { this = title:c_roma } } # OR = { # title:c_roma.holder = { # any_liege_or_above = { this = root } # } # title:c_roma.holder = { this = root } # } # } # # is_valid_showing_failures_only = { # is_landed = yes # is_capable_adult = yes # is_imprisoned = no # top_liege = this # } # # effect = { # if = { #Usurp if not held personally. # limit = { # NOT = { title:c_roma.holder = { this = root } } # } # create_title_and_vassal_change = { # type = returned # save_scope_as = change # add_claim_on_loss = no # } # title:c_roma = { # change_title_holder = { # holder = root # change = scope:change # } # } # resolve_title_and_vassal_change = scope:change # # } # set_realm_capital = title:c_roma # } # # ai_potential = { # has_title = title:h_roman_empire # } # # ai_will_do = { #Do it always, for coherence. # base = 100 # } #} # #### Establish Iconoclast Patriarchate ### #establish_iconoclast_patriarchate_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" # } # desc = establish_iconoclast_patriarchate_decision_desc # selection_tooltip = establish_iconoclast_patriarchate_decision_tooltip # decision_group_type = major # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 60 # empire = 60 # hegemony = 60 # } # # is_shown = { # is_ruler = yes # is_playable_character = yes # faith = faith:iconoclast # NOT = { faith = { exists = religious_head } } # highest_held_title_tier > 3 #Only Kings and Emperors # } # # is_valid = { # completely_controls = title:c_byzantion # piety_level >= medium_piety_level # } # # is_valid_showing_failures_only = { # is_landed = yes # is_capable_adult = yes # is_imprisoned = no # top_liege = this # } # # effect = { # custom_tooltip = establish_iconoclast_patriarchate_decision_effect_tooltip # trigger_event = { # id = roman_restoration.0120 # } # } # # ai_potential = { # always = yes # } # # ai_will_do = { # base = 100 # ai_value_modifier = { # ai_zeal = 5.0 # } # modifier = { # factor = 0 # has_trait = cynical # } # } #} # #### Restore Ecumenical Patriarchate ### #restore_ecumenical_patriarchate_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" # } # desc = restore_ecumenical_patriarchate_decision_desc # selection_tooltip = restore_ecumenical_patriarchate_decision_tooltip # decision_group_type = major # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 60 # empire = 60 # hegemony = 60 # } # # is_shown = { # is_ruler = yes # is_playable_character = yes # faith = faith:orthodox # NOT = { faith = { exists = religious_head } } # highest_held_title_tier > 3 #Only Kings and Emperors # } # # is_valid = { # completely_controls = title:c_byzantion # piety_level >= medium_piety_level # } # # is_valid_showing_failures_only = { # is_landed = yes # is_capable_adult = yes # is_imprisoned = no # top_liege = this # } # # effect = { # custom_tooltip = restore_ecumenical_patriarchate_decision_effect_tooltip # trigger_event = { # id = roman_restoration.0122 # } # } # # ai_potential = { # always = yes # } # # ai_will_do = { # base = 100 # ai_value_modifier = { # ai_zeal = 5.0 # } # modifier = { # factor = 0 # has_trait = cynical # } # } #} # #### Restore the Papacy ### #restore_papacy_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" # } # desc = restore_papacy_decision_desc # selection_tooltip = restore_papacy_decision_tooltip # decision_group_type = major # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 12 # empire = 12 # hegemony = 12 # } # # is_shown = { # is_ruler = yes # is_playable_character = yes # religion = religion:catholic_religion # NOT = { faith = { exists = religious_head } } # highest_held_title_tier > 3 #Only Kings and Emperors # } # # is_valid = { # completely_controls = title:c_roma # completely_controls = title:d_latium # completely_controls = title:d_spoleto # completely_controls = title:d_ancona # completely_controls = title:d_romagna # 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_papacy_decision_effect_tooltip # show_as_tooltip = { # restore_papacy_scripted_effect = yes # } # trigger_event = { # id = roman_restoration.0124 # } # } # # ai_potential = { # religion = religion:catholic_religion # highest_held_title_tier > 3 #Only Kings and Emperors # NOT = { faith = { exists = religious_head } } # } # # ai_will_do = { #Always do it when possible. # base = 100 # ai_value_modifier = { # ai_zeal = 1.0 # } # modifier = { # factor = 0 # has_trait = cynical # } # } #} # #### Restore Pope in Rome ### #restore_pope_in_rome_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" # } # desc = restore_pope_in_rome_decision_desc # selection_tooltip = restore_pope_in_rome_decision_tooltip # decision_group_type = major # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 12 # empire = 12 # hegemony = 12 # } # # is_shown = { # is_ruler = yes # is_playable_character = yes # religion = religion:catholic_religion # NOR = { # has_title = title:k_papal_state # is_roman_emperor_excluding_byzantium_trigger = yes # } # NOT = { title:c_roma.holder = { has_title = title:k_papal_state } } # NOT = { capital_county = { this = title:c_roma } } # title:k_papal_state.