### EP3 Scheme Interactions # Slander start_slander_interaction = { icon = icon_scheme_slander interface_priority = 95 common_interaction = yes category = interaction_category_succession filter_tags = { admin_house_head } send_name = START_SCHEME scheme = slander ignores_pending_interaction_block = yes ai_targets = { ai_recipients = peer_vassals max = 10 } ai_frequency = 36 is_shown = { scope:actor = { is_adult = yes is_imprisoned = no has_government = administrative_government } scope:recipient = { NOT = { this = scope:actor } has_government = administrative_government top_liege = scope:actor.top_liege } } is_valid_showing_failures_only = { scope:actor = { can_start_scheme = { type = slander target_character = scope:recipient } } scope:recipient = { NOT = { has_strong_hook = scope:actor } is_independent_ruler = no } } desc = { triggered_desc = { trigger = { scope:actor = { can_start_scheme = { type = slander target_character = scope:recipient } } } desc = scheme_interaction_tt_slander_approved } } # Scheme Starter Packages options_heading = schemes.t.agent_packages send_options_exclusive = yes ## Balanced agents. send_option = { flag = agent_focus_balance current_description = start_slander_interaction.tt.agent_focus_balance } ## Focused on Success Chance. send_option = { flag = agent_focus_success current_description = start_slander_interaction.tt.agent_focus_success } ## Focused on Speed. send_option = { flag = agent_focus_speed current_description = start_slander_interaction.tt.agent_focus_speed } ## Focused on Secrecy. send_option = { flag = agent_focus_secrecy current_description = start_slander_interaction.tt.agent_focus_secrecy } on_accept = { scope:actor = { send_interface_toast = { type = event_toast_effect_neutral title = start_slander_notification left_icon = scope:actor right_icon = scope:recipient # Success. if = { limit = { scope:agent_focus_success ?= yes } begin_scheme_with_agents_effect = { SCHEME_TYPE = slander TARGET_TYPE = target_character TARGET_SCOPE = scope:recipient # Success. AGENT_1 = agent_intermediary AGENT_2 = agent_sycophant AGENT_3 = agent_sycophant # Speed. AGENT_4 = agent_political_socialite # Secrecy. AGENT_5 = agent_courtesan } } # Speed. else_if = { limit = { scope:agent_focus_speed ?= yes } begin_scheme_with_agents_effect = { SCHEME_TYPE = slander TARGET_TYPE = target_character TARGET_SCOPE = scope:recipient # Speed. AGENT_1 = agent_political_socialite AGENT_2 = agent_political_socialite AGENT_3 = agent_bureaucrat # Success. AGENT_4 = agent_sycophant # Secrecy. AGENT_5 = agent_courtesan } } # Secrecy. else_if = { limit = { scope:agent_focus_secrecy ?= yes } begin_scheme_with_agents_effect = { SCHEME_TYPE = slander TARGET_TYPE = target_character TARGET_SCOPE = scope:recipient # Secrecy. AGENT_1 = agent_courtesan AGENT_2 = agent_amanuensis AGENT_3 = agent_eunuch # Success. AGENT_4 = agent_sycophant # Speed. AGENT_5 = agent_political_socialite } } # Balanced. else = { begin_scheme_with_agents_effect = { SCHEME_TYPE = slander TARGET_TYPE = target_character TARGET_SCOPE = scope:recipient # Success. AGENT_1 = agent_sycophant AGENT_2 = agent_intermediary # Speed. AGENT_3 = agent_political_socialite AGENT_4 = agent_bureaucrat # Secrecy. AGENT_5 = agent_courtesan } } } # Scheme bonuses from being the emperor/dominant family/powerful family ep3_actor_scheme_modifier_effect = yes stress_impact = { compassionate = minor_stress_impact_gain honest = minor_stress_impact_gain just = minor_stress_impact_gain } } scope:recipient = { custom_tooltip = slander_modifier_tt } } ai_potential = { OR = { primary_title.tier >= tier_duchy AND = { this = house.house_head is_landless_administrative = yes } } NOT = { any_scheme = { is_scheme_category = hostile } } } auto_accept = yes ai_will_do = { base = 5 #Competing candidate modifier = { scope:recipient = { is_competing_for_same_title_as = { CHARACTER = scope:actor } } add = 30 } modifier = { scope:recipient = { is_winning_competing_for_same_title_as = { CHARACTER = scope:actor } } add = 50 } # More likely against powerful or dominant families modifier = { scope:recipient.house ?= { OR = { is_powerful_family = yes is_dominant_family = yes } } add = 20 } #Personality modifier = { has_trait = ambitious add = 15 } modifier = { has_trait = deceitful add = 15 } modifier = { has_trait = honest add = -15 } modifier = { has_trait = compassionate add = -15 } modifier = { has_trait = content add = -15 } # House & Family modifier = { is_close_family_of = scope:recipient add = -20 } modifier = { house = scope:recipient.house add = -50 } modifier = { house.house_head = scope:recipient add = -50 } #Feuds modifier = { house.house_head ?= { any_owned_story = { story_type = story_cycle_house_feud has_variable = house_feud_house var:house_feud_house = scope:recipient.house } } add = 50 } # Relationships modifier = { add = 25 has_any_mild_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = 50 has_any_moderate_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = 100 has_any_worst_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = -25 has_any_mild_good_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = -50 has_any_moderate_good_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { factor = 0 has_any_best_good_relationship_with_character_trigger = { CHARACTER = scope:recipient } } } } # Promote start_promote_interaction = { icon = icon_scheme_promote interface_priority = 230 common_interaction = no category = interaction_category_succession send_name = START_SCHEME scheme = promote ignores_pending_interaction_block = yes ai_targets = { ai_recipients = self } ai_targets = { ai_recipients = spouses } ai_targets = { ai_recipients = children max = 10 } ai_targets = { ai_recipients = family max = 10 } ai_targets = { ai_recipients = dynasty max = 10 } ai_frequency = 60 is_shown = { scope:actor = { is_adult = yes is_imprisoned = no has_government = administrative_government } scope:recipient = { has_government = administrative_government top_liege = scope:actor.top_liege } } is_valid_showing_failures_only = { scope:actor = { can_start_scheme = { type = promote target_character = scope:recipient } } scope:recipient = { is_adult = yes } } desc = { triggered_desc = { trigger = { scope:actor = { can_start_scheme = { type = promote target_character = scope:recipient } } } desc = scheme_interaction_tt_promote_approved } } # Scheme Starter Packages options_heading = schemes.t.agent_packages send_options_exclusive = yes ## Balanced agents. send_option = { flag = agent_focus_balance current_description = start_promote_interaction.tt.agent_focus_balance } ## Focused on Success Chance. send_option = { flag = agent_focus_success current_description = start_promote_interaction.tt.agent_focus_success } ## Focused on Speed. send_option = { flag = agent_focus_speed current_description = start_promote_interaction.tt.agent_focus_speed } on_accept = { scope:actor = { send_interface_toast = { type = event_toast_effect_neutral title = start_promote_notification left_icon = scope:actor right_icon = scope:recipient # Success. if = { limit = { scope:agent_focus_success ?= yes } begin_scheme_with_agents_effect = { SCHEME_TYPE = promote TARGET_TYPE = target_character TARGET_SCOPE = scope:recipient # Success. AGENT_1 = agent_intermediary AGENT_2 = agent_proponent AGENT_3 = agent_proponent AGENT_4 = agent_sycophant # Speed. AGENT_5 = agent_political_socialite } } # Speed. else_if = { limit = { scope:agent_focus_speed ?= yes } begin_scheme_with_agents_effect = { SCHEME_TYPE = promote TARGET_TYPE = target_character TARGET_SCOPE = scope:recipient # Speed. AGENT_1 = agent_political_socialite AGENT_2 = agent_political_socialite AGENT_3 = agent_bureaucrat AGENT_4 = agent_bureaucrat # Success. AGENT_5 = agent_proponent } } # Balanced. else = { begin_scheme_with_agents_effect = { SCHEME_TYPE = promote TARGET_TYPE = target_character TARGET_SCOPE = scope:recipient # Success. AGENT_1 = agent_proponent AGENT_2 = agent_intermediary AGENT_3 = agent_sycophant # Speed. AGENT_4 = agent_political_socialite AGENT_5 = agent_bureaucrat } } } # Scheme bonuses from being the emperor/dominant family/powerful family ep3_actor_scheme_modifier_effect = yes } scope:recipient = { custom_tooltip = promote_scheme_success_tt } } ai_potential = { OR = { primary_title.tier >= tier_duchy AND = { this = house.house_head is_landless_administrative = yes } } NOT = { any_scheme = { is_scheme_category = hostile } } } auto_accept = yes ai_will_do = { base = 0 #Competing candidate modifier = { scope:recipient = { is_competing_for_same_title_as = { CHARACTER = scope:actor } } add = -50 } modifier = { scope:recipient = { is_winning_competing_for_same_title_as = { CHARACTER = scope:actor } } add = -75 } #Personality modifier = { has_trait = gregarious add = 15 } modifier = { has_trait = honest add = -10 } modifier = { has_trait = shy add = -10 } modifier = { has_trait = ambitious add = 20 } # House & Family modifier = { is_close_family_of = scope:recipient add = 30 } modifier = { is_parent_of = scope:recipient add = 50 } modifier = { house = scope:recipient.house add = 50 } modifier = { house.house_head = scope:recipient add = 50 } #Feuds modifier = { house.house_head ?= { any_owned_story = { story_type = story_cycle_house_feud has_variable = house_feud_house var:house_feud_house = scope:recipient.house } } add = -100 } # Relationships modifier = { add = -25 has_any_mild_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = -50 has_any_moderate_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = -100 has_any_worst_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = 25 has_any_mild_good_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = 50 has_any_moderate_good_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = 100 has_any_best_good_relationship_with_character_trigger = { CHARACTER = scope:recipient } } } } # Generate Claim - used in laamp_help_fabricate_claim_contract landless adventurer task contract start_generate_claim_interaction = { icon = icon_scheme_generate_claim interface_priority = 50 category = interaction_category_laamp target_type = title target_filter = recipient_de_jure_titles can_be_picked_title = { scope:target = { custom_description = { text = adventurer_not_famous_trigger_tt value = scope:target.tier OR = { tier <= scope:actor.prestige_level tier = tier_county } } is_noble_family_title = no is_landless_type_title = no } } send_name = START_SCHEME scheme = generate_claim is_shown = { scope:actor = { any_character_active_contract = { has_task_contract_type = laamp_help_fabricate_claim_contract var:task_contract_target = scope:recipient } } NOT = { scope:recipient = scope:actor } scope:recipient = { is_landed = yes } } is_valid_showing_failures_only = { } desc = { triggered_desc = { trigger = { scope:recipient = { any_held_title = { scope:actor = { NOT = { has_claim_on = prev } } is_noble_family_title = no target_is_de_facto_liege_or_above = scope:actor.top_liege.primary_title tier >= tier_duchy save_temporary_scope_as = target } } scope:actor = { can_start_scheme = { type = generate_claim target_title = scope:target } } } desc = scheme_interaction_tt_generate_claim_approved } } # Scheme Starter Packages options_heading = schemes.t.agent_packages send_options_exclusive = yes ## Balanced agents. send_option = { flag = agent_focus_balance current_description = start_generate_claim_interaction.tt.agent_focus_balance } ## Focused on Success Chance. send_option = { flag = agent_focus_success current_description = start_generate_claim_interaction.tt.agent_focus_success } ## Focused on Speed. send_option = { flag = agent_focus_speed current_description = start_generate_claim_interaction.tt.agent_focus_speed } ## Focused on Secrecy. send_option = { flag = agent_focus_secrecy current_description = start_generate_claim_interaction.tt.agent_focus_secrecy } on_accept = { scope:actor = { send_interface_toast = { type = event_toast_effect_neutral title = start_generate_claim_notification left_icon = scope:actor right_icon = scope:recipient if = { limit = { any_character_active_contract = { has_task_contract_type = laamp_help_fabricate_claim_contract var:task_contract_target ?= scope:recipient } } random_character_active_contract = { limit = { has_task_contract_type = laamp_help_fabricate_claim_contract var:task_contract_target ?= scope:recipient } save_scope_as = scheme_contract } # Success. if = { limit = { scope:agent_focus_success ?= yes } begin_contract_scheme_with_agents_effect = { SCHEME_TYPE = generate_claim TARGET_TYPE = target_title TARGET_SCOPE = scope:target TASK_CONTRACT = scope:scheme_contract # Success. AGENT_1 = agent_scribe AGENT_2 = agent_scribe AGENT_3 = agent_diplomat # Speed. AGENT_4 = agent_justiciar_speed # Secrecy. AGENT_5 = agent_decoy } } # Speed. else_if = { limit = { scope:agent_focus_speed ?= yes } begin_contract_scheme_with_agents_effect = { SCHEME_TYPE = generate_claim TARGET_TYPE = target_title TARGET_SCOPE = scope:target TASK_CONTRACT = scope:scheme_contract # Speed. AGENT_1 = agent_justiciar_speed AGENT_2 = agent_infiltrator AGENT_3 = agent_socialite # Success. AGENT_4 = agent_scribe # Secrecy. AGENT_5 = agent_decoy } } # Secrecy. else_if = { limit = { scope:agent_focus_secrecy ?= yes } begin_contract_scheme_with_agents_effect = { SCHEME_TYPE = generate_claim TARGET_TYPE = target_title TARGET_SCOPE = scope:target TASK_CONTRACT = scope:scheme_contract # Secrecy. AGENT_1 = agent_decoy AGENT_2 = agent_decoy AGENT_3 = agent_alibi # Success. AGENT_4 = agent_scribe # Speed. AGENT_5 = agent_justiciar_speed } } # Balanced. else = { begin_contract_scheme_with_agents_effect = { SCHEME_TYPE = generate_claim TARGET_TYPE = target_title TARGET_SCOPE = scope:target TASK_CONTRACT = scope:scheme_contract # Success. AGENT_1 = agent_scribe AGENT_2 = agent_diplomat # Speed. AGENT_3 = agent_justiciar_speed AGENT_4 = agent_socialite # Secrecy. AGENT_5 = agent_decoy } } } else = { # Success. if = { limit = { scope:agent_focus_success ?= yes } begin_scheme_with_agents_effect = { SCHEME_TYPE = generate_claim TARGET_TYPE = target_title TARGET_SCOPE = scope:target # Success. AGENT_1 = agent_scribe AGENT_2 = agent_scribe AGENT_3 = agent_diplomat # Speed. AGENT_4 = agent_justiciar_speed # Secrecy. AGENT_5 = agent_decoy } } # Speed. else_if = { limit = { scope:agent_focus_speed ?= yes } begin_scheme_with_agents_effect = { SCHEME_TYPE = generate_claim TARGET_TYPE = target_title TARGET_SCOPE = scope:target # Speed. AGENT_1 = agent_justiciar_speed AGENT_2 = agent_infiltrator AGENT_3 = agent_socialite # Success. AGENT_4 = agent_scribe # Secrecy. AGENT_5 = agent_decoy } } # Secrecy. else_if = { limit = { scope:agent_focus_secrecy ?= yes } begin_scheme_with_agents_effect = { SCHEME_TYPE = generate_claim TARGET_TYPE = target_title TARGET_SCOPE = scope:target # Secrecy. AGENT_1 = agent_decoy AGENT_2 = agent_decoy AGENT_3 = agent_alibi # Success. AGENT_4 = agent_scribe # Speed. AGENT_5 = agent_justiciar_speed } } # Balanced. else = { begin_scheme_with_agents_effect = { SCHEME_TYPE = generate_claim TARGET_TYPE = target_title TARGET_SCOPE = scope:target # Success. AGENT_1 = agent_scribe AGENT_2 = agent_diplomat # Speed. AGENT_3 = agent_justiciar_speed AGENT_4 = agent_socialite # Secrecy. AGENT_5 = agent_decoy } } } } } } auto_accept = yes ai_will_do = { base = 5 #Not a governor already modifier = { is_governor = no add = 30 } #Personality modifier = { has_trait = ambitious add = 15 } modifier = { has_trait = deceitful add = 15 } modifier = { has_trait = honest add = -10 } # House & Family modifier = { is_close_family_of = scope:recipient add = -10 } #Feuds modifier = { house.house_head ?= { any_owned_story = { story_type = story_cycle_house_feud has_variable = house_feud_house var:house_feud_house = scope:recipient.house } } add = 50 } # Relationships modifier = { add = 25 has_any_mild_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = 50 has_any_moderate_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = 100 has_any_worst_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = -25 has_any_mild_good_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = -50 has_any_moderate_good_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { factor = 0 has_any_best_good_relationship_with_character_trigger = { CHARACTER = scope:recipient } } } } # Challenge Status start_challenge_status_interaction = { icon = icon_scheme_challenge_status interface_priority = 80 category = interaction_category_hostile filter_tags = { admin_house_head } common_interaction = yes send_name = START_SCHEME scheme = challenge_status ignores_pending_interaction_block = yes ai_targets = { ai_recipients = peer_vassals max = 5 } ai_frequency = 120 is_shown = { scope:actor = { has_government = administrative_government } scope:recipient != scope:actor scope:recipient = { has_government = administrative_government top_liege = scope:actor.top_liege } } is_valid_showing_failures_only = { scope:actor = { is_adult = yes is_imprisoned = no can_start_scheme = { type = challenge_status target_character = scope:recipient } } } desc = { triggered_desc = { trigger = { scope:actor = { can_start_scheme = { type = challenge_status target_character = scope:recipient } } } desc = scheme_interaction_tt_challenge_status_approved } } # Scheme Starter Packages options_heading = schemes.t.agent_packages send_options_exclusive = yes ## Balanced agents. send_option = { flag = agent_focus_balance current_description = start_challenge_status_interaction.tt.agent_focus_balance } ## Focused on Success Chance. send_option = { flag = agent_focus_success current_description = start_challenge_status_interaction.tt.agent_focus_success } ## Focused on Speed. send_option = { flag = agent_focus_speed current_description = start_challenge_status_interaction.tt.agent_focus_speed } on_accept = { scope:actor = { send_interface_toast = { type = event_toast_effect_neutral title = start_challenge_status_notification left_icon = scope:actor right_icon = scope:recipient # Success. if = { limit = { scope:agent_focus_success ?= yes } begin_scheme_with_agents_effect = { SCHEME_TYPE = challenge_status TARGET_TYPE = target_character TARGET_SCOPE = scope:recipient # Success. AGENT_1 = agent_proponent AGENT_2 = agent_intermediary AGENT_3 = agent_sycophant # Speed. AGENT_4 = agent_political_socialite AGENT_5 = agent_bureaucrat } } # Speed. else_if = { limit = { scope:agent_focus_speed ?= yes } begin_scheme_with_agents_effect = { SCHEME_TYPE = challenge_status TARGET_TYPE = target_character TARGET_SCOPE = scope:recipient # Success. AGENT_1 = agent_proponent AGENT_2 = agent_intermediary # Speed. AGENT_3 = agent_political_socialite AGENT_4 = agent_bureaucrat AGENT_5 = agent_bureaucrat } } # Balanced. else = { begin_scheme_with_agents_effect = { SCHEME_TYPE = challenge_status TARGET_TYPE = target_character TARGET_SCOPE = scope:recipient # Success. AGENT_1 = agent_proponent AGENT_2 = agent_intermediary # Speed. AGENT_3 = agent_political_socialite AGENT_4 = agent_bureaucrat # Secrecy. AGENT_5 = agent_amanuensis } } } # Scheme bonuses from being the emperor/dominant family/powerful family ep3_actor_scheme_modifier_effect = yes custom_tooltip = challenge_status_success_actor_tt } scope:recipient = { save_scope_as = target custom_tooltip = challenge_status_success_recipient_tt } } ai_potential = { NOT = { any_scheme = { is_scheme_category = political } } has_government = administrative_government } auto_accept = yes ai_will_do = { base = 5 #Personality modifier = { has_trait = vengeful add = 15 } modifier = { has_trait = deceitful add = 15 } modifier = { has_trait = honest add = -10 } # House & Family modifier = { is_close_family_of = scope:recipient add = -50 } modifier = { house = scope:recipient.house add = -30 } #Feuds modifier = { house.house_head ?= { any_owned_story = { story_type = story_cycle_house_feud has_variable = house_feud_house var:house_feud_house = scope:recipient.house } } add = 50 } # Relationships modifier = { add = 25 has_any_mild_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = 50 has_any_moderate_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = 100 has_any_worst_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = -25 has_any_mild_good_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = -50 has_any_moderate_good_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { factor = 0 has_any_best_good_relationship_with_character_trigger = { CHARACTER = scope:recipient } } } } # Expand Power Base start_expand_power_base_interaction = { icon = icon_scheme_expand_power_base common_interaction = yes interface_priority = 70 category = interaction_category_succession send_name = START_SCHEME scheme = expand_power_base ignores_pending_interaction_block = yes cooldown = { years = 10 } ai_frequency = 48 ai_targets = { ai_recipients = self } is_shown = { scope:actor = { is_adult = yes is_imprisoned = no has_government = administrative_government this = scope:recipient exists = house.house_head house.house_head = { any_held_title = { is_noble_family_title = yes } } } } is_valid_showing_failures_only = { scope:actor = { can_start_scheme = { type = expand_power_base target_character = scope:actor } } } desc = scheme_interaction_tt_expand_power_base_approved # Scheme Starter Packages options_heading = schemes.t.agent_packages send_options_exclusive = yes ## Balanced agents. send_option = { flag = agent_focus_balance current_description = start_expand_power_base_interaction.tt.agent_focus_balance } ## Focused on Success Chance. send_option = { flag = agent_focus_success current_description = start_expand_power_base_interaction.tt.agent_focus_success } ## Focused on Speed. send_option = { flag = agent_focus_speed current_description = start_expand_power_base_interaction.tt.agent_focus_speed } on_accept = { scope:actor = { send_interface_toast = { type = event_toast_effect_neutral title = start_expand_power_base_notification left_icon = scope:actor # Success. if = { limit = { scope:agent_focus_success ?= yes } begin_scheme_with_agents_effect = { SCHEME_TYPE = expand_power_base TARGET_TYPE = target_character TARGET_SCOPE = scope:actor # Success. AGENT_1 = agent_intermediary AGENT_2 = agent_proponent AGENT_3 = agent_proponent AGENT_4 = agent_sycophant # Speed. AGENT_5 = agent_bureaucrat } } # Speed. else_if = { limit = { scope:agent_focus_speed ?= yes } begin_scheme_with_agents_effect = { SCHEME_TYPE = expand_power_base TARGET_TYPE = target_character TARGET_SCOPE = scope:actor # Speed. AGENT_1 = agent_political_socialite AGENT_2 = agent_political_socialite AGENT_3 = agent_bureaucrat AGENT_4 = agent_bureaucrat # Success. AGENT_5 = agent_intermediary } } # Balanced. else = { begin_scheme_with_agents_effect = { SCHEME_TYPE = expand_power_base TARGET_TYPE = target_character TARGET_SCOPE = scope:actor # Success. AGENT_1 = agent_intermediary AGENT_2 = agent_proponent AGENT_3 = agent_sycophant # Speed. AGENT_4 = agent_political_socialite AGENT_5 = agent_bureaucrat } } } # Scheme progress bonus from education education_5_scheme_progress_effect = { SKILL = stewardship } # Scheme bonuses from being the emperor/dominant family/powerful family ep3_actor_scheme_modifier_effect = yes custom_tooltip = expand_power_base_effect_tt } } auto_accept = yes ai_will_do = { base = 0 # The more I'm investing, the more I want my cap to increase modifier = { add = { value = 0 every_succession_appointment_invested_candidate = { add = 5 } } } #Not a governor modifier = { is_governor = no add = 30 } #Personality modifier = { has_trait = ambitious add = 20 } } } # Depose Scheme start_depose_interaction = { icon = icon_scheme_depose interface_priority = 16 category = interaction_category_vassal filter_tags = { admin_liege } send_name = START_SCHEME scheme = depose ignores_pending_interaction_block = yes ai_targets = { ai_recipients = liege max = 1 } ai_frequency = 60 is_shown = { has_ep3_dlc_trigger = yes scope:actor = { has_government = administrative_government } scope:recipient = { has_government = administrative_government primary_title.tier >= tier_empire # Target has to be the emperor this != scope:actor top_liege.primary_title = scope:actor.top_liege.primary_title # This hides the tooltip } } is_valid_showing_failures_only = { scope:actor = { is_adult = yes is_imprisoned = no custom_tooltip = { text = house_head_powerful_dominant_family_trigger house = { # Must be a powerful or dominant family OR = { is_powerful_family = yes is_dominant_family = yes } } # Must be the house head house.house_head = scope:actor } # Must not be from the same House as the Emperor NOT = { house = scope:actor.top_liege.house } can_start_scheme = { type = depose target_character = scope:recipient } } scope:recipient = { NOT = { has_strong_hook = scope:actor } } } desc = scheme_interaction_tt_depose_approved # Scheme Starter Packages options_heading = schemes.t.agent_packages send_options_exclusive = yes ## Balanced agents. send_option = { flag = agent_focus_balance current_description = start_depose_interaction.tt.agent_focus_balance } ## Focused on Success Chance. send_option = { flag = agent_focus_success current_description = start_depose_interaction.tt.agent_focus_success } ## Focused on Speed. send_option = { flag = agent_focus_speed current_description = start_depose_interaction.tt.agent_focus_speed } ## Focused on Secrecy. send_option = { flag = agent_focus_secrecy current_description = start_depose_interaction.tt.agent_focus_secrecy } on_accept = { scope:actor = { send_interface_toast = { type = event_toast_effect_neutral title = start_depose_notification left_icon = scope:actor right_icon = scope:recipient # Success. if = { limit = { scope:agent_focus_success ?= yes } begin_scheme_with_agents_effect = { SCHEME_TYPE = depose TARGET_TYPE = target_character TARGET_SCOPE = scope:recipient # Success. AGENT_1 = agent_intermediary AGENT_2 = agent_proponent AGENT_3 = agent_sycophant # Speed. AGENT_4 = agent_political_socialite # Secrecy. AGENT_5 = agent_courtesan } } # Speed. else_if = { limit = { scope:agent_focus_speed ?= yes } begin_scheme_with_agents_effect = { SCHEME_TYPE = depose TARGET_TYPE = target_character TARGET_SCOPE = scope:recipient # Speed. AGENT_1 = agent_political_socialite AGENT_2 = agent_political_socialite AGENT_3 = agent_bureaucrat # Success. AGENT_4 = agent_proponent # Secrecy. AGENT_5 = agent_courtesan } } # Secrecy. else_if = { limit = { scope:agent_focus_secrecy ?= yes } begin_scheme_with_agents_effect = { SCHEME_TYPE = depose TARGET_TYPE = target_character TARGET_SCOPE = scope:recipient # Secrecy. AGENT_1 = agent_courtesan AGENT_2 = agent_amanuensis AGENT_3 = agent_eunuch_speed # Success. AGENT_4 = agent_proponent # Speed. AGENT_5 = agent_political_socialite } } # Balanced. else = { begin_scheme_with_agents_effect = { SCHEME_TYPE = depose TARGET_TYPE = target_character TARGET_SCOPE = scope:recipient # Success. AGENT_1 = agent_intermediary AGENT_2 = agent_proponent # Speed. AGENT_3 = agent_political_socialite AGENT_4 = agent_bureaucrat # Secrecy. AGENT_5 = agent_courtesan } } } # Scheme bonuses from being the emperor/dominant family/powerful family ep3_actor_scheme_modifier_effect = yes stress_impact = { compassionate = minor_stress_impact_gain honest = minor_stress_impact_gain just = minor_stress_impact_gain loyal = major_stress_impact_gain } } } ai_potential = { OR = { primary_title.tier >= tier_duchy AND = { this = house.house_head is_landless_administrative = yes } } NOT = { any_scheme = { is_scheme_category = hostile } } } auto_accept = yes ai_will_do = { base = 0 # Dominant Family modifier = { house = { is_dominant_family = yes } add = 50 } #Personality modifier = { has_trait = ambitious add = 15 } modifier = { has_trait = deceitful add = 15 } modifier = { has_trait = honest add = -15 } modifier = { has_trait = compassionate add = -15 } modifier = { has_trait = just add = -10 } #Feuds modifier = { house.house_head ?= { any_owned_story = { story_type = story_cycle_house_feud has_variable = house_feud_house var:house_feud_house = scope:recipient.house } } add = 50 } # Relationships modifier = { add = 25 has_any_mild_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = 50 has_any_moderate_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = 100 has_any_worst_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = -25 has_any_mild_good_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = -50 has_any_moderate_good_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { factor = 0 has_any_best_good_relationship_with_character_trigger = { CHARACTER = scope:recipient } } # House & Family modifier = { # Family and house members never want to depose each other OR = { is_close_family_of = scope:recipient AND = { exists = house NOT = { scope:recipient.house ?= house } } } NOR = { # Unless they are... has_trait = ambitious has_trait = greedy has_trait = deceitful } factor = 0 } # Only depose if you dislike the target modifier = { opinion = { target = scope:recipient value > -30 } factor = 0 } # EP3 Dynasty Legacy Perk Malus modifier = { add = -70 scope:target.dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_5 } } } } # Foster Legitimacy start_foster_legitimacy_interaction = { icon = icon_scheme_foster_legitimacy interface_priority = 10 common_interaction = no category = interaction_category_vassal filter_tags = { admin_liege } send_name = START_SCHEME scheme = foster_legitimacy_scheme ignores_pending_interaction_block = yes ai_targets = { ai_recipients = liege } ai_frequency = 60 is_shown = { scope:actor = { is_adult = yes is_imprisoned = no has_government = administrative_government } NOT = { scope:recipient = scope:actor } scope:recipient = { this = scope:actor.liege is_adult = yes has_government = administrative_government } } is_valid_showing_failures_only = { scope:actor = { can_start_scheme = { type = foster_legitimacy_scheme target_character = scope:recipient } } } desc = { triggered_desc = { trigger = { scope:actor = { can_start_scheme = { type = foster_legitimacy_scheme target_character = scope:recipient } } } desc = scheme_interaction_tt_foster_legitimacy_approved } } on_accept = { scope:actor = { send_interface_toast = { type = event_toast_effect_neutral title = start_foster_legitimacy_notification left_icon = scope:actor right_icon = scope:recipient begin_scheme_basic_effect = { SCHEME_TYPE = foster_legitimacy_scheme TARGET_TYPE = target_character TARGET_SCOPE = scope:recipient } } # Scheme progress bonus from education education_5_scheme_progress_effect = { SKILL = diplomacy } # Scheme bonuses from being the emperor/dominant family/powerful family ep3_actor_scheme_modifier_effect = yes custom_tooltip = foster_legitimacy_positive_outcome_actor_tt custom_tooltip = foster_legitimacy_negative_outcome_tt } scope:recipient = { custom_tooltip = foster_legitimacy_positive_outcome_recipient_tt } } ai_potential = { is_governor = yes trigger_if = { limit = { exists = scope:recipient } opinion = { target = scope:recipient value > 0 } } # Only try to foster legitimacy if they don't meet your expectations scope:recipient ?= { NOT = { meets_legitimacy_expectation_of = scope:actor } } } auto_accept = yes ai_will_do = { base = 0 # So the AI doesn't mess with your Legitimacy too often # Legitimacy Levels modifier = { scope:recipient.legitimacy_level >= 4 add = -50 } #Personality modifier = { has_lifestyle = diplomacy_lifestyle add = 15 } modifier = { has_trait = loyal add = 15 } modifier = { has_trait = disloyal add = -25 } modifier = { has_trait = deceitful add = -15 } # House & Family, but you need to get along modifier = { is_close_family_of = scope:recipient has_any_good_relationship_with_character_trigger = { CHARACTER = scope:recipient } add = 25 } modifier = { house = scope:recipient.house has_any_good_relationship_with_character_trigger = { CHARACTER = scope:recipient } add = 15 } # Relationships modifier = { add = -25 has_any_mild_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = -50 has_any_moderate_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = -100 has_any_worst_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } } } # Damage Legitimacy start_damage_legitimacy_interaction = { icon = icon_scheme_damage_legitimacy interface_priority = 9 # listed after start_foster_legitimacy_interaction common_interaction = no category = interaction_category_vassal filter_tags = { admin_liege } send_name = START_SCHEME scheme = damage_legitimacy_scheme ignores_pending_interaction_block = yes ai_targets = { ai_recipients = liege } ai_frequency = 60 is_shown = { scope:actor = { is_adult = yes is_imprisoned = no has_government = administrative_government } NOT = { scope:recipient = scope:actor } scope:recipient = { this = scope:actor.liege is_adult = yes has_government = administrative_government } } is_valid_showing_failures_only = { scope:actor = { can_start_scheme = { type = damage_legitimacy_scheme target_character = scope:recipient } } } desc = { triggered_desc = { trigger = { scope:actor = { can_start_scheme = { type = damage_legitimacy_scheme target_character = scope:recipient } } } desc = scheme_interaction_tt_damage_legitimacy_approved } } on_accept = { scope:actor = { send_interface_toast = { type = event_toast_effect_neutral title = start_damage_legitimacy_notification left_icon = scope:actor right_icon = scope:recipient begin_scheme_basic_effect = { SCHEME_TYPE = damage_legitimacy_scheme TARGET_TYPE = target_character TARGET_SCOPE = scope:recipient } } # Scheme progress bonus from education education_5_scheme_progress_effect = { SKILL = intrigue } # Scheme bonuses from being the emperor/dominant family/powerful family ep3_actor_scheme_modifier_effect = yes custom_tooltip = damage_legitimacy_negative_outcome_tt stress_impact = { loyal = major_stress_impact_gain honest = medium_stress_impact_gain } } scope:recipient = { custom_tooltip = damage_legitimacy_positive_outcome_tt } } ai_potential = { is_governor = yes } auto_accept = yes ai_will_do = { base = 0 # So the AI doesn't mess with your Legitimacy too often #Personality modifier = { has_lifestyle = intrigue_lifestyle add = 15 } modifier = { has_trait = disloyal add = 15 } modifier = { has_trait = deceitful add = 15 } modifier = { has_trait = loyal add = -25 } modifier = { has_trait = honest add = -15 } # Relationships modifier = { add = -25 has_any_moderate_good_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = -50 has_any_best_good_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = 25 has_any_mild_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = 50 has_any_moderate_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = 75 has_any_worst_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } } } # Dispute Border start_dispute_border_interaction = { icon = icon_dispute_border interface_priority = 75 category = interaction_category_vassal send_name = START_SCHEME scheme = dispute_border ignores_pending_interaction_block = yes ai_targets = { ai_recipients = peer_vassals } ai_frequency = 60 common_interaction = yes filter_tags = { admin_governor } cooldown_against_recipient = { years = 5 } target_type = title target_filter = recipient_realm_titles can_be_picked_title = { scope:target = { ep3_boundary_dispute_county_trigger = { OWNER = scope:actor TARGET = scope:recipient } } } is_shown = { scope:actor = { is_governor = yes } scope:recipient = { this != scope:actor is_alive = yes top_liege = scope:actor.top_liege is_governor_or_admin_count = yes in_diplomatic_range = scope:actor } } is_valid_showing_failures_only = { scope:actor = { is_available_adult = yes trigger_if = { limit = { exists = scope:target } can_start_scheme = { type = dispute_border target_title = scope:target } } trigger_if = { limit = { scope:recipient = { sub_realm_size > 1 } } custom_tooltip = { text = dispute_border_county_neighbour_tt character_is_realm_neighbor = scope:recipient } } trigger_else = { custom_tooltip = { text = dispute_border_county_neighbour_tt scope:recipient.capital_county = { holder = scope:recipient any_neighboring_county = { OR = { holder = scope:actor holder.liege ?= scope:actor } } } } } is_in_civil_war = no custom_tooltip = { text = admin_vassal_border_limit_desc top_liege ?= { NOT = { has_realm_law_flag = admin_vassal_border_limit } } } trigger_if = { limit = { top_liege ?= { NOT = { has_realm_law_flag = admin_vassal_border_limit } has_realm_law_flag = admin_vassal_border_restricted } } custom_tooltip = { text = interaction_must_be_powerful_or_dominant_family_tt house = { OR = { is_powerful_family = yes is_dominant_family = yes } } } } } scope:recipient = { is_in_civil_war = no } } desc = start_dispute_border_interaction_desc cost = { influence = { add = scope:actor.massive_influence_gain } } # Scheme Starter Packages options_heading = schemes.t.agent_packages send_options_exclusive = yes ## Focused on Success Chance. send_option = { flag = agent_focus_success current_description = start_dispute_border_interaction.tt.agent_focus_success } ## Focused on Speed. send_option = { flag = agent_focus_speed current_description = start_dispute_border_interaction.tt.agent_focus_speed } on_accept = { scope:actor = { send_interface_toast = { type = event_toast_effect_neutral title = start_dispute_border_notification left_icon = scope:recipient right_icon = scope:target scope:recipient = { send_interface_toast = { type = event_toast_effect_bad title = start_dispute_border_notification left_icon = scope:actor right_icon = scope:target scope:actor = { # Success. if = { limit = { scope:agent_focus_success ?= yes } begin_scheme_with_agents_effect = { SCHEME_TYPE = dispute_border TARGET_TYPE = target_title TARGET_SCOPE = scope:target # Success. AGENT_1 = agent_intermediary AGENT_2 = agent_proponent AGENT_3 = agent_sycophant # Speed. AGENT_4 = agent_political_socialite AGENT_5 = agent_bureaucrat } } # Speed. else = { begin_scheme_with_agents_effect = { SCHEME_TYPE = dispute_border TARGET_TYPE = target_title TARGET_SCOPE = scope:target # Success. AGENT_1 = agent_intermediary AGENT_2 = agent_proponent # Speed. AGENT_3 = agent_political_socialite AGENT_4 = agent_bureaucrat AGENT_5 = agent_bureaucrat } } } } } } random_scheme = { limit = { scheme_type = dispute_border scheme_target_title = scope:target } set_variable = { name = target_character value = scope:recipient } } # Scheme progress bonus from education education_5_scheme_progress_effect = { SKILL = diplomacy } # Scheme bonuses from being the emperor/dominant family/powerful family ep3_actor_scheme_modifier_effect = yes if = { limit = { scope:recipient = { highest_held_title_tier >= tier_duchy } } custom_tooltip = boundary_dispute_outcome_tt } else = { custom_tooltip = boundary_dispute_outcome_vassal_tt } stress_impact = { content = medium_stress_impact_gain } } scope:recipient = { if = { limit = { is_ai = yes highest_held_title_tier >= tier_duchy } add_opinion = { target = scope:actor modifier = attempted_dispute_border_opinion } } else_if = { limit = { is_ai = yes } add_opinion = { target = scope:actor modifier = attempted_dispute_border_opinion opinion = -40 } } } } ai_potential = { NOT = { any_scheme = { is_scheme_category = political } } is_governor = yes } auto_accept = yes ai_will_do = { base = 0 #Personality modifier = { has_trait = ambitious add = 15 } modifier = { has_trait = content add = -15 } # Land modifier = { scope:recipient = { any_sub_realm_county = { OR = { duchy.holder = scope:actor kingdom.holder = scope:actor } } } add = 50 } # Relationships modifier = { add = -25 has_any_moderate_good_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = -50 has_any_best_good_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = 15 has_any_mild_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = 25 has_any_moderate_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = 50 has_any_worst_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } # House modifier = { add = -50 scope:recipient.house ?= scope:actor.house } } } # Subsume Province start_subsume_province_interaction = { icon = icon_subsume_province common_interaction = yes interface_priority = 50 category = interaction_category_vassal send_name = START_SCHEME scheme = subsume_province ignores_pending_interaction_block = yes ai_targets = { ai_recipients = peer_vassals } ai_frequency = 60 filter_tags = { admin_governor } cooldown = { years = 5 } target_type = title target_filter = recipient_de_jure_titles can_be_picked_title = { scope:actor = { can_start_scheme = { type = subsume_province target_title = scope:target } } } has_valid_target_showing_failures_only = { scope:target = { tier = tier_duchy exists = holder holder = scope:recipient } } desc = start_subsume_province_interaction_desc is_shown = { scope:actor = { is_governor = yes } scope:recipient = { is_alive = yes top_liege = scope:actor.top_liege is_governor = yes NOR = { this = scope:actor scope:actor.house = scope:recipient.house } in_diplomatic_range = scope:actor } } is_valid_showing_failures_only = { scope:actor = { is_available_adult = yes trigger_if = { limit = { exists = scope:target } can_start_scheme = { type = subsume_province target_title = scope:target } } trigger_if = { limit = { top_liege ?= { NOT = { has_realm_law_flag = admin_vassal_border_limit } } } custom_tooltip = { text = interaction_must_be_powerful_or_dominant_family_tt house = { OR = { is_powerful_family = yes is_dominant_family = yes } } } } is_in_civil_war = no custom_tooltip = { text = admin_vassal_border_limit_desc top_liege ?= { NOT = { has_realm_law_flag = admin_vassal_border_limit } } } } scope:recipient = { custom_tooltip = { text = subsume_province_neighboring_duchy_tt any_sub_realm_county = { any_neighboring_county = { county_held_or_vassal_to_target_trigger = { TARGET = scope:actor } } } } custom_tooltip = { text = subsume_province_recipient_scheming_against_you_tt NOT = { is_scheming_against = { type = subsume_province target = scope:actor } } } custom_tooltip = { text = subsume_province_recipient_house_power_or_gov_efficiency_tt OR = { governor_efficiency_presented <= -25 AND = { trigger_if = { limit = { house = { is_powerful_family = yes } } scope:actor.house = { is_dominant_family = yes } } house = { is_dominant_family = no } } } } is_in_civil_war = no NOT = { is_diarch_of_target = liege } } } cost = { influence = { add = { value = scope:actor.massive_influence_gain multiply = 4 } } } # Scheme Starter Packages options_heading = schemes.t.agent_packages send_options_exclusive = yes ## Focused on Success Chance. send_option = { flag = agent_focus_success current_description = start_subsume_province_interaction.tt.agent_focus_success } ## Focused on Speed. send_option = { flag = agent_focus_speed current_description = start_subsume_province_interaction.tt.agent_focus_speed } on_accept = { scope:actor = { send_interface_toast = { type = event_toast_effect_neutral title = start_subsume_province_notification left_icon = scope:recipient right_icon = scope:target scope:recipient = { send_interface_toast = { type = event_toast_effect_bad title = start_subsume_province_notification left_icon = scope:actor right_icon = scope:target scope:actor = { # Success. if = { limit = { scope:agent_focus_success ?= yes } begin_scheme_with_agents_effect = { SCHEME_TYPE = subsume_province TARGET_TYPE = target_title TARGET_SCOPE = scope:target # Success. AGENT_1 = agent_intermediary AGENT_2 = agent_proponent AGENT_3 = agent_proponent # Speed. AGENT_4 = agent_political_socialite AGENT_5 = agent_political_socialite } } # Speed. else = { begin_scheme_with_agents_effect = { SCHEME_TYPE = subsume_province TARGET_TYPE = target_title TARGET_SCOPE = scope:target # Success. AGENT_1 = agent_intermediary AGENT_2 = agent_proponent # Speed. AGENT_3 = agent_political_socialite AGENT_4 = agent_political_socialite AGENT_5 = agent_political_socialite } } } } } } random_scheme = { limit = { scheme_type = subsume_province scheme_target_title = scope:target } set_variable = { name = target_character value = scope:recipient } } # Scheme progress bonus from education education_5_scheme_progress_effect = { SKILL = diplomacy } # Scheme bonuses from being the emperor/dominant family/powerful family ep3_actor_scheme_modifier_effect = yes custom_tooltip = subsume_province_scheme_success_outcome_tt stress_impact = { content = medium_stress_impact_gain } } scope:recipient = { if = { limit = { is_ai = yes } add_opinion = { target = scope:actor modifier = attempted_subsume_province_opinion } } } } ai_potential = { NOT = { any_scheme = { is_scheme_category = political } } is_governor = yes } auto_accept = yes ai_will_do = { base = 0 #Personality modifier = { has_trait = ambitious add = 15 } modifier = { has_trait = content add = -15 } # Land modifier = { scope:recipient = { any_sub_realm_county = { OR = { duchy.holder = scope:actor kingdom.holder = scope:actor } } } } # Relationships modifier = { add = -25 has_any_moderate_good_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = -50 has_any_best_good_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = 15 has_any_mild_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = 25 has_any_moderate_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = 50 has_any_worst_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } # House modifier = { add = -50 scope:recipient.house ?= scope:actor.house } } } # Found Despotate start_found_despotate_interaction = { icon = icon_found_despotate interface_priority = 60 common_interaction = yes category = interaction_category_friendly send_name = START_SCHEME scheme = found_despotate ignores_pending_interaction_block = yes ai_frequency = 60 ai_targets = { ai_recipients = self } target_type = title target_filter = secondary_recipient_de_jure_titles can_be_picked_title = { scope:target ?= { custom_tooltip = { text = found_despotate_existing_scheme_tt NOT = { scope:actor.top_liege = { any_vassal = { any_scheme = { scheme_type = found_despotate scheme_target_title = scope:target } } } } } trigger_if = { limit = { tier = tier_kingdom } custom_tooltip = { text = found_despotate_hold_duchy_tt any_direct_de_jure_vassal_title = { holder = scope:actor } } custom_tooltip = { text = found_despotate_hold_county_tt any_de_jure_county = { holder = scope:actor } } } is_landless_type_title = no NOT = { holder ?= scope:actor } is_title_created = no scope:recipient.top_liege = { completely_controls = scope:target } } } has_valid_target_showing_failures_only = { scope:target = { tier = tier_kingdom } } # We do this via redirects because recipient_de_jure_titles did not turn up for work today. redirect = { scope:actor = { top_liege ?= { save_scope_as = secondary_recipient } if = { limit = { exists = primary_title.kingdom primary_title.tier = tier_duchy } primary_title.kingdom = { save_scope_as = target } } } } cooldown = { years = 5 } is_shown = { scope:actor = { is_governor = yes } scope:recipient = scope:actor } is_valid_showing_failures_only = { #If kingdom primary title kingdom has more than one duchy, needs to have two duchies trigger_if = { limit = { scope:actor = { is_ruler = yes primary_title.kingdom = { any_in_de_jure_hierarchy = { count >= 2 tier = tier_duchy is_landless_type_title = no } } } } custom_tooltip = { text = 2_or_more_governorships_tt scope:actor = { any_held_title = { count >= 2 tier = tier_duchy is_landless_type_title = no } } } } scope:actor = { is_adult = yes is_imprisoned = no highest_held_title_tier < tier_kingdom custom_tooltip = { text = interaction_must_be_powerful_or_dominant_family_tt exists = house house = { OR = { is_powerful_family = yes is_dominant_family = yes } } } custom_tooltip = { text = influence_level_3_tt influence_level >= 3 } } scope:secondary_recipient.primary_title ?= { any_direct_de_jure_vassal_title = { tier = tier_kingdom is_landless_type_title = no custom_tooltip = { text = found_despotate_hold_duchy_tt any_direct_de_jure_vassal_title = { holder = scope:actor } } NOT = { holder ?= scope:actor } is_title_created = no } } custom_tooltip = { text = found_despotate_existing_scheme_tt NOT = { scope:actor.top_liege = { any_vassal = { any_scheme = { scheme_type = found_despotate scheme_target_title = scope:actor.primary_title.kingdom } } } } } custom_tooltip = { text = found_despotate_percent_controlled_tt scope:actor.primary_title.kingdom = { any_de_jure_county = { percent >= 0.25 county_held_or_vassal_to_target_trigger = { TARGET = scope:actor } } } } trigger_if = { limit = { exists = scope:target scope:actor.liege.diarch ?= { any_held_title = { any_this_title_or_de_jure_above = { this = scope:target } } } } scope:actor.liege.diarch = { NOT = { is_diarch_of_target = liege } } } } desc = start_found_despotate_interaction_desc cost = { influence = { add = scope:actor.massive_influence_value } } # Scheme Starter Packages options_heading = schemes.t.agent_packages send_options_exclusive = yes ## Focused on Success Chance. send_option = { flag = agent_focus_success current_description = start_found_despotate_interaction.tt.agent_focus_success } ## Focused on Speed. send_option = { flag = agent_focus_speed current_description = start_found_despotate_interaction.tt.agent_focus_speed } on_accept = { scope:actor = { send_interface_toast = { type = event_toast_effect_neutral title = start_found_despotate_notification left_icon = scope:recipient right_icon = scope:target scope:recipient = { send_interface_toast = { type = event_toast_effect_bad title = start_found_despotate_notification left_icon = scope:actor right_icon = scope:target scope:actor = { # Success. if = { limit = { scope:agent_focus_success ?= yes } begin_scheme_with_agents_effect = { SCHEME_TYPE = found_despotate TARGET_TYPE = target_title TARGET_SCOPE = scope:target # Success. AGENT_1 = agent_intermediary AGENT_2 = agent_proponent AGENT_3 = agent_sycophant # Speed. AGENT_4 = agent_political_socialite AGENT_5 = agent_political_socialite } } # Speed. else = { begin_scheme_with_agents_effect = { SCHEME_TYPE = found_despotate TARGET_TYPE = target_title TARGET_SCOPE = scope:target # Success. AGENT_1 = agent_intermediary AGENT_2 = agent_proponent # Speed. AGENT_3 = agent_political_socialite AGENT_4 = agent_political_socialite AGENT_5 = agent_political_socialite } } } } } } # Scheme progress bonus from education education_5_scheme_progress_effect = { SKILL = diplomacy } # Scheme bonuses from being the emperor/dominant family/powerful family ep3_actor_scheme_modifier_effect = yes custom_tooltip = found_despotate_success_tt stress_impact = { content = minor_stress_impact_gain humble = minor_stress_impact_gain } } } ai_potential = { has_trait = ambitious is_governor = yes NOR = { has_trait = content any_scheme = { is_scheme_category = political } } } auto_accept = yes ai_will_do = { base = 15 } } # Raid Estate start_raid_estate_interaction = { icon = icon_raid_estate interface_priority = 90 category = interaction_category_hostile send_name = START_SCHEME scheme = raid_estate ignores_pending_interaction_block = yes ai_frequency = 60 ai_targets = { ai_recipients = liege } ai_targets = { ai_recipients = peer_vassals max = 20 } ai_targets = { ai_recipients = vassals max = 20 } filter_tags = { admin_house_head } cooldown = { years = 5 } highlighted_reason = start_raid_estate_interaction_HIGHLIGHTED is_highlighted = { scope:actor.var:raid_estate_permission ?= scope:recipient.house } is_shown = { scope:actor = { has_government = administrative_government } scope:recipient.house.house_head ?= { this = scope:recipient exists = house NOT = { house = scope:actor.house } top_liege = scope:actor.top_liege has_government = administrative_government any_held_title = { is_noble_family_title = yes } } } is_valid_showing_failures_only = { scope:actor = { is_available_adult = yes custom_tooltip = { text = raid_estate_noble_family_tt any_held_title = { is_noble_family_title = yes } house.house_head ?= this } } scope:recipient.house.house_head ?= { custom_tooltip = { text = raid_estate_noble_family_target_tt any_held_title = { is_noble_family_title = yes } } custom_tooltip = { text = raid_estate_estate_tt domicile ?= { is_domicile_type = estate } } } } desc = start_raid_estate_interaction_desc # Scheme Starter Packages options_heading = schemes.t.agent_packages send_options_exclusive = yes ## Balanced agents. send_option = { flag = agent_focus_balance current_description = start_raid_estate_interaction.tt.agent_focus_balance } ## Focused on Success Chance. send_option = { flag = agent_focus_success current_description = start_raid_estate_interaction.tt.agent_focus_success } ## Focused on Speed. send_option = { flag = agent_focus_speed current_description = start_raid_estate_interaction.tt.agent_focus_speed } ## Focused on Secrecy. send_option = { flag = agent_focus_secrecy current_description = start_raid_estate_interaction.tt.agent_focus_secrecy } on_accept = { scope:recipient = { custom_tooltip = raid_estate_kill_maim_imprison_house_members_tt custom_tooltip = raid_estate_destroy_buildings_tt custom_tooltip = raid_estate_house_modifier_tt random_held_title = { limit = { is_noble_family_title = yes } save_scope_as = target_title } } scope:actor = { send_interface_toast = { type = event_toast_effect_neutral title = start_raid_estate_notification left_icon = scope:recipient right_icon = scope:target_title # Success. if = { limit = { scope:agent_focus_success ?= yes } begin_scheme_with_agents_effect = { SCHEME_TYPE = raid_estate TARGET_TYPE = target_character TARGET_SCOPE = scope:recipient # Success. AGENT_1 = agent_scout AGENT_2 = agent_scout AGENT_3 = agent_muscle # Speed. AGENT_4 = agent_infiltrator # Secrecy. AGENT_5 = agent_lookout } } # Speed. else_if = { limit = { scope:agent_focus_speed ?= yes } begin_scheme_with_agents_effect = { SCHEME_TYPE = raid_estate TARGET_TYPE = target_character TARGET_SCOPE = scope:recipient # Speed. AGENT_1 = agent_infiltrator AGENT_2 = agent_infiltrator AGENT_3 = agent_footpad # Success. AGENT_4 = agent_scout # Secrecy. AGENT_5 = agent_lookout } } # Secrecy. else_if = { limit = { scope:agent_focus_secrecy ?= yes } begin_scheme_with_agents_effect = { SCHEME_TYPE = raid_estate TARGET_TYPE = target_character TARGET_SCOPE = scope:recipient # Secrecy. AGENT_1 = agent_lookout AGENT_2 = agent_lookout AGENT_3 = agent_alibi # Success. AGENT_4 = agent_scout # Speed. AGENT_5 = agent_infiltrator } } # Balanced. else = { begin_scheme_with_agents_effect = { SCHEME_TYPE = raid_estate TARGET_TYPE = target_character TARGET_SCOPE = scope:recipient # Success. AGENT_1 = agent_scout AGENT_2 = agent_muscle # Speed. AGENT_3 = agent_infiltrator AGENT_4 = agent_footpad # Secrecy. AGENT_5 = agent_lookout } } } # Scheme progress bonus from education education_5_scheme_progress_effect = { SKILL = intrigue } # Scheme bonuses from being the emperor/dominant family/powerful family ep3_actor_scheme_modifier_effect = yes custom_tooltip = raid_estate_gain_coin_tt if = { limit = { has_relation_rival = scope:recipient } custom_tooltip = raid_estate_nemesis_relation_tt } else = { custom_tooltip = raid_estate_rival_relation_tt } stress_impact = { content = medium_stress_impact_gain } if = { limit = { has_relation_nemesis = scope:recipient } stress_impact = { base = major_stress_impact_loss } } else_if = { limit = { has_relation_rival = scope:recipient } stress_impact = { base = medium_stress_impact_loss } } } } ai_potential = { NOT = { any_scheme = { is_hostile = yes } } any_held_title = { is_noble_family_title = yes } } auto_accept = yes ai_will_do = { base = -20 #Personality modifier = { has_trait = vengeful add = 15 } modifier = { has_trait = forgiving add = -15 } modifier = { has_trait = brave add = 15 } modifier = { has_trait = craven add = -15 } # Relationships modifier = { add = -25 has_any_moderate_good_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = -50 has_any_best_good_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = 15 has_any_mild_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = 25 has_any_moderate_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = 50 has_any_worst_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { scope:recipient.house = scope:actor.top_liege.house add = -25 } opinion_modifier = { who = scope:actor opinion_target = scope:recipient multiplier = -0.25 } } } # Teach Governor - AKA Mentor in Governance/mentor_in_governance start_teach_governor_interaction = { icon = icon_teach_governor interface_priority = 20 category = interaction_category_vassal filter_tags = { admin_governor } send_name = START_SCHEME scheme = teach_governor ai_targets = { ai_recipients = peer_vassals max = 20 } ai_targets = { ai_recipients = vassals max = 10 } ai_frequency = 60 notification_text = TEACH_GOVERNOR_NOTIFICATION ai_min_reply_days = 4 ai_max_reply_days = 9 cooldown_against_recipient = { years = 15 } is_shown = { scope:actor = { has_government = administrative_government } scope:recipient != scope:actor scope:recipient = { is_alive = yes top_liege = scope:actor.top_liege in_diplomatic_range = scope:actor } scope:actor = { exists = domicile domicile = { has_domicile_parameter = estate_unlock_teach_governor_interaction } } } is_valid_showing_failures_only = { scope:actor = { can_start_scheme = { type = teach_governor target_character = scope:recipient } custom_tooltip = { text = teach_governor_maximum_xp_tt scope:recipient = { has_trait_xp = { trait = governor value < 95 } } } custom_tooltip = { text = teach_governor_minimum_xp_tt scope:recipient = { trigger_if = { limit = { has_trait_xp = { trait = governor value >= 100 } } scope:actor = { has_trait_xp = { trait = governor value >= 75 } } } trigger_else_if = { limit = { has_trait_xp = { trait = governor value >= 75 } } scope:actor = { has_trait_xp = { trait = governor value >= 50 } } } trigger_else_if = { limit = { has_trait_xp = { trait = governor value >= 50 } } scope:actor = { has_trait_xp = { trait = governor value >= 25 } } } trigger_else = { always = yes } } } } } desc = start_teach_governor_interaction_desc cost = { influence = { add = scope:actor.minor_influence_gain } } on_accept = { scope:actor = { custom_tooltip = teach_governor_actor_reward_tt stress_impact = { humble = minor_stress_impact_gain lazy = medium_stress_impact_gain } trigger_event = scheme_critical_moments.8045 } scope:actor = { send_interface_toast = { type = event_toast_effect_neutral title = start_teach_governor_notification left_icon = scope:recipient right_icon = scope:recipient.primary_title scope:recipient = { send_interface_toast = { type = event_toast_effect_bad title = start_teach_governor_notification left_icon = scope:actor right_icon = scope:actor.primary_title scope:actor = { begin_scheme_basic_effect = { SCHEME_TYPE = teach_governor TARGET_TYPE = target_character TARGET_SCOPE = scope:recipient } } } } } # Scheme progress bonus from education education_5_scheme_progress_effect = { SKILL = stewardship } # Scheme bonuses from being the emperor/dominant family/powerful family ep3_actor_scheme_modifier_effect = yes } scope:recipient = { if = { limit = { is_ai = yes } add_opinion = { target = scope:actor modifier = mentoring_governor_opinion } } custom_tooltip = teach_governor_recipient_reward_tt } } on_decline = { scope:actor = { if = { limit = { is_ai = yes } add_opinion = { target = scope:recipient modifier = insulted_opinion opinion = -10 } } else = { trigger_event = scheme_critical_moments.8046 } } } ai_potential = { NOR = { has_trait = lazy scheme_generic_ai_blocker_trigger = yes } is_governor = yes } ai_accept = { base = 0 opinion_modifier = { who = scope:recipient opinion_target = scope:actor multiplier = 0.25 } # Experience modifier = { desc = RELATIVE_GOVERNOR_EFFICIENCY add = { value = ep3_actor_recipient_governor_trait_level_diff_value subtract = 1 multiply = 15 } } modifier = { # If you are from a powerful family, and they are not, they are more likely to accept scope:actor.house ?= { is_powerful_family = yes } house ?= { is_powerful_family = no is_dominant_family = no } add = 15 desc = your_house_is_powerful_reason } modifier = { # If you are from a dominant family, and they are not, they are more likely to accept scope:actor.house ?= { is_dominant_family = yes } house ?= { is_dominant_family = no } add = 25 desc = your_house_is_dominant_reason } modifier = { # If they are from a powerful family, and you are not, they are more likely to refuse house ?= { is_powerful_family = yes } scope:actor.house ?= { is_powerful_family = no is_dominant_family = no } add = -15 desc = their_house_is_powerful_reason } modifier = { # If they are from a dominant family, and you are not, they are more likely to refuse house ?= { is_dominant_family = yes } scope:actor.house ?= { is_dominant_family = no } add = -25 desc = their_house_is_dominant_reason } modifier = { # Difference in influence level influence_level != scope:actor.influence_level add = { add = { add = 10 multiply = scope:recipient.influence_level } subtract = { add = 10 multiply = scope:actor.influence_level } } desc = difference_in_influence_level_reason } modifier = { scope:actor = { exists = house } scope:recipient = { exists = house } exists = scope:actor.house.house_head.top_liege house.house_head.top_liege ?= scope:actor.house.house_head.top_liege add = { value = scope:actor.house.house_power_score subtract = scope:recipient.house.house_power_score divide = 4 floor = yes } desc = RELATIVE_FAMILY_RATING } # Relations modifier = { # Friend desc = offer_vassalization_interaction_aibehavior_friend_tt has_relation_friend = scope:actor NOT = { has_relation_best_friend = scope:actor } add = 15 } modifier = { # Best Friend desc = offer_vassalization_interaction_aibehavior_best_friend_tt has_relation_best_friend = scope:actor add = 30 } modifier = { # Rival desc = offer_vassalization_interaction_aibehavior_rival_tt has_relation_rival = scope:actor NOT = { has_relation_nemesis = scope:actor } add = -25 } modifier = { # Nemesis desc = offer_vassalization_interaction_aibehavior_nemesis_tt has_relation_nemesis = scope:actor add = -50 } modifier = { is_close_family_of = scope:actor add = 50 desc = CLOSE_FAMILY_REASON } modifier = { is_extended_family_of = scope:actor add = 25 desc = EXTENDED_FAMILY_REASON } modifier = { NOR = { is_close_family_of = scope:actor is_extended_family_of = scope:actor } house ?= scope:actor.house add = 5 desc = YOU_ARE_MY_HOUSE_MEMBER } #Age modifier = { desc = AGE_DIFFERENCE add = { value = scope:actor.age add = { value = scope:recipient.age multiply = -1 } } } # Traits modifier = { has_trait = ambitious add = 10 desc = INTERACTION_AMBITIOUS } modifier = { has_trait = diligent add = 10 desc = INTERACTION_DILIGENT } modifier = { has_trait = humble add = 10 desc = INTERACTION_HUMBLE } modifier = { has_trait = content add = -10 desc = INTERACTION_CONTENT } modifier = { has_trait = lazy add = -10 desc = INTERACTION_LAZY } modifier = { has_trait = arrogant add = -10 desc = INTERACTION_ARROGANT } #Feuds modifier = { house.house_head ?= { any_owned_story = { story_type = story_cycle_house_feud has_variable = house_feud_house var:house_feud_house = scope:actor.house } } add = -50 } } ai_will_do = { base = -25 #Personality modifier = { has_trait = diligent add = 15 } modifier = { has_trait = generous add = 15 } modifier = { has_trait = lazy add = -15 } modifier = { has_trait = greedy add = -15 } # Relationships modifier = { add = 25 has_any_moderate_good_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = 50 has_any_best_good_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = -15 has_any_mild_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = -25 has_any_moderate_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = -50 has_any_worst_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } # House modifier = { add = 5 scope:recipient.house ?= scope:actor.house } # Family modifier = { add = 10 scope:actor = { is_parent_of = scope:recipient } } modifier = { add = 5 scope:actor = { is_close_family_of = scope:recipient } } #Feuds modifier = { house.house_head ?= { any_owned_story = { story_type = story_cycle_house_feud has_variable = house_feud_house var:house_feud_house = scope:recipient.house } } add = -50 } } } # Ingratiate Family start_ingratiate_family_interaction = { icon = icon_ingratiate_family interface_priority = 50 category = interaction_category_friendly filter_tags = { admin_house_head } send_name = START_SCHEME scheme = ingratiate_family ignores_pending_interaction_block = yes ai_targets = { ai_recipients = peer_vassals max = 20 } ai_frequency = 36 is_shown = { scope:actor = { can_start_scheme = { type = ingratiate_family target_character = scope:recipient } } scope:actor = { is_adult = yes is_imprisoned = no is_incapable = no any_held_title = { is_noble_family_title = yes } house.house_head ?= this } scope:recipient = { is_adult = yes is_imprisoned = no is_incapable = no any_held_title = { is_noble_family_title = yes } house.house_head ?= this NOT = { house = scope:actor.house } top_liege = scope:actor.top_liege } } is_valid_showing_failures_only = { scope:actor = { can_start_scheme = { type = ingratiate_family target_character = scope:recipient } } } desc = start_ingratiate_family_interaction_desc on_accept = { scope:actor = { send_interface_toast = { type = event_toast_effect_neutral title = start_ingratiate_family_notification left_icon = scope:recipient begin_scheme_basic_effect = { SCHEME_TYPE = ingratiate_family TARGET_TYPE = target_character TARGET_SCOPE = scope:recipient } scope:recipient = { if = { limit = { is_ai = yes } add_opinion = { modifier = ingratiating_family_opinion target = scope:actor } } } show_as_tooltip = { stress_impact = { arrogant = minor_stress_impact_gain shy = minor_stress_impact_gain } } } if = { # I am the emperor limit = { scope:actor.highest_held_title_tier >= tier_empire } custom_tooltip = { text = admin_emperor_scheme_modifier_tt random_scheme = { limit = { scheme_type = ingratiate_family scheme_target_character = scope:recipient } add_scheme_modifier = { type = admin_emperor_scheme_modifier } } } } else_if = { # I am a dominant family limit = { scope:actor.house ?= { is_dominant_family = yes } } custom_tooltip = { text = admin_dominant_family_scheme_modifier_tt random_scheme = { limit = { scheme_type = ingratiate_family scheme_target_character = scope:recipient } add_scheme_modifier = { type = admin_dominant_family_scheme_modifier } } } if = { limit = { scope:recipient.highest_held_title_tier >= tier_empire } custom_tooltip = { text = admin_target_emperor_scheme_modifier_tt random_scheme = { limit = { scheme_type = ingratiate_family scheme_target_character = scope:recipient } add_scheme_modifier = { type = admin_target_emperor_scheme_modifier } } } } } else_if = { # I am a powerful family limit = { scope:actor.house ?= { is_powerful_family = yes } } custom_tooltip = { text = admin_powerful_family_scheme_modifier_tt random_scheme = { limit = { scheme_type = ingratiate_family scheme_target_character = scope:recipient } add_scheme_modifier = { type = admin_powerful_family_scheme_modifier } } } if = { limit = { scope:recipient.highest_held_title_tier >= tier_empire } custom_tooltip = { text = admin_target_emperor_scheme_modifier_tt random_scheme = { limit = { scheme_type = ingratiate_family scheme_target_character = scope:recipient } add_scheme_modifier = { type = admin_target_emperor_scheme_modifier } } } } else_if = { limit = { scope:recipient.house ?= { is_dominant_family = yes } } custom_tooltip = { text = admin_target_dominant_family_scheme_modifier_tt random_scheme = { limit = { scheme_type = ingratiate_family scheme_target_character = scope:recipient } add_scheme_modifier = { type = admin_target_dominant_family_scheme_modifier } } } } } else = { # I am NOT a powerful or dominant family or the emperor if = { limit = { scope:recipient.highest_held_title_tier >= tier_empire } custom_tooltip = { text = admin_target_emperor_scheme_modifier_tt random_scheme = { limit = { scheme_type = ingratiate_family scheme_target_character = scope:recipient } add_scheme_modifier = { type = admin_target_emperor_scheme_modifier } } } } else_if = { limit = { scope:recipient.house ?= { is_dominant_family = yes } } custom_tooltip = { text = admin_target_dominant_family_scheme_modifier_tt random_scheme = { limit = { scheme_type = ingratiate_family scheme_target_character = scope:recipient } add_scheme_modifier = { type = admin_target_dominant_family_scheme_modifier } } } } else_if = { limit = { scope:recipient.house ?= { is_powerful_family = yes } } custom_tooltip = { text = admin_target_powerful_family_scheme_modifier_tt random_scheme = { limit = { scheme_type = ingratiate_family scheme_target_character = scope:recipient } add_scheme_modifier = { type = admin_target_powerful_family_scheme_modifier } } } } } custom_tooltip = ingratiate_family_success_actor_tt stress_impact = { arrogant = minor_stress_impact_gain shy = minor_stress_impact_gain } } scope:recipient = { custom_tooltip = ingratiate_family_success_recipient_tt } } ai_potential = { NOT = { any_scheme = { is_scheme_category = hostile } } } auto_accept = yes ai_will_do = { base = 5 #Competing candidate modifier = { scope:recipient = { is_competing_for_same_title_as = { CHARACTER = scope:actor } } add = -50 } modifier = { scope:recipient = { is_winning_competing_for_same_title_as = { CHARACTER = scope:actor } } add = -75 } #Personality modifier = { has_trait = ambitious add = 15 } modifier = { has_trait = deceitful add = 15 } modifier = { has_trait = honest add = -15 } # Culture modifier = { culture != scope:actor.culture "culture.cultural_acceptance(scope:recipient.culture)" < 50 add = { value = 50 subtract = "culture.cultural_acceptance(scope:recipient.culture)" multiply = -0.25 round = yes } desc = CULTURAL_ACCEPTANCE } # Faith modifier = { faith = { faith_hostility_level = { target = scope:recipient.faith value >= faith_astray_level } } add = { value = "faith.faith_hostility_level(scope:recipient.faith)" multiply = -10 } desc = FAITH_HOSTILITY_LEVEL } # House & Family modifier = { is_close_family_of = scope:recipient add = -20 } #Feuds modifier = { house.house_head ?= { any_owned_story = { story_type = story_cycle_house_feud has_variable = house_feud_house var:house_feud_house = scope:recipient.house } } add = -50 } # Relationships modifier = { add = -25 has_any_mild_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = -50 has_any_moderate_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { factor = 0 has_any_worst_bad_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = 25 has_any_mild_good_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = 50 has_any_moderate_good_relationship_with_character_trigger = { CHARACTER = scope:recipient } } modifier = { add = 100 has_any_best_good_relationship_with_character_trigger = { CHARACTER = scope:recipient } } } }