#Interactions relating to the head of the dynasty disinherit_interaction = { icon = icon_dynasty category = interaction_category_hostile interface_priority = 60 desc = disinherit_interaction_desc use_diplomatic_range = no is_shown = { NOT = { scope:recipient = scope:actor AND = { # Explicit AND to ensure no funny business scope:recipient = { is_child_of = scope:actor } scope:actor.dynasty = { this = scope:recipient.dynasty has_dynasty_perk = fp2_coterie_legacy_5 } } } scope:actor = { is_dynast = yes dynasty = scope:recipient.dynasty } scope:recipient = { NOT = { has_trait = disinherited } } } is_valid = { custom_description = { scope:actor.culture = { NOT = { has_cultural_parameter = cannot_disherit } } text = "mystical_ancestors_disinherit" } } is_valid_showing_failures_only = { trigger_if = { limit = { NOT = { # in such cases, it will be free so no need to check for Renown scope:recipient = { OR = { has_trait = disputed_heritage any_secret = { secret_type = secret_disputed_heritage is_known_by = scope:actor } has_trait = bastard } } } } scope:actor.dynasty = { dynasty_prestige >= medium_dynasty_prestige_value } } scope:recipient = { is_busy_in_events_localised = yes } scope:recipient = { NOT = { has_strong_hook = scope:actor } } trigger_if = { limit = { scope:recipient = { NOR = { is_child_of = scope:actor is_grandchild_of = scope:actor is_great_grandchild_of = scope:actor } } } custom_description = { scope:recipient.top_liege = scope:actor.top_liege text = "same_realm_as" } } custom_tooltip = { text = cannot_take_overt_hostile_actions_against_diarch.tt NOT = { scope:recipient ?= scope:actor.diarch } } } on_auto_accept = { scope:recipient = { trigger_event = char_interaction.0020 } } on_accept = { scope:actor = { stress_impact = { forgiving = minor_stress_impact_gain compassionate = minor_stress_impact_gain } #Legitimacy loss if = { limit = { has_legitimacy = yes } if = { limit = { scope:recipient = { is_primary_heir_of = scope:actor } } add_legitimacy = { value = medium_legitimacy_loss multiply = scope:actor.primary_title.tier } } else_if = { limit = { scope:recipient = { is_child_of = scope:actor } } add_legitimacy = { value = minor_legitimacy_loss multiply = scope:actor.primary_title.tier } } else = { add_legitimacy = { value = miniscule_legitimacy_loss multiply = scope:actor.primary_title.tier } } } hidden_effect = { send_interface_toast = { type = event_toast_effect_neutral title = disinherit_interaction_notification left_icon = scope:actor right_icon = scope:recipient scope:recipient = { show_as_tooltip = { disinherit_effect = { DISINHERITOR = scope:actor } } } } } } scope:recipient = { disinherit_effect = { DISINHERITOR = scope:actor } } # If we're a clan this interaction affects unity add_clan_unity_interaction_effect = { CHARACTER = scope:actor TARGET = scope:recipient VALUE = medium_unity_loss DESC = clan_unity_disinheritance.desc REVERSE_NON_HOUSE_TARGET = no } if = { limit = { scope:recipient = { any_secret = { secret_type = secret_disputed_heritage is_known_by = scope:actor save_temporary_scope_as = secret_to_reveal } } } scope:secret_to_reveal = { expose_secret = scope:recipient.mother } scope:recipient = { add_trait = disputed_heritage } } } cost = { renown = { value = { add = medium_dynasty_prestige_value if = { limit = { scope:recipient = { is_landed_or_landless_administrative = yes } } add = major_dynasty_prestige_value } if = { limit = { scope:recipient = { is_landed_or_landless_administrative = no any_heir_title = { exists = holder } } } add = medium_dynasty_prestige_value } if = { limit = { scope:recipient = { OR = { has_trait = disputed_heritage any_secret = { secret_type = secret_disputed_heritage is_known_by = scope:actor } has_trait = bastard } } } multiply = 0 } } } prestige = { value = { add = medium_prestige_value if = { limit = { scope:recipient = { is_landed_or_landless_administrative = yes } } add = massive_prestige_value } if = { limit = { scope:recipient = { is_landed_or_landless_administrative = no any_heir_title = { exists = holder } } } add = medium_prestige_value } if = { limit = { scope:recipient = { OR = { has_trait = disputed_heritage any_secret = { secret_type = secret_disputed_heritage is_known_by = scope:actor } has_trait = bastard } } } multiply = 0 } } } } auto_accept = yes ai_potential = { is_at_war = no NOT = { has_trait = forgiving } } ai_targets = { ai_recipients = dynasty max = 20 } ai_frequency = 96 ai_will_do = { base = 0 modifier = { add = -100 scope:actor = { OR = { legitimacy_level = 0 legitimacy_level = 1 } } scope:recipient = { is_primary_heir_of = scope:actor } } modifier = { add = 100 scope:recipient = { OR = { has_relation_rival = scope:actor has_relation_nemesis = scope:actor } } } modifier = { add = 100 scope:recipient = { is_primary_heir_of = scope:actor OR = { has_trait = inbred has_trait = intellect_bad_3 has_trait = incapable } } } modifier = { add = 5 ai_vengefulness >= medium_positive_ai_value scope:recipient = { is_heir_of = scope:actor } OR = { AND = { scope:recipient = { has_trait = incestuous } NOT = { is_incestuous_trigger = yes } trait_is_criminal_in_faith_trigger = { TRAIT = incestuous FAITH = scope:actor.faith GENDER_CHARACTER = scope:recipient } } AND = { scope:recipient = { has_trait = kinslayer } NOT = { has_trait = kinslayer } } AND = { scope:recipient = { has_trait = adulterer } NOR = { has_trait = adulterer has_trait = fornicator } trait_is_criminal_in_faith_trigger = { TRAIT = adulterer FAITH = scope:actor.faith GENDER_CHARACTER = scope:recipient } } AND = { scope:recipient = { has_trait = fornicator } NOR = { has_trait = adulterer has_trait = fornicator } trait_is_criminal_in_faith_trigger = { TRAIT = fornicator FAITH = scope:actor.faith GENDER_CHARACTER = scope:recipient } } AND = { scope:recipient = { has_trait = deviant } NOT = { is_deviant_trigger = yes } trait_is_criminal_in_faith_trigger = { TRAIT = deviant FAITH = scope:actor.faith GENDER_CHARACTER = scope:recipient } } AND = { scope:recipient = { has_trait = witch } NOT = { is_witch_trigger = yes } trait_is_criminal_in_faith_trigger = { TRAIT = witch FAITH = scope:actor.faith GENDER_CHARACTER = scope:recipient } } AND = { scope:recipient = { has_trait = sodomite } NOR = { has_trait = sodomite any_secret = { secret_type = secret_homosexual } } trait_is_criminal_in_faith_trigger = { TRAIT = sodomite FAITH = scope:actor.faith GENDER_CHARACTER = scope:recipient } } AND = { scope:recipient = { has_trait = cannibal } NOT = { is_cannibal_trigger = yes } trait_is_criminal_in_faith_trigger = { TRAIT = cannibal FAITH = scope:actor.faith GENDER_CHARACTER = scope:recipient } } } } # Unity modifiers evaluate_action_decreasing_house_unity = { VALUE = 100 } modifier = { factor = 0 scope:recipient = { OR = { has_relation_friend = scope:actor has_relation_best_friend = scope:actor } } } modifier = { factor = 0 scope:recipient = { is_ai = no } } } } disinherit_children_interaction = { icon = icon_dynasty category = interaction_category_hostile interface_priority = 60 desc = disinherit_children_interaction_desc use_diplomatic_range = no is_shown = { # DLC checking has_fp2_dlc_trigger = yes # Standard check NOT = { scope:recipient = scope:actor } scope:actor.dynasty = { this = scope:recipient.dynasty has_dynasty_perk = fp2_coterie_legacy_5 } scope:recipient = { NOT = { has_trait = disinherited } } } is_valid = { scope:actor = { is_parent_of = scope:recipient } custom_description = { scope:actor.culture = { NOT = { has_cultural_parameter = cannot_disherit } } text = "mystical_ancestors_disinherit" } } is_valid_showing_failures_only = { scope:actor = { prestige >= major_prestige_value } scope:recipient = { is_busy_in_events_localised = yes } scope:recipient = { NOT = { has_strong_hook = scope:actor } } trigger_if = { limit = { scope:recipient = { NOR = { is_child_of = scope:actor is_grandchild_of = scope:actor is_great_grandchild_of = scope:actor } } } custom_description = { scope:recipient.top_liege = scope:actor.top_liege text = "same_realm_as" } } custom_tooltip = { text = cannot_take_overt_hostile_actions_against_diarch.tt NOT = { scope:recipient ?= scope:actor.diarch } } } on_auto_accept = { scope:recipient = { trigger_event = char_interaction.0020 } } on_accept = { scope:actor = { stress_impact = { forgiving = minor_stress_impact_gain compassionate = minor_stress_impact_gain } add_tyranny = massive_tyranny_value hidden_effect = { send_interface_toast = { type = event_toast_effect_neutral title = disinherit_interaction_notification left_icon = scope:actor right_icon = scope:recipient scope:recipient = { show_as_tooltip = { disinherit_effect = { DISINHERITOR = scope:actor } } } } } } scope:recipient = { disinherit_effect = { DISINHERITOR = scope:actor } } # If we're a clan this interaction affects unity add_clan_unity_interaction_effect = { CHARACTER = scope:actor TARGET = scope:recipient VALUE = minor_unity_loss DESC = clan_unity_disinheritance.desc REVERSE_NON_HOUSE_TARGET = no } } cost = { prestige = { value = { add = medium_prestige_value if = { limit = { scope:recipient = { is_landed_or_landless_administrative = yes } } add = massive_prestige_value } if = { limit = { scope:recipient = { is_landed_or_landless_administrative = no any_heir_title = { exists = holder } } } add = medium_prestige_value } } } } auto_accept = yes ai_potential = { is_at_war = no NOT = { has_trait = forgiving } } ai_targets = { ai_recipients = dynasty max = 20 } ai_frequency = 96 ai_will_do = { base = 0 modifier = { add = 100 scope:recipient = { OR = { has_relation_rival = scope:actor has_relation_nemesis = scope:actor } } } modifier = { add = 100 scope:recipient = { is_primary_heir_of = scope:actor OR = { has_trait = inbred has_trait = intellect_bad_3 has_trait = incapable } } } modifier = { add = 5 ai_vengefulness >= medium_positive_ai_value scope:recipient = { is_heir_of = scope:actor } OR = { AND = { scope:recipient = { has_trait = incestuous } NOT = { is_incestuous_trigger = yes } trait_is_criminal_in_faith_trigger = { TRAIT = incestuous FAITH = scope:actor.faith GENDER_CHARACTER = scope:recipient } } AND = { scope:recipient = { has_trait = kinslayer } NOT = { has_trait = kinslayer } } AND = { scope:recipient = { has_trait = adulterer } NOR = { has_trait = adulterer has_trait = fornicator } trait_is_criminal_in_faith_trigger = { TRAIT = adulterer FAITH = scope:actor.faith GENDER_CHARACTER = scope:recipient } } AND = { scope:recipient = { has_trait = fornicator } NOR = { has_trait = adulterer has_trait = fornicator } trait_is_criminal_in_faith_trigger = { TRAIT = fornicator FAITH = scope:actor.faith GENDER_CHARACTER = scope:recipient } } AND = { scope:recipient = { has_trait = deviant } NOT = { is_deviant_trigger = yes } trait_is_criminal_in_faith_trigger = { TRAIT = deviant FAITH = scope:actor.faith GENDER_CHARACTER = scope:recipient } } AND = { scope:recipient = { has_trait = witch } NOT = { is_witch_trigger = yes } trait_is_criminal_in_faith_trigger = { TRAIT = witch FAITH = scope:actor.faith GENDER_CHARACTER = scope:recipient } } AND = { scope:recipient = { has_trait = sodomite } NOR = { has_trait = sodomite any_secret = { secret_type = secret_homosexual } } trait_is_criminal_in_faith_trigger = { TRAIT = sodomite FAITH = scope:actor.faith GENDER_CHARACTER = scope:recipient } } AND = { scope:recipient = { has_trait = cannibal } NOT = { is_cannibal_trigger = yes } trait_is_criminal_in_faith_trigger = { TRAIT = cannibal FAITH = scope:actor.faith GENDER_CHARACTER = scope:recipient } } } } # Unity modifiers evaluate_action_decreasing_house_unity = { VALUE = 100 } modifier = { factor = 0 scope:recipient = { OR = { has_relation_friend = scope:actor has_relation_best_friend = scope:actor } } } modifier = { factor = 0 scope:recipient = { is_ai = no } } } } restore_inheritance_interaction = { icon = icon_dynasty category = interaction_category_friendly desc = restore_inheritance_interaction_desc interface_priority = 60 is_shown = { scope:actor = { is_dynast = yes dynasty = scope:recipient.dynasty } scope:recipient = { has_trait = disinherited } } is_valid_showing_failures_only = { scope:actor.dynasty ={ dynasty_prestige >= miniscule_dynasty_prestige_value } scope:recipient = { is_busy_in_events_localised = yes } } on_auto_accept = { scope:recipient = { trigger_event = char_interaction.0030 } } on_accept = { scope:actor = { stress_impact = { vengeful = minor_stress_impact_gain stubborn = minor_stress_impact_gain } hidden_effect = { send_interface_message = { type = event_dynasty_neutral title = restore_inheritance_interaction_notification right_icon = scope:recipient show_as_tooltip = { scope:recipient = { restore_inheritance_effect = yes } } } } } scope:recipient = { restore_inheritance_effect = yes } # If we're a clan this interaction affects unity add_clan_unity_interaction_effect = { CHARACTER = scope:actor TARGET = scope:recipient VALUE = minor_unity_gain DESC = clan_unity_re_inheritance.desc REVERSE_NON_HOUSE_TARGET = no } } cost = { renown = { value = medium_dynasty_prestige_value } } auto_accept = yes ai_potential = { is_at_war = no } ai_targets = { ai_recipients = dynasty max = 20 } ai_frequency = 120 ai_will_do = { base = 0 modifier = { add = 100 scope:recipient = { OR = { has_relation_friend = scope:actor has_relation_best_friend = scope:actor } } } modifier = { add = 5 ai_vengefulness <= medium_negative_ai_value } modifier = { add = 100 scope:recipient = scope:actor } # Unity modifiers evaluate_action_increasing_house_unity = { VALUE = 100 } modifier = { factor = 0 scope:recipient = { OR = { has_relation_rival = scope:actor has_relation_nemesis = scope:actor } } } } } denounce_interaction = { icon = icon_dynasty category = interaction_category_hostile interface_priority = 60 desc = denounce_interaction_desc is_shown = { NOT = { scope:recipient = scope:actor } scope:actor = { is_dynast = yes dynasty = scope:recipient.dynasty } scope:recipient = { NOT = { has_trait = denounced } } } is_valid_showing_failures_only = { scope:actor.dynasty = { dynasty_prestige >= minor_dynasty_prestige_value } scope:recipient = { is_busy_in_events_localised = yes } scope:recipient = { NOT = { has_strong_hook = scope:actor } } custom_tooltip = { text = cannot_take_overt_hostile_actions_against_diarch.tt NOT = { scope:recipient ?= scope:actor.diarch } } } on_auto_accept = { scope:recipient = { trigger_event = char_interaction.0040 } } on_accept = { scope:actor = { stress_impact = { forgiving = minor_stress_impact_gain compassionate = minor_stress_impact_gain } hidden_effect = { send_interface_toast = { type = event_toast_effect_neutral title = denounce_interaction_notification left_icon = scope:actor right_icon = scope:recipient scope:recipient = { show_as_tooltip = { denounce_effect = { ACTOR = scope:actor RECIPIENT = scope:recipient } } } } } } scope:recipient = { denounce_effect = { ACTOR = scope:actor RECIPIENT = scope:recipient } } # If we're a clan this interaction affects unity add_clan_unity_interaction_effect = { CHARACTER = scope:actor TARGET = scope:recipient VALUE = minor_unity_loss DESC = clan_unity_denouncement.desc REVERSE_NON_HOUSE_TARGET = no } } cost = { renown = { value = { add = minor_dynasty_prestige_value if = { limit = { scope:recipient = { is_landed_or_landless_administrative = yes } } add = medium_dynasty_prestige_value } if = { limit = { scope:recipient = { is_landed_or_landless_administrative = no any_heir_title = { exists = holder } } } add = minor_dynasty_prestige_value } } } prestige = { value = { add = medium_prestige_value if = { limit = { scope:recipient = { is_landed_or_landless_administrative = yes } } add = major_prestige_value } if = { limit = { scope:recipient = { is_landed_or_landless_administrative = no any_heir_title = { exists = holder } } } add = medium_prestige_value } } } } auto_accept = yes ai_potential = { is_adult = yes NOT = { has_trait = forgiving } } ai_targets = { ai_recipients = dynasty max = 20 } ai_frequency = 96 ai_will_do = { base = 0 modifier = { add = 100 scope:recipient = { OR = { has_relation_rival = scope:actor has_relation_nemesis = scope:actor } } } modifier = { add = 5 ai_vengefulness >= medium_positive_ai_value OR = { AND = { scope:recipient = { has_trait = incestuous } NOT = { is_incestuous_trigger = yes } trait_is_criminal_in_faith_trigger = { TRAIT = incestuous FAITH = scope:actor.faith GENDER_CHARACTER = scope:recipient } } AND = { scope:recipient = { has_trait = kinslayer } NOT = { has_trait = kinslayer } } AND = { scope:recipient = { has_trait = adulterer } NOR = { has_trait = adulterer has_trait = fornicator } trait_is_criminal_in_faith_trigger = { TRAIT = adulterer FAITH = scope:actor.faith GENDER_CHARACTER = scope:recipient } } AND = { scope:recipient = { has_trait = fornicator } NOR = { has_trait = adulterer has_trait = fornicator } trait_is_criminal_in_faith_trigger = { TRAIT = fornicator FAITH = scope:actor.faith GENDER_CHARACTER = scope:recipient } } AND = { scope:recipient = { has_trait = deviant } NOT = { is_deviant_trigger = yes } trait_is_criminal_in_faith_trigger = { TRAIT = deviant FAITH = scope:actor.faith GENDER_CHARACTER = scope:recipient } } AND = { scope:recipient = { has_trait = witch } NOT = { is_witch_trigger = yes } trait_is_criminal_in_faith_trigger = { TRAIT = witch FAITH = scope:actor.faith GENDER_CHARACTER = scope:recipient } } AND = { scope:recipient = { has_trait = sodomite } NOR = { has_trait = sodomite any_secret = { secret_type = secret_homosexual } } trait_is_criminal_in_faith_trigger = { TRAIT = sodomite FAITH = scope:actor.faith GENDER_CHARACTER = scope:recipient } } AND = { scope:recipient = { has_trait = cannibal } NOT = { is_cannibal_trigger = yes } trait_is_criminal_in_faith_trigger = { TRAIT = cannibal FAITH = scope:actor.faith GENDER_CHARACTER = scope:recipient } } } } # Unity modifiers evaluate_action_decreasing_house_unity = { VALUE = 100 } modifier = { factor = 0 scope:recipient = { OR = { has_relation_friend = scope:actor has_relation_best_friend = scope:actor } } } } } forgive_interaction = { icon = icon_dynasty category = interaction_category_friendly interface_priority = 60 desc = forgive_interaction_desc is_shown = { NOT = { scope:recipient = scope:actor } scope:actor = { is_dynast = yes dynasty = scope:recipient.dynasty } scope:recipient = { has_trait = denounced } } is_valid_showing_failures_only = { scope:actor.dynasty = { dynasty_prestige >= miniscule_dynasty_prestige_value } scope:recipient = { is_busy_in_events_localised = yes } } on_auto_accept = { scope:recipient = { trigger_event = char_interaction.0050 } } on_accept = { scope:actor = { stress_impact = { vengeful = minor_stress_impact_gain stubborn = minor_stress_impact_gain } hidden_effect = { send_interface_message = { type = event_generic_neutral title = forgive_interaction_notification right_icon = scope:recipient show_as_tooltip = { scope:recipient = { forgive_effect = yes } } } } } scope:recipient = { forgive_effect = yes } # If we're a clan this interaction affects unity add_clan_unity_interaction_effect = { CHARACTER = scope:actor TARGET = scope:recipient VALUE = minor_unity_gain DESC = clan_unity_forgiveness.desc REVERSE_NON_HOUSE_TARGET = no } } cost = { renown = { value = miniscule_dynasty_prestige_value } } auto_accept = yes ai_potential = { is_at_war = no } ai_targets = { ai_recipients = dynasty max = 20 } ai_frequency = 120 ai_will_do = { base = 0 modifier = { add = 100 scope:recipient = { OR = { has_relation_friend = scope:actor has_relation_best_friend = scope:actor } } } modifier = { add = 5 ai_vengefulness <= medium_negative_ai_value } modifier = { add = 100 scope:recipient = scope:actor } # Unity modifiers evaluate_action_increasing_house_unity = { VALUE = 100 } modifier = { factor = 0 scope:recipient = { OR = { has_relation_rival = scope:actor has_relation_nemesis = scope:actor } } } } } call_dynasty_member_to_war_interaction = { icon = icon_dynasty category = interaction_category_diplomacy interface_priority = 60 desc = call_dynasty_member_to_war_interaction_desc interface = call_ally special_interaction = call_ally_interaction popup_on_receive = yes pause_on_receive = yes greeting = positive notification_text = CALL_DYNASTY_MEMBER_NOTIFICATION is_shown = { NOT = { scope:recipient = scope:actor } scope:actor = { is_dynast = yes religion = scope:recipient.religion dynasty = scope:recipient.dynasty NOT = { house = scope:recipient.house } # Use the House Head version instead any_character_war = { is_war_leader = scope:actor } } scope:recipient = { is_ruler = yes } scope:recipient = { NOT = { target_is_liege_or_above = scope:actor } } } has_valid_target = { exists = scope:target } has_valid_target_showing_failures_only = { scope:target = { is_war_leader = scope:actor } joiner_not_already_in_another_war_with_any_target_war_participants_trigger = { WARRIOR = scope:actor JOINER = scope:recipient } } is_valid_showing_failures_only = { scope:actor.dynasty = { dynasty_prestige >= medium_dynasty_prestige_value } scope:recipient = { NOT = { government_has_flag = government_is_mercenary } NOT = { government_has_flag = government_is_holy_order } } custom_description = { text = "is_already_in_all_wars" scope:actor = { any_character_war = { NOR = { is_participant = scope:recipient was_called = scope:recipient } OR = { primary_attacker = scope:actor primary_defender = scope:actor } } } } } can_be_picked = { can_join_war_liege_vassal_check_trigger = { WARRIOR = scope:actor JOINER = scope:recipient } } on_auto_accept = { scope:recipient = { trigger_event = call_ally.0001 } } on_accept = { call_dynasty_member_to_war_interaction_effect = yes save_scope_value_as = { name = call_dynasty_member_to_war_interaction value = yes } if = { limit = { exists = scope:target } scope:actor = { trigger_event = call_ally.0100 } } } on_decline = { #The war could theoretically end on the day the decline is sent if = { limit = { exists = scope:target } scope:target = { if = { limit = { is_attacker = scope:actor } scope:actor = { add_opinion = { modifier = rejected_call_to_offensive_war target = scope:recipient } } } else = { scope:actor = { add_opinion = { modifier = rejected_call_to_defensive_war target = scope:recipient } } } hidden_effect = { if = { limit = { NOT = { was_called = scope:recipient } } set_called_to = scope:recipient } } } scope:actor.dynasty = { add_dynasty_prestige = medium_dynasty_prestige_loss } } if = { limit = { exists = scope:target } scope:actor = { trigger_event = call_ally.0101 } } } ai_accept = { base = 20 modifier = { # Refuse call to conflicts of little benefit add = -1000 desc = WONT_FIGHT_MEANINGLESS_REASON trigger_if = { limit = { exists = scope:target } scope:target = { using_cb = fp2_border_raid } scope:recipient = { # Unless they like going on raids NOR = { has_trait = viking has_trait = reaver } } } trigger_else = { always = no } } modifier = { # Refuse call against Heir add = -1000 exists = scope:recipient.player_heir trigger_if = { limit = { scope:target.casus_belli.primary_defender = scope:actor } scope:target.casus_belli.primary_attacker = scope:recipient.player_heir } trigger_else = { scope:target.casus_belli.primary_defender = scope:recipient.player_heir } desc = WONT_FIGHT_HEIR_REASON } modifier = { # Refuse call against Spouse add = -1000 scope:recipient = { trigger_if = { limit = { scope:target.casus_belli.primary_defender = scope:actor } any_spouse = { this = scope:target.casus_belli.primary_attacker } } trigger_else = { any_spouse = { this = scope:target.casus_belli.primary_defender } } } desc = WONT_FIGHT_SPOUSE_REASON } modifier = { # Reluctant when already at war add = -50 scope:recipient = { is_at_war = yes } desc = ALREADY_AT_WAR } opinion_modifier = { # Opinion Factor who = scope:recipient opinion_target = scope:actor multiplier = 1.0 desc = AI_OPINION_REASON } # Honor factor ai_value_modifier = { ai_honor = 1 min = 0 } modifier = { # Tends to join defensive wars add = 50 scope:target.casus_belli.primary_defender = scope:actor desc = DEFENSIVE_WAR_REASON } compare_modifier = { # Likes fighting infidels trigger = { scope:recipient.faith = scope:actor.faith OR = { AND = { scope:target.casus_belli.primary_attacker = { this = scope:actor faith = { faith_hostility_level = { target = scope:target.casus_belli.primary_defender.faith value >= religious_cb_enabled_hostility_level } } } } AND = { scope:target.casus_belli.primary_defender = { this = scope:actor faith = { faith_hostility_level = { target = scope:target.casus_belli.primary_defender.faith value >= religious_cb_enabled_hostility_level } } } } } } target = scope:recipient value = ai_zeal desc = "ZEAL_AGAINST_INFIDELS" min = 0 multiplier = 0.5 } modifier = { # Reluctant to attack another ally add = -50 scope:target.casus_belli.primary_attacker = scope:actor scope:recipient = { is_allied_to = scope:target.casus_belli.primary_defender } desc = ATTACK_ON_ALLY_REASON } modifier = { # Reluctant to defend against another ally add = -25 scope:target.casus_belli.primary_defender = scope:actor scope:recipient = { is_allied_to = scope:target.casus_belli.primary_attacker } desc = WAR_WITH_ALLY_REASON } modifier = { # Reluctant to join wars against religious brethren. add = -50 NOT = { scope:recipient.faith = scope:actor.faith } scope:target.casus_belli.primary_attacker = scope:actor scope:target.casus_belli.primary_defender.faith = scope:recipient.faith scope:target.casus_belli.war = { OR = { using_cb = minor_religious_war using_cb = religious_war using_cb = major_religious_war using_cb = undirected_great_holy_war using_cb = directed_great_holy_war } } desc = WONT_ATTACK_RELIGIOUS_BRETHREN_REASON } fp3_struggle_resist_allied_wars_modifier = yes } auto_accept = { custom_description = { text = "spending_hook" subject = scope:actor object = scope:recipient scope:hook = yes } } send_option = { is_valid = { scope:actor = { has_usable_hook = scope:recipient } } flag = hook localization = SCHEME_HOOK } should_use_extra_icon = { scope:actor = { has_usable_hook = scope:recipient } } extra_icon = "gfx/interface/icons/character_interactions/hook_icon.dds" send_options_exclusive = no } dynast_claim_title_interaction = { icon = icon_dynasty category = interaction_category_diplomacy desc = dynast_claim_title_interaction_desc target_type = title target_filter = recipient_domain_titles ignores_pending_interaction_block = yes cost = { renown = major_dynasty_prestige_value } is_shown = { NOT = { scope:recipient = scope:actor } scope:actor = { is_dynast = yes religion = scope:recipient.religion dynasty = scope:recipient.dynasty } scope:recipient = { is_playable_character = yes } } can_be_picked = { custom_description = { scope:target = { NOT = { any_claimant = { this = scope:actor } } } text = "already_have_a_claim_on_this_title" } } is_valid_showing_failures_only = { custom_description = { scope:recipient = { any_held_title = { tier >= tier_county NOT = { any_claimant = { this = scope:actor } } } } object = scope:recipient text = "already_have_claims_on_all_titles" } } on_auto_accept = { scope:recipient = { trigger_event = char_interaction.0060 } } on_accept = { dynast_claim_title_effect = yes scope:actor = { hidden_effect = { send_interface_toast = { type = event_toast_effect_neutral title = dynast_claim_title_interaction_notification left_icon = scope:actor right_icon = scope:recipient show_as_tooltip = { dynast_claim_title_effect = yes } } } } # If we're a clan this interaction affects unity add_clan_unity_interaction_effect = { CHARACTER = scope:actor TARGET = scope:recipient VALUE = medium_unity_loss DESC = clan_unity_title_claim.desc REVERSE_NON_HOUSE_TARGET = no } } auto_accept = yes } dynast_end_dynasty_wars_interaction = { icon = icon_dynasty category = interaction_category_diplomacy desc = dynast_end_dynasty_wars_interaction_desc is_shown = { NOT = { scope:actor = scope:recipient } scope:actor = { is_dynast = yes religion = scope:recipient.religion dynasty = scope:recipient.dynasty } scope:recipient = { is_playable_character = yes any_character_war = { NOT = { primary_defender = scope:actor } primary_attacker = scope:recipient primary_defender.dynasty = scope:recipient.dynasty } } } is_valid_showing_failures_only = { scope:actor.dynasty = { dynasty_prestige >= medium_dynasty_prestige_value } scope:recipient = { is_busy_in_events_localised = yes } scope:actor = { NOT = { is_at_war_with = scope:recipient } } } on_auto_accept = { scope:recipient = { trigger_event = char_interaction.0070 } } on_accept = { scope:actor = { hidden_effect = { send_interface_message = { type = event_dynasty_neutral title = dynast_end_dynasty_wars_interaction_notification right_icon = scope:recipient show_as_tooltip = { dynast_end_dynasty_wars_effect = yes } } } } dynast_end_dynasty_wars_effect = yes } auto_accept = yes } dynast_legitimize_bastard_interaction = { icon = icon_dynasty category = interaction_category_diplomacy desc = dynast_legitimize_bastard_interaction_desc is_shown = { scope:actor = scope:recipient.dynasty.dynast scope:actor = { religion = scope:recipient.religion NOT = { house = scope:recipient.house } faith = { has_doctrine_parameter = bastards_legitimize } } scope:recipient = { has_trait = bastard faith = { has_doctrine_parameter = bastards_legitimize } } } is_valid = { scope:actor.dynasty = { dynasty_prestige >= medium_dynasty_prestige_value } scope:recipient = { is_busy_in_events_localised = yes } } auto_accept = yes cost = { renown = medium_dynasty_prestige_value } on_accept = { scope:actor = { stress_impact = { arrogant = minor_stress_impact_gain } send_interface_message = { type = event_dynasty_neutral title = dynast_legitimize_bastard_interaction_notification right_icon = scope:recipient show_as_tooltip = { scope:recipient = { add_trait_force_tooltip = legitimized_bastard add_opinion = { target = scope:actor modifier = legitimized_me_opinion } } } } } hidden_effect = { scope:recipient = { trigger_event = bastard_interaction.0009 every_parent = { limit = { is_playable_character = yes NOT = { this = scope:actor } } hidden_effect = { #Nudge towards friendship if = { limit = { NOR = { has_relation_friend = scope:actor has_relation_potential_friend = scope:actor } } set_relation_potential_friend = scope:actor } } trigger_event = bastard_interaction.0010 } every_sibling = { limit = { is_playable_character = yes NOT = { this = scope:actor } } trigger_event = bastard_interaction.0010 } } } } } send_to_varangian_guard_interaction = { category = interaction_category_friendly interface_priority = 60 icon = send_to_varangian_guard_interaction desc = send_to_varangian_guard_interaction_desc use_diplomatic_range = no common_interaction = yes is_shown = { NOT = { scope:recipient = scope:actor } scope:actor = { is_dynast = yes dynasty = scope:recipient.dynasty dynasty = { has_dynasty_perk = fp1_adventure_legacy_1 } exists = title:e_byzantium.holder NOR = { faith = { has_doctrine_parameter = pacifist_opinion_active } this = title:e_byzantium.holder has_truce = title:e_byzantium.holder is_at_war_with = title:e_byzantium.holder } } } cooldown = { years = 2 } is_valid_showing_failures_only = { scope:actor = { is_at_war = no NOT = { has_relation_rival = title:e_byzantium.holder } } scope:recipient = { is_busy_in_events_localised = yes is_ruler = no is_adult = yes is_married = no NOT = { has_trait = varangian } } trigger_if = { limit = { scope:recipient = { is_adult = yes NOT = { can_be_knight_trigger = { ARMY_OWNER = title:e_byzantium.holder } } } } custom_description = { scope:recipient = { can_be_knight_trigger = { ARMY_OWNER = title:e_byzantium.holder } } text = "not_allowed_in_varangian_guard" } } trigger_if = { limit = { scope:recipient = { NOR = { is_child_of = scope:actor is_grandchild_of = scope:actor is_great_grandchild_of = scope:actor } } } custom_description = { scope:recipient.top_liege = scope:actor.top_liege text = "same_realm_as" } } } on_accept = { title:e_byzantium.holder = { save_scope_as = emperor if = { limit = { capital_county = title:c_byzantion } set_local_variable = { name = to_miklagard value = yes } } } scope:actor = { stress_impact = { paranoid = minor_stress_impact_gain } hidden_effect = { send_interface_toast = { type = event_toast_effect_neutral title = send_to_varangian_guard_interaction_toast left_icon = scope:recipient right_icon = scope:emperor custom_tooltip = send_to_varangian_guard_interaction_toast_desc } } } scope:recipient = { save_scope_as = varangian_candidate } show_as_tooltip = { scope:varangian_candidate = { visit_court_of = scope:emperor add_trait = varangian custom_description_no_bullet = { text = send_to_varangian_guard_interaction_effect } } } hidden_effect = { scope:emperor = { trigger_event = varangian.0003 } } # If we're a clan this interaction affects unity add_clan_unity_interaction_effect = { CHARACTER = scope:actor TARGET = scope:recipient VALUE = miniscule_unity_loss DESC = clan_unity_vaering.desc REVERSE_NON_HOUSE_TARGET = no } } cost = { prestige = { value = 350 } } auto_accept = yes ai_potential = { is_at_war = no is_dynast = yes dynasty = { has_dynasty_perk = fp1_adventure_legacy_1 } exists = title:e_byzantium.holder NOR = { faith = { has_doctrine_parameter = pacifist_opinion_active } this = title:e_byzantium.holder has_truce = title:e_byzantium.holder is_at_war_with = title:e_byzantium.holder } } ai_targets = { ai_recipients = children max = 10 } ai_frequency = 120 ai_will_do = { base = 100 } }