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_rome_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 = rome_held_by_you_or_vassal_tt # OR = { # title:c_roma.holder = { # any_liege_or_above = { this = root } # } # title:c_roma.holder = { this = root } # } # } # } # # effect = { # add_piety = 1000 # add_character_flag = flag_already_given_rome_once # create_title_and_vassal_change = { # type = returned # save_scope_as = change # add_claim_on_loss = no # } # title:c_roma = { # change_title_holder = { # holder = title:k_papal_state.holder # change = scope:change # } # } # resolve_title_and_vassal_change = scope:change # # title:k_papal_state.holder = { # set_realm_capital = title:c_roma # add_opinion = { # target = prev # modifier = restored_papacy_opinion # } # } # } # # ai_potential = { # religion = religion:catholic_religion # highest_held_title_tier > 3 #Only Kings and Emperors # } # # ai_will_do = { #Do it always, for coherence. # base = 100 # modifier = { # factor = 0 # title:c_roma.holder = { # OR = { # is_ai = no # any_liege_or_above = { is_ai = no } # AI will never take Rome province away from a player. # } # } # } # modifier = { # factor = 0 # has_trait = cynical # } # modifier = { # factor = 0 # has_title = title:e_italy # } # } #} # #### Dismantle the Papacy ### #dismantle_papacy_decision = { #For Muslims and Pagans. # picture = { # reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" # } # desc = dismantle_papacy_decision_desc # selection_tooltip = dismantle_papacy_decision_tooltip # decision_group_type = major # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 60 # empire = 60 # hegemony = 60 # } # # is_shown = { # is_ruler = yes # is_playable_character = yes # faith:roman_catholic = { # has_doctrine = doctrine_spiritual_head # } # faith:roman_catholic = { # faith_hostility_level = { # target = root.faith # value >= faith_hostile_level # } # } # highest_held_title_tier > 3 #Only Kings and Emperors # capital_province = { #Indians could not possibly care... # OR = { # geographical_region = world_europe # geographical_region = world_middle_east # geographical_region = world_africa_north # } # } # } # # is_valid = { # trigger_if = { # limit = { # exists = title:k_papal_state.holder # } # title:k_papal_state.holder = { is_landed = no } #If he fled elsewhere, it cannot be done, the Pope must be landless. # title:k_papal_state.holder = { is_at_war = no } #Shouldn't be possible during a Crusade # } # completely_controls_region = world_europe_south_italy # } # # is_valid_showing_failures_only = { # is_landed = yes # is_capable_adult = yes # is_imprisoned = no # top_liege = this # } # # effect = { # custom_tooltip = dismantle_papacy_decision_effect_tooltip # gain_holy_legend_seed_tooltip_effect = yes # hidden_effect = { # legend_seed_great_deed_faith_effect = { # ANTAGONIST = title:k_papal_state.holder # OLD_FAITH = title:k_papal_state.holder.faith # } # } # show_as_tooltip = { # destroy_papacy_scripted_effect = yes # } # trigger_event = { # id = roman_restoration.0130 # } # } # # ai_potential = { # always = yes # } # # ai_will_do = { #Do it always. # base = 100 # } #} # ##Uniting Italy #### Unify Italy ### #unify_italian_empire_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds" # } # desc = unify_italian_empire_decision_desc # selection_tooltip = unify_italian_empire_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 = { # culture = { has_cultural_pillar = heritage_latin } # is_ruler = yes # is_playable_character = yes # highest_held_title_tier > 2 #Dukes and above # capital_province = { geographical_region = world_europe_south_italy } # NOT = { #Can only do it once. # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_unified_italian_empire # } # } # NOT = { #Too late. # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_restored_roman_empire # } # } # NOT = { #Too late. # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_reformed_carolingian_empire # } # } # } # # is_valid = { # prestige_level >= very_high_prestige_level # has_title = title:e_italy # #All the Peninsula # completely_controls_region = world_europe_south_italy # #And Illyria # completely_controls_region = custom_roman_illyricum # } # # 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 = unify_italian_empire_decision_effect_tooltip # trigger_event = { # id = roman_restoration.0140 # } # hidden_effect = { # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_unified_italian_empire # } # set_global_variable = { # name = flag_unified_italian_empire # value = root # } # } # } # # ai_potential = { # always = yes # } # # ai_will_do = { # base = 100 # } #} # ##Roman Empires showdown decision. #### Dismantle German Pretenders ### #dismantle_holy_pretender_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_realm.dds" # } # desc = dismantle_holy_pretender_decision_desc # selection_tooltip = dismantle_holy_pretender_decision_tooltip # decision_group_type = roman # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 0 # empire = 120 # hegemony = 120 # } # # is_shown = { # exists = title:e_hre.holder #Must exist in the first place... # NOT = { # root = title:e_hre.holder #That'd be awkward... # } # OR = { # culture = { has_cultural_pillar = heritage_byzantine } # culture = { has_cultural_pillar = heritage_latin } # } # is_ruler = yes # is_playable_character = yes # is_roman_emperor_trigger = yes # NOR = { #Once an Emperor throws the challenge, he has only one chance to dismantle the Empire. # has_character_flag = flag_emperor_challenging_hre #Applied below. # has_character_flag = flag_emperor_challenged_hre #Applied in war. # } # } # # is_valid = { # prestige_level >= max_prestige_level # #All the Italian Peninsula # completely_controls_region = world_europe_south_italy # #And Lotharingia (the Rhine). # completely_controls = title:d_luxembourg # completely_controls = title:d_brabant # completely_controls = title:d_cologne # completely_controls = title:d_upper_lorraine # completely_controls = title:d_lower_lorraine # } # # is_valid_showing_failures_only = { # is_landed = yes # is_capable_adult = yes # is_imprisoned = no # top_liege = this # is_at_war = no # } # # cost = { # prestige = 2000 # } # # effect = { # custom_tooltip = dismantle_holy_pretender_decision_effect_tooltip # trigger_event = { # id = roman_restoration.0160 # } # } # # ai_potential = { # has_trait = ambitious # } # # ai_will_do = { # base = 100 # } #} # #### Dismantle Greek Pretenders ### #dismantle_byz_pretender_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_realm.dds" # } # desc = dismantle_byz_pretender_decision_desc # selection_tooltip = dismantle_byz_pretender_decision_tooltip # decision_group_type = major # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 0 # empire = 120 # hegemony = 120 # } # # is_shown = { # exists = title:e_byzantium.holder #Must exist in the first place... # NOT = { # root = title:e_byzantium.holder #That'd be awkward... # } # OR = { # culture = { has_cultural_pillar = heritage_frankish } # culture = { has_cultural_pillar = heritage_central_germanic } # culture = { has_cultural_pillar = heritage_latin } # } # is_ruler = yes # is_playable_character = yes # OR = { # is_roman_emperor_trigger = yes # has_title = title:e_hre # } # NOR = { #Once an Emperor throws the challenge, he has only one chance to dismantle the Empire. # has_character_flag = flag_emperor_challenging_byz #Applied below. # has_character_flag = flag_emperor_challenged_byz #Applied in war. # } # } # # is_valid = { # prestige_level >= max_prestige_level # #All the Italian Peninsula # completely_controls_region = world_europe_south_italy # #And Epirus/Hellas (Greek foothold). # completely_controls = title:d_dyrrachion # completely_controls = title:d_cephalonia # completely_controls = title:d_epirus # completely_controls = title:d_athens # completely_controls = title:d_peloponnese # } # # is_valid_showing_failures_only = { # is_landed = yes # is_capable_adult = yes # is_imprisoned = no # top_liege = this # is_at_war = no # } # # cost = { # prestige = 2000 # } # # effect = { # custom_tooltip = dismantle_byz_pretender_decision_effect_tooltip # trigger_event = { # id = roman_restoration.0170 # } # } # # ai_potential = { # has_trait = ambitious # } # # ai_will_do = { # base = 100 # } #} # ############################################## ## Rebuke Roman Claim to Sicily # ## by Ewan Cowhig Croft # ############################################## # #rebuke_roman_revanchism_sicily = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_legitimacy.dds" # } # decision_group_type = major # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 120 # kingdom = 120 # empire = 120 # hegemony = 120 # } # # desc = rebuke_roman_revanchism_sicily_desc # selection_tooltip = rebuke_roman_revanchism_sicily_tooltip # # is_shown = { # # Standard filter checks. # is_playable_character = yes # # Sicily is still under the ERE. # title:e_byzantium = { is_de_jure_liege_or_above_target = title:k_sicily } # # Has land in Sicily. # any_held_title = { # title_tier = county # title_province = { geographical_region = custom_sicily } # } # # Outside the ERE. # NOR = { # has_title = title:e_byzantium # any_liege_or_above = { has_title = title:e_byzantium } # } # # Aaaaaaand it's already happened in 1178. # NOT = { game_start_date >= 1178.10.1 } # # Not repeatable. # NOT = { # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_rebuked_roman_claim_to_sicily # } # } # } # # is_valid = { # # Must be independent. # top_liege = this # # Should have a decent prestige level. # prestige_level >= high_prestige_level # OR = { # # You've got most things and no ERE. # AND = { # custom_tooltip = { # text = rebuke_roman_revanchism_sicily.tt.requirements.lower_tally # any_county_in_region = { # region = custom_sicily # count >= rebuke_roman_revanchism_sicily_requirements_some_ere_county_value # rebuke_roman_revanchism_counties_controlled_trigger = yes # } # } # custom_tooltip = { # text = rebuke_roman_revanchism_sicily.tt.requirements.ere_booted # NOT = { # any_county_in_region = { # region = custom_sicily # rebuke_roman_revanchism_counties_controlled_by_ere_trigger = yes # } # } # } # } # # You've got even more things but there's still some ERE. # custom_tooltip = { # text = rebuke_roman_revanchism_sicily.tt.requirements.higher_tally # any_county_in_region = { # region = custom_sicily # count >= rebuke_roman_revanchism_sicily_requirements_no_ere_county_value # rebuke_roman_revanchism_counties_controlled_trigger = yes # } # } # } # title:k_sicily = { # OR = { # custom_tooltip = { # text = rebuke_roman_revanchism_sicily.tt.sicily_has_no_holder # is_title_created = no # } # holder = root # } # } # custom_tooltip = { # text = rebuke_roman_revanchism_sicily.tt.requirements.ere_cant_be_revanchising # OR = { # NOT = { # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:retake_eastern_provinces_decision # } # } # NOT = { exists = title:e_byzantium.holder } # } # } # custom_tooltip = { # text = rebuke_roman_revanchism_sicily.tt.requirements.ere_not_in_italy # NOT = { # any_county_in_region = { # region = world_europe_south_italy # count >= rebuke_roman_revanchism_sicily_requirements_no_ere_in_italy_county_value # rebuke_roman_revanchism_counties_controlled_by_ere_trigger = yes # } # } # } # } # # is_valid_showing_failures_only = { is_available_at_peace_adult = yes } # # effect = { # save_scope_as = taker # show_as_tooltip = { # random_list = { # 100 = { # show_chance = no # desc = rebuke_roman_revanchism_sicily.tt.effects.option.1 # title:k_sicily = { set_de_jure_liege_title = title:e_italy } # } # 100 = { # show_chance = no # desc = rebuke_roman_revanchism_sicily.tt.effects.option.2 # title:k_sicily = { set_de_jure_liege_title = title:e_maghreb } # } # 100 = { # show_chance = no # desc = rebuke_roman_revanchism_sicily.tt.effects.option.3 # trigger = { rebuke_roman_revanchism_sicily_controls_unlisted_empire_trigger = yes } # title:k_sicily = { set_de_jure_liege_title = root.primary_title } # } # } # add_prestige_experience = rebuke_roman_revanchism_sicily_fame_reward_value # } # trigger_event = roman_restoration.1211 # # Notifying other players is done in scope:taker's event, as scope:taker may change the circumstances of the decision with their option choice. # hidden_effect = { # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_rebuked_roman_claim_to_sicily # } # } # } # # cost = { prestige = 1000 } # # ai_potential = { always = yes } # # # We always want them to do this if they can. # ai_will_do = { base = 1000 } #} #