namespace = major_decisions #Decisions: # decision_convert_to_feudalism, by Mathilda Bjarnehed # 0001 - I converted to feudalism # decision_strenghten_bloodline # 0500 - I have strengthened my bloodline # decision_dynasty_of_many_crowns # 0501 - I have completed dynasty of many crowns # decision_declare_bloodline_holy, by Flavio Verna # 0100 - I have completed Consecrate Bloodline # 0101 - Paragon/Savior traits inheritance #convert_to_feudalism_decision major_decisions.0001 = { #by Mathilda Bjarnehed type = character_event title = major_decisions.0001.t desc = major_decisions.0001.desc theme = realm override_background = { reference = courtyard } left_portrait = { character = root animation = storyteller } immediate = { show_as_tooltip = { convert_whole_realm_to_feudalism_effect = yes } if = { limit = { has_character_flag = ready_to_receive_seed } legend_seed_great_deed_dynasty_effect = yes remove_character_flag = ready_to_receive_seed } hidden_effect = { every_liege_or_above = { limit = { NOT = { top_liege = this } } send_interface_message = { type = event_stewardship_neutral_with_text title = msg_vassal_feudalised desc = msg_vassal_feudalised_desc right_icon = root } } } } option = { name = major_decisions.0001.a } } major_decisions.0002 = { #by Linnéa Thimrén type = letter_event opening = major_decisions.0002.opening desc = major_decisions.0001.desc sender = { character = scope:actor animation = personality_rational } immediate = { show_as_tooltip = { if = { limit = { government_has_flag = government_is_japan_feudal } change_government = japan_feudal_government } else_if = { limit = { government_has_flag = government_is_clan } change_government = clan_government } else = { change_government = feudal_government } } } option = { name = major_decisions.0001.a } } ##################################### #Consecrating Family Decision, by Flavio Verna & Bianca Savazzi major_decisions.0100 = { type = character_event title = major_decisions.0100.t desc = { first_valid = { # Divine Blood if Temporal Head. triggered_desc = { trigger = { OR = { root.faith.religious_head = root root.faith = { has_doctrine = doctrine_no_head } } } desc = major_decisions.0100.desc.temporal } # Regular. desc = major_decisions.0100.desc.spiritual } } theme = faith left_portrait = { character = root animation = personality_zealous } right_portrait = { character = scope:scoped_pope animation = admiration } immediate = { play_music_cue = "mx_cue_sacredrite" hidden_effect = { save_scope_as = scoped_ruler if = { limit = { exists = root.faith.religious_head root != root.faith.religious_head } root.faith.religious_head = { save_scope_as = scoped_pope } } dynasty = { set_variable = { name = variable_made_bloodline_holy value = yes } } } } option = { #Pick what text to display name = { #Temporal. trigger = { root.faith.religious_head = root } text = major_decisions.0100.a } name = { #Spiritual. trigger = { root.faith.religious_head != root } text = major_decisions.0100.b } #Next, what nickname is given if = { limit = { root.faith.religious_head = root } set_nickname_effect = { NICKNAME = nick_the_divine } } if = { #Spiritual. limit = { root.faith.religious_head != root has_ach_dlc_trigger = no } set_nickname_effect = { NICKNAME = nick_the_anointed } } #All live descendants get the descendant trait declare_bloodline_holy_decision_effect = yes #Notifications every_player = { limit = { faith = root.faith NOR = { this = root this.dynasty = root.dynasty } } trigger_event = major_decisions.0102 #Notify players of same faith. } every_player = { limit = { this.dynasty = root.dynasty this != root } trigger_event = major_decisions.0103 #Notify dynasty members. } } } #On_birth:Child of Paragon/Savior gains proper trait at birth. major_decisions.0101 = { type = character_event hidden = yes trigger = { OR = { AND = { mother ?= { OR = { has_trait = savior has_trait = paragon has_trait = divine_blood has_trait = consecrated_blood } } } AND = { father ?= { OR = { has_trait = savior has_trait = paragon has_trait = divine_blood has_trait = consecrated_blood } } } AND = { exists = scope:progenitor_holy_blood OR = { is_grandchild_of = scope:progenitor_holy_blood is_great_grandchild_of = scope:progenitor_holy_blood } } } NOR = { has_trait = savior has_trait = paragon has_trait = divine_blood has_trait = consecrated_blood } } immediate = { if = { limit = { OR = { AND = { mother ?= { OR = { has_trait = savior has_trait = divine_blood } } } AND = { father ?= { OR = { has_trait = savior has_trait = divine_blood } } } } } add_trait = divine_blood } else = { add_trait = consecrated_blood } every_child = { trigger_event = major_decisions.0101 } } } major_decisions.0102 = { type = character_event title = major_decisions.0100.t desc = { first_valid = { # Divine Blood if Temporal Head. triggered_desc = { trigger = { scope:scoped_ruler.faith.religious_head = scope:scoped_ruler } desc = major_decisions.0102.desc.temporal } # Regular. desc = major_decisions.0102.desc.spiritual } } theme = faith left_portrait = { character = scope:scoped_ruler animation = personality_zealous } right_portrait = { character = scope:scoped_pope animation = admiration } immediate = { play_music_cue = "mx_cue_sacredrite" } option = { name = { #Temporal. trigger = { scope:scoped_ruler.faith.religious_head = scope:scoped_ruler } text = major_decisions.0102.a } name = { #Spiritual. trigger = { scope:scoped_ruler.faith.religious_head != scope:scoped_ruler } text = major_decisions.0102.b } } } major_decisions.0103 = { type = character_event title = major_decisions.0100.t desc = { first_valid = { # Divine Blood if Temporal Head. triggered_desc = { trigger = { scope:scoped_ruler.faith.religious_head = scope:scoped_ruler } desc = major_decisions.0103.desc.temporal } # Regular. desc = major_decisions.0103.desc.spiritual } } theme = faith left_portrait = { character = scope:scoped_ruler animation = personality_zealous } right_portrait = { character = scope:scoped_pope animation = admiration } immediate = { play_music_cue = "mx_cue_sacredrite" show_as_tooltip = { if = { limit = { faith = scope:scoped_ruler.faith } if = { limit = { scope:scoped_ruler = { has_trait = savior } } add_trait = divine_blood } if = { limit = { scope:scoped_ruler = { has_trait = paragon } } add_trait = consecrated_blood } } } } option = { name = { #Same Faith. trigger = { faith = scope:scoped_ruler.faith } text = major_decisions.0103.a } name = { #Other Faith. trigger = { faith != scope:scoped_ruler.faith } text = major_decisions.0103.b } } } ################################################## # Convert to Tribalims ################################################## major_decisions.0200 = { type = character_event title = major_decisions.0200.t desc = major_decisions.0200.desc theme = realm left_portrait = { character = root animation = personality_honorable } option = { name = major_decisions.0200.a ai_chance = { #The AI should always do this. base = 100 } } } #I have strengthened our bloodline major_decisions.0500 = { #by Mathilda Bjarnehed type = character_event title = major_decisions.0500.t desc = major_decisions.0500.desc theme = physical_health left_portrait = { character = root animation = personality_bold } override_background = { reference = throne_room } immediate = { play_music_cue = "mx_cue_positive_effect" strengthen_bloodline_decision_effects = yes legend_seed_great_deed_dynasty_effect = yes } option = { name = major_decisions.0500.a give_nickname = nick_the_blood_motherfather } } #Dynasty of Many Crowns major_decisions.0501 = { #by Mathilda Bjarnehed type = character_event title = dynasty_of_many_crowns desc = major_decisions.0501.desc theme = dynasty left_portrait = { character = root animation = personality_bold } immediate = { play_music_cue = "mx_cue_positive_effect" dynasty_of_many_crowns_effects = yes #For desc hidden_effect = { primary_title = { save_scope_as = realm_1 } dynasty = { every_dynasty_member = { limit = { this != root top_liege = this highest_held_title_tier >= tier_kingdom } primary_title = { add_to_list = dynasty_realms } } } random_in_list = { list = dynasty_realms limit = { tier = tier_empire } alternative_limit = { always = yes } save_scope_as = realm_2 } random_in_list = { list = dynasty_realms limit = { tier = tier_empire this != scope:realm_2 } alternative_limit = { this != scope:realm_2 } save_scope_as = realm_3 } random_in_list = { list = dynasty_realms limit = { tier = tier_empire NOR = { this = scope:realm_2 this = scope:realm_3 } } alternative_limit = { NOR = { this = scope:realm_2 this = scope:realm_3 } } save_scope_as = realm_4 } } legend_seed_great_deed_dynasty_effect = yes } option = { name = major_decisions.0501.a } } ################ # Accept cannibalism # by Linnéa Thimrén ################ major_decisions.1001 = { type = character_event title = major_decisions.1001.t desc = { first_valid = { triggered_desc = { trigger = { has_government = landless_adventurer_government } desc = major_decisions.1001.desc_landless } desc = major_decisions.1001.desc } desc = major_decisions.1001.desc_outro } theme = skull left_portrait = { character = scope:cannibal animation = personality_greedy } right_portrait = { trigger = { exists = scope:court_chaplain } character = scope:court_chaplain animation = admiration } override_background = { trigger = { is_landless_adventurer = no } reference = feast } override_background = { trigger = { has_government = landless_adventurer_government } reference = bp1_bonfire } immediate = { play_music_cue = "mx_cue_meadandwine" accept_cannibalism_decision_effect = yes } option = { name = major_decisions.1001.a } } #Players informed major_decisions.1002 = { type = character_event title = { first_valid = { triggered_desc = { trigger = { is_cannibal_trigger = yes } desc = major_decisions.1001.t } desc = major_decisions.1002.t } } desc = { first_valid = { triggered_desc = { trigger = { scope:cannibal = { has_government = landless_adventurer_government } is_cannibal_trigger = yes } desc = major_decisions.1002.desc_cannibal_landless } triggered_desc = { trigger = { scope:cannibal = { has_government = landless_adventurer_government } } desc = major_decisions.1002.desc_landless } triggered_desc = { trigger = { is_cannibal_trigger = yes } desc = major_decisions.1002.desc_cannibal } desc = major_decisions.1002.desc } } theme = skull left_portrait = { character = scope:cannibal animation = personality_greedy } override_background = { trigger = { scope:cannibal = { is_landed_or_landless_administrative = yes } } reference = feast } override_background = { trigger = { scope:cannibal = { has_government = landless_adventurer_government } } reference = army_camp } option = { name = { text = { first_valid = { #Noyce! triggered_desc = { trigger = { is_cannibal_trigger = yes } desc = major_decisions.1002.a } #Oh dear... desc = major_decisions.1002.b } } } } } ################# #Found a custom Kingdom/Empire # #by Petter Vilberg ################# #I have founded a Kingdom major_decisions.1101 = { type = character_event title = major_decisions.1101.t desc = { triggered_desc = { trigger = { exists = scope:three_duchies } desc = { desc = major_decisions.1101.opening_duchies desc = double_line_break } } desc = major_decisions.1101.desc } theme = realm left_portrait = { character = root animation = personality_greedy } immediate = { play_music_cue = "mx_cue_positive_effect" # If Kingdom is formed from three Duchies, specifically shout that out if = { limit = { any_held_title = { title_tier = duchy count >= 3 } } scope:old_title = { # Carried over from the decision save_scope_as = duchy_1 } random_held_title = { title_tier = duchy limit = { this != scope:duchy_1 } save_scope_as = duchy_2 } random_held_title = { title_tier = duchy limit = { NOR = { this = scope:duchy_1 this = scope:duchy_2 } } save_scope_as = duchy_3 } if = { # Safeguarding against loc-breaking here limit = { exists = scope:duchy_1 exists = scope:duchy_2 exists = scope:duchy_3 } save_scope_value_as = { name = three_duchies value = yes } } } show_as_tooltip = { set_primary_title_to = scope:new_title } } option = { name = major_decisions.1101.a custom_tooltip = major_decisions.1101.i_have_become_royal } } #My liege has founded a Kingdom major_decisions.1102 = { type = character_event title = major_decisions.1101.t desc = major_decisions.1102.desc theme = realm left_portrait = { character = root animation = personality_greedy } immediate = { play_music_cue = "mx_cue_succession" } option = { name = { text = major_decisions.1102.a trigger = { reverse_opinion = { target = scope:founder value >= 0 } } } name = { text = major_decisions.1102.a.dislike trigger = { reverse_opinion = { target = scope:founder value < 0 } } } custom_tooltip = major_decisions.1102.has_become_royal } } #I have founded an Empire major_decisions.1103 = { type = character_event title = major_decisions.1101.t desc = { triggered_desc = { trigger = { exists = scope:three_kingdoms } desc = { desc = major_decisions.1103.opening_kingdoms desc = double_line_break } } desc = major_decisions.1103.opening first_valid = { triggered_desc = { trigger = { exists = faith.religious_head faith.religious_head = root } desc = major_decisions.1103.i_am_religious_head } triggered_desc = { trigger = { exists = faith.religious_head } desc = major_decisions.1103.blessed_by_religious_head } desc = major_decisions.1103.i_am_religious_head } } theme = realm left_portrait = { character = root animation = personality_greedy } immediate = { play_music_cue = "mx_cue_positive_effect" # If Empire is formed from three Kingdoms, specifically shout that out if = { limit = { any_held_title = { title_tier = kingdom count >= 3 } } scope:old_title = { # Carried over from the decision save_scope_as = kingdom_1 } random_held_title = { title_tier = kingdom limit = { this != scope:kingdom_1 } save_scope_as = kingdom_2 } random_held_title = { title_tier = kingdom limit = { NOR = { this = scope:kingdom_1 this = scope:kingdom_2 } } save_scope_as = kingdom_3 } if = { # Safeguarding against loc-breaking here limit = { exists = scope:kingdom_1 exists = scope:kingdom_2 exists = scope:kingdom_3 } save_scope_value_as = { name = three_kingdoms value = yes } } } if = { limit = { exists = faith.religious_head } faith.religious_head = { save_scope_as = religious_figure } } show_as_tooltip = { set_primary_title_to = scope:new_title } } option = { name = major_decisions.1103.a custom_tooltip = major_decisions.1101.i_have_become_royal } } #My liege has founded an Empire major_decisions.1104 = { type = character_event title = major_decisions.1101.t desc = { desc = major_decisions.1104.opening first_valid = { triggered_desc = { trigger = { exists = faith.religious_head faith.religious_head = root } desc = major_decisions.1104.i_am_religious_head } triggered_desc = { trigger = { exists = faith.religious_head faith.religious_head = scope:founder } desc = major_decisions.1104.religious_head_empire } triggered_desc = { trigger = { exists = faith.religious_head } desc = major_decisions.1104.blessed_by_religious_head } desc = major_decisions.1104.religious_head_empire } desc = major_decisions.1104.end } theme = realm left_portrait = { character = root animation = personality_greedy } immediate = { play_music_cue = "mx_cue_succession" if = { limit = { exists = scope:founder.faith.religious_head } scope:founder.faith.religious_head = { save_scope_as = religious_figure } } show_as_tooltip = { set_primary_title_to = scope:new_title } } option = { name = major_decisions.1104.a custom_tooltip = major_decisions.1102.has_become_royal } } #I have lost de jure territory to a new Kingdom major_decisions.1105 = { type = character_event title = major_decisions.1105.t desc = major_decisions.1105.desc theme = realm left_portrait = { character = scope:founder animation = personality_greedy } option = { name = major_decisions.1105.a show_as_tooltip = { every_in_list = { list = notification_titles set_de_jure_liege_title = scope:new_title } } } } ################ # Found University # by Linnéa Thimrén ################ major_decisions.2001 = { type = character_event title = major_decisions.2001.t desc = { desc = major_decisions.2001.desc_first first_valid = { triggered_desc = { trigger = { any_sub_realm_barony = { count >= 2 title_province = { OR = { has_building = generic_university has_building = al_azhar_university has_building = sankore_university has_building = nalanda_university } } } } desc = major_decisions.2001.desc_more } desc = major_decisions.2001.desc } } theme = learning left_portrait = { character = scope:founder animation = personality_rational } immediate = { found_university_decision_event_effect = yes } option = { trigger = { any_sub_realm_barony = { this = title:b_fes } title:b_fes = { county = { development_level >= 30 } title_province = { has_special_building_slot = no } } } title:b_fes.title_province = { add_special_building_slot = generic_university set_variable = { #To unlock the building name = university value = yes } title:b_fes = { if = { limit = { holder != root } holder = { add_opinion = { target = root modifier = pleased_opinion opinion = 30 } } } } } name = major_decisions.2001.b_fes } option = { trigger = { any_sub_realm_barony = { this = title:b_cairo } title:b_cairo = { county = { development_level >= 30 } title_province = { has_special_building_slot = no } } } title:b_cairo.title_province = { add_special_building_slot = al_azhar_university set_variable = { #To unlock the building name = university value = yes } title:b_cairo = { if = { limit = { holder != root } holder = { add_opinion = { target = root modifier = pleased_opinion opinion = 30 } } } } } name = major_decisions.2001.b_cairo } option = { trigger = { any_sub_realm_barony = { this = title:b_bologna } title:b_bologna = { county = { development_level >= 30 } title_province = { has_special_building_slot = no } } } title:b_bologna.title_province = { add_special_building_slot = generic_university set_variable = { #To unlock the building name = university value = yes } title:b_bologna = { if = { limit = { holder != root } holder = { add_opinion = { target = root modifier = pleased_opinion opinion = 30 } } } } } name = major_decisions.2001.b_bologna } option = { trigger = { any_sub_realm_barony = { this = title:b_salamanca } title:b_salamanca = { county = { development_level >= 30 } title_province = { has_special_building_slot = no } } } title:b_salamanca.title_province = { add_special_building_slot = generic_university set_variable = { #To unlock the building name = university value = yes } title:b_salamanca = { if = { limit = { holder != root } holder = { add_opinion = { target = root modifier = pleased_opinion opinion = 30 } } } } } name = major_decisions.2001.b_salamanca } option = { trigger = { any_sub_realm_barony = { this = title:b_madrid } title:b_madrid = { county = { development_level >= 30 } title_province = { has_special_building_slot = no } } } title:b_madrid.title_province = { add_special_building_slot = generic_university set_variable = { #To unlock the building name = university value = yes } title:b_madrid = { if = { limit = { holder != root } holder = { add_opinion = { target = root modifier = pleased_opinion opinion = 30 } } } } } name = major_decisions.2001.b_madrid } option = { trigger = { any_sub_realm_barony = { this = title:b_oxford } title:b_oxford = { county = { development_level >= 30 } title_province = { has_special_building_slot = no } } } title:b_oxford.title_province = { add_special_building_slot = generic_university set_variable = { #To unlock the building name = university value = yes } title:b_oxford = { if = { limit = { holder != root } holder = { add_opinion = { target = root modifier = pleased_opinion opinion = 30 } } } } } name = major_decisions.2001.b_oxford } option = { trigger = { any_sub_realm_barony = { this = title:b_cambridge } title:b_cambridge = { county = { development_level >= 30 } title_province = { has_special_building_slot = no } } } title:b_cambridge.title_province = { add_special_building_slot = generic_university set_variable = { #To unlock the building name = university value = yes } title:b_cambridge = { if = { limit = { holder != root } holder = { add_opinion = { target = root modifier = pleased_opinion opinion = 30 } } } } } name = major_decisions.2001.b_cambridge } option = { trigger = { any_sub_realm_barony = { this = title:b_padua } title:b_padua = { county = { development_level >= 30 } title_province = { has_special_building_slot = no } } } title:b_padua.title_province = { add_special_building_slot = generic_university set_variable = { #To unlock the building name = university value = yes } title:b_padua = { if = { limit = { holder != root } holder = { add_opinion = { target = root modifier = pleased_opinion opinion = 30 } } } } } name = major_decisions.2001.b_padua } option = { trigger = { any_sub_realm_barony = { this = title:b_siena } title:b_siena = { county = { development_level >= 30 } title_province = { has_special_building_slot = no } } } title:b_siena.title_province = { add_special_building_slot = siena_university set_variable = { #To unlock the building name = university value = yes } title:b_siena = { if = { limit = { holder != root } holder = { add_opinion = { target = root modifier = pleased_opinion opinion = 30 } } } } } name = major_decisions.2001.b_siena } option = { trigger = { any_sub_realm_barony = { this = title:b_coimbra } title:b_coimbra = { county = { development_level >= 30 } title_province = { has_special_building_slot = no } } } title:b_coimbra.title_province = { add_special_building_slot = generic_university set_variable = { #To unlock the building name = university value = yes } title:b_coimbra = { if = { limit = { holder != root } holder = { add_opinion = { target = root modifier = pleased_opinion opinion = 30 } } } } } name = major_decisions.2001.b_coimbra } option = { trigger = { any_sub_realm_barony = { this = title:b_napoli } title:b_napoli = { county = { development_level >= 30 } title_province = { has_special_building_slot = no } } } title:b_napoli.title_province = { add_special_building_slot = generic_university set_variable = { #To unlock the building name = university value = yes } title:b_napoli = { if = { limit = { holder != root } holder = { add_opinion = { target = root modifier = pleased_opinion opinion = 30 } } } } } name = major_decisions.2001.b_napoli } option = { trigger = { any_sub_realm_barony = { this = title:b_tirakka } title:b_tirakka = { county = { development_level >= 30 } title_province = { has_special_building_slot = no } } } title:b_tirakka.title_province = { add_special_building_slot = sankore_university set_variable = { #To unlock the building name = university value = yes } title:b_tirakka = { if = { limit = { holder != root } holder = { add_opinion = { target = root modifier = pleased_opinion opinion = 30 } } } } } name = major_decisions.2001.b_tirakka } option = { # fallback in case development somehow tumbles trigger = { always = no } fallback = yes name = major_decisions.2001.fallback custom_tooltip = major_decisions.2001.fallback.tt } } #Other players informed major_decisions.2002 = { type = character_event title = major_decisions.2001.t desc = major_decisions.2002.desc left_portrait = { character = scope:founder animation = personality_rational } theme = learning option = { name = major_decisions.2002.a } } #A skilled courtier turns up at your court major_decisions.2011 = { type = character_event title = major_decisions.2011.t desc = major_decisions.2011.desc theme = learning left_portrait = { character = scope:new_courtier animation = thinking } override_background = { reference = throne_room } trigger = { any_sub_realm_barony = { title_province = { OR = { has_building = generic_university has_building = al_azhar_university has_building = sankore_university has_building = nalanda_university } } } } immediate = { create_character = { employer = root template = scholar_character save_scope_as = new_courtier } } option = { #Welcome! name = major_decisions.2011.a scope:new_courtier = { add_opinion = { target = root modifier = friendliness_opinion opinion = 15 } } } option = { #Send away name = major_decisions.2011.b scope:new_courtier = { move_to_pool = yes add_opinion = { target = root modifier = disappointed_opinion opinion = -10 } } } } #You've built a greenhouse! major_decisions.3001 = { type = character_event title = major_decisions.3001.t desc = major_decisions.3001.desc theme = stewardship left_portrait = { character = scope:builder animation = personality_irrational } override_background = { reference = garden } immediate = { lunatic_building_decision_effect = yes play_music_cue = "mx_cue_low_key_positive" } option = { name = major_decisions.3001.a } } #Other players informed major_decisions.3002 = { type = character_event title = major_decisions.3001.t desc = major_decisions.3002.desc theme = stewardship left_portrait = { character = scope:builder animation = personality_irrational } override_background = { reference = garden } option = { name = major_decisions.3002.a } } ################################################## # Special Succession Acquisition # by Ewan Cowhig Croft ################################################## major_decisions.3100 = { type = character_event title = major_decisions.3100.t desc = major_decisions.3100.desc theme = realm left_portrait = { character = root animation = personality_rational } #Change based on my culture. Or, occasionally, dynasty. option = { name = major_decisions.3100.a trigger = { OR = { special_succession_witengamot_trigger = yes special_succession_thing_trigger = yes special_succession_tanistry_trigger = yes special_succession_jirga_trigger = yes } } if = { limit = { special_succession_witengamot_trigger = yes } special_succession_witengamot_effect = yes } else_if = { limit = { special_succession_thing_trigger = yes } special_succession_thing_effect = yes } else_if = { limit = { special_succession_tanistry_trigger = yes } special_succession_tanistry_effect = yes } else_if = { limit = { special_succession_jirga_trigger = yes } special_succession_jirga_effect = yes } ai_chance = { #The AI should always do this. base = 100 } } #Change based on my faith; not currently used, but can be set up in future if needed. #option = { #name = major_decisions.3100.b #ai_chance = { #Stay away, robots. #base = 0 #} #} #Actually, no thanks. option = { name = major_decisions.3100.d ai_chance = { #Seriously, stay away. base = 0 } hidden_effect = { # Reimburse cost. add_prestige_no_experience = 300 } } } ################### ## Merge Aquitaine # #################### #major_decisions.3200 = { # type = character_event # title = major_decisions.3200.t # desc = major_decisions.3200.desc # theme = realm # left_portrait = { # trigger = { # this != scope:rightful_liege # } # character = root # triggered_animation = { # trigger = { # NOR = { # opinion = { # target = scope:rightful_liege # value >= 25 # } # root.culture = scope:rightful_liege.culture # culture = { any_parent_culture_or_above = { this = scope:rightful_liege.culture } } # } # } # animation = disapproval # } # animation = obsequious_bow # } # # right_portrait = { # character = scope:rightful_liege # animation = personality_honorable # } # # immediate = { # show_as_tooltip = { # destroy_title = scope:destroyed_title # scope:rightful_title = { # if = { # limit = { # this = title:k_aquitaine # } # every_in_de_jure_hierarchy = { # custom = merge_aquitaine_decision_tooltip_alt # custom_tooltip = merge_aquitaine_decision_tooltip_2_alt # } # } # else = { # every_in_de_jure_hierarchy = { # custom = merge_aquitaine_decision_tooltip_original # custom_tooltip = merge_aquitaine_decision_tooltip_2_original # } # } # } # } # } # # option = { # name = major_decisions.3200.a # trigger = { # NOR = { # opinion = { # target = scope:rightful_liege # value >= 25 # } # root.culture = scope:rightful_liege.culture # culture = { any_parent_culture_or_above = { this = scope:rightful_liege.culture } } # } # } # } # # option = { # name = major_decisions.3200.b # trigger = { # OR = { # opinion = { # target = scope:rightful_liege # value >= 25 # } # root.culture = scope:rightful_liege.culture # culture = { any_parent_culture_or_above = { this = scope:rightful_liege.culture } } # } # } # } #} ##Restore Carthage #major_decisions.3300 = { # type = character_event # title = major_decisions.3300.t # desc = major_decisions.3300.desc # theme = crown # # override_effect_2d = { reference = legend_glow } # # left_portrait = { # character = root # animation = sword_coup_degrace # camera = camera_torso_scheme_right_look_right # } # # immediate = { # restore_carthage_scripted_effect = yes # # culture = { save_scope_as = founder_culture } # } # # option = { # name = major_decisions.3300.a # # hidden_effect = { # culture:carthaginian = { # get_all_innovations_from = scope:founder_culture # } # } # # #convert people to your new culture # convert_family_culture_and_notify_vassals_effect = { # OLD_CULTURE = root.culture # NEW_CULTURE = culture:carthaginian # CONVERTER = root # } # # #convert capital counties to carthaginian # title:c_tunis = { # set_county_culture = culture:carthaginian # } # title:c_tripolitana = { # set_county_culture = culture:carthaginian # } # title:c_algier = { # set_county_culture = culture:carthaginian # } # title:c_murcia = { # set_county_culture = culture:carthaginian # } # } # # option = { # name = major_decisions.3300.b # } #} # ############### ## Carantania # ############### #major_decisions.3400 = { # type = character_event # title = major_decisions.3400.t # desc = major_decisions.3400.desc # theme = crown # override_background = ce1_legendary_spring # left_portrait = { # character = root # animation = pondering # } # window = big_event_window # # widget = { gui = event_window_widget_vfx_godray container = foreground_shader_vfx_container } # # immediate = { # decision_restore_carantania_effect = yes # } # # option = { # name = major_decisions.3400.a # } #} # ############ ## Cumbria # ############ #major_decisions.3500 = { # type = character_event # title = major_decisions.3500.t # desc = major_decisions.3500.desc # theme = crown # override_background = council_chamber # left_portrait = { # character = root # animation = pondering # } # window = big_event_window # # widget = { gui = event_window_widget_vfx_godray container = foreground_shader_vfx_container } # # immediate = { # form_cumbria_decision_scripted_effect = yes # } # # option = { # name = major_decisions.3500.a # } #} # #################### ## Cossack Kingdom # #################### # ##Create Cossack Kingdom #major_decisions.3600 = { # type = character_event # title = major_decisions.3600.t # desc = major_decisions.3600.desc # theme = crown # override_background = council_chamber # # window = big_event_window # # override_effect_2d = { reference = legend_glow } # # left_portrait = { # character = root # animation = sword_coup_degrace # camera = camera_torso_scheme_right_look_right # } # # immediate = { # create_cossack_scripted_effect = yes # } # # option = { # name = major_decisions.3600.a # convert_family_culture_and_notify_vassals_effect = { # OLD_CULTURE = scope:founder_culture # NEW_CULTURE = scope:new_culture # CONVERTER = root # } # } # option = { # name = major_decisions.3600.b # } #} #