############# # FP3 Scripted Values ############# ################################################## # Unity critical_house_unity = 20 terrible_house_unity = 40 low_house_unity = 60 mediocre_house_unity = 80 average_house_unity = 100 decent_house_unity = 120 good_house_unity = 140 high_house_unity = 160 very_high_house_unity = 180 opinion_thresholds_for_antagonistic_independence = -50 number_of_futuwaa_members = { value = 0 every_courtier = { limit = { fp3_is_valid_futuwaa_member = { SPONSOR = root } } add = 1 } house ?= { every_house_member = { limit = { fp3_is_valid_futuwaa_member = { SPONSOR = root } NOT = { is_courtier_of = root } } add = 1 } } } number_of_madrasa_pupils = { value = 0 every_courtier = { limit = { fp3_is_valid_madrasa_pupil = { SPONSOR = root } } add = 1 } house ?= { every_house_member = { limit = { fp3_is_valid_madrasa_pupil = { SPONSOR = root } NOT = { is_courtier_of = root } } add = 1 } } } ################################################## # Struggle fp3_house_modifier_concession_ending_duration = 100 fp3_house_modifier_sunder_caliphate_duration = 100 fp3_concession_death_countdown = { value = current_year subtract = 866 multiply = 1 } fp3_persia_ownage_percentage_for_foundation = 0.20 fp3_persia_supporter_rulers_decimal_value = { value = 50 divide = 100 max = 1 } fp3_persia_supporter_rulers_max_value = { value = 0 struggle:persian_struggle ?= { every_involved_ruler = { limit = { is_landed = yes highest_held_title_tier >= tier_county OR = { NOT = { has_title = title:d_sunni } OR = { is_independent_ruler = yes is_vassal_of = title:d_sunni.holder } } } add = 1 } } } fp3_persia_supporter_rulers_half_value = { value = fp3_persia_supporter_rulers_max_value divide = 2 ceiling = yes } fp3_persia_supporter_rulers_count_value = { value = 0 struggle:persian_struggle ?= { every_involved_ruler = { limit = { is_landed = yes highest_held_title_tier >= tier_county OR = { NOT = { has_title = title:d_sunni } OR = { is_independent_ruler = yes is_vassal_of = title:d_sunni.holder } } # Trigger has_trait = fp3_struggle_supporter } add = 1 } } floor = yes } fp3_persia_iranian_rulers_count_value = { value = 0 struggle:persian_struggle ?= { every_involved_ruler = { limit = { is_landed = yes highest_held_title_tier >= tier_county culture = { has_cultural_pillar = heritage_iranian } } add = 1 } every_interloper_ruler = { limit = { is_landed = yes highest_held_title_tier >= tier_county culture = { has_cultural_pillar = heritage_iranian } } add = 1 } } floor = yes } fp3_persia_all_rulers_count_value = { value = 0 struggle:persian_struggle ?= { every_involved_ruler = { limit = { is_landed = yes highest_held_title_tier >= tier_county } add = 1 } every_interloper_ruler = { limit = { is_landed = yes highest_held_title_tier >= tier_county } add = 1 } } floor = yes } fp3_persia_all_rulers_requirement_value = { value = fp3_persia_all_rulers_count_value multiply = 0.6 } fp3_persia_all_rulers_percentage_value = { value = fp3_persia_iranian_rulers_count_value divide = { value = fp3_persia_all_rulers_count_value min = 1 } } fp3_persia_independent_detractor_rulers_count_value = { value = 0 struggle:persian_struggle ?= { every_involved_ruler = { limit = { is_independent_ruler = yes is_landed = yes highest_held_title_tier >= tier_duchy has_trait = fp3_struggle_detractor } add = 1 } every_interloper_ruler = { limit = { is_independent_ruler = yes is_landed = yes highest_held_title_tier >= tier_duchy has_trait = fp3_struggle_detractor } add = 1 } } floor = yes } fp3_persia_independent_non_sunni_rulers_count_value = { value = 0 struggle:persian_struggle ?= { every_involved_ruler = { limit = { is_independent_ruler = yes is_landed = yes highest_held_title_tier >= tier_duchy faith = { NOT = { has_doctrine = muhammad_succession_sunni_doctrine } } } add = 1 } every_interloper_ruler = { limit = { is_independent_ruler = yes is_landed = yes highest_held_title_tier >= tier_duchy faith = { NOT = { has_doctrine = muhammad_succession_sunni_doctrine } } } add = 1 } } floor = yes } fp3_iranian_sub_realm_counties_value = { value = 0 every_sub_realm_county = { limit = { culture = { has_cultural_pillar = heritage_iranian } } add = 1 } floor = yes } fp3_persia_flame_of_iran_independent_value = { value = 0 struggle:persian_struggle ?= { every_involved_ruler = { limit = { is_independent_ruler = no culture = { has_cultural_pillar = heritage_iranian } exists = liege NOT = { liege.culture = { has_cultural_pillar = heritage_iranian } } } add = 1 } } } # Paramameter for percentage of Persia you must control fp3_persia_owned_for_rekindle_persia_percent_value = 30 # Uses above to plug in to script as a decimal fp3_persia_owned_for_rekindle_persia_decimal_value = { value = fp3_persia_owned_for_rekindle_persia_percent_value divide = 100 max = 1 } fp3_iranian_current_owned_persia_value = { value = 0 every_county_in_region = { region = world_persian_empire limit = { holder.top_liege = root } add = 1 } divide = { value = 0 every_county_in_region = { region = world_persian_empire add = 1 } } multiply = 100 } # Paramameter for percentage of Persia that must be iranian fp3_iranian_culture_for_rekindle_persia_percent_value = 75 fp3_iranian_culture_for_rekindle_persia_decimal_value = { value = fp3_iranian_culture_for_rekindle_persia_percent_value divide = 100 max = 1 } fp3_iranian_culture_current_persian_culture_value = { value = 0 every_county_in_region = { region = world_persian_empire limit = { culture = { has_cultural_pillar = heritage_iranian } } add = 1 } divide = { value = 0 every_county_in_region = { region = world_persian_empire add = 1 } } multiply = 100 } fp3_shia_caliphate_ending_conversion_chance_percent_value = 75 fp3_shia_caliphate_ending_conversion_chance_decimal_value = { value = fp3_iranian_culture_for_rekindle_persia_percent_value divide = 100 max = 1 } fp3_strengthen_caliphate_ending_conversion_chance_percent_value = 50 fp3_strengthen_caliphate_ending_conversion_chance_decimal_value = { value = fp3_iranian_culture_for_rekindle_persia_percent_value divide = 100 max = 1 } fp3_struggle_ending_conversion_modifier_value = 1.5 fp3_iranian_faith_for_rekindle_persia_conversion_chance_percent_value = 50 fp3_iranian_faith_for_rekindle_persia_conversion_chance_decimal_value = { value = fp3_iranian_culture_for_rekindle_persia_percent_value divide = 100 max = 1 } fp3_current_nb_ally_shia_caliphate = { value = 0 every_ally = { limit = { highest_held_title_tier >= tier_kingdom } add = 1 } } ################################################## # Tax Collector tax_collector_aptitude_miniscule_increase = { value = 5 } tax_collector_aptitude_minor_increase = { value = 10 } tax_collector_aptitude_medium_increase = { value = 15 } tax_collector_aptitude_major_increase = { value = 20 } tax_collector_aptitude_massive_increase = { value = 25 } tax_collector_aptitude_score = { value = 1 add = { value = diplomacy max = 50 desc = court_position_skill_diplomacy } add = { value = martial max = 50 desc = court_position_skill_martial } add = { value = stewardship max = 50 desc = court_position_skill_stewardship } add = { value = intrigue max = 50 desc = court_position_skill_intrigue } add = { value = learning multiply = 2 max = 50 desc = court_position_skill_learning } if = { limit = { has_trait = just } add = { value = 10 desc = court_position_just_trait } } if = { limit = { has_trait = diplomat } add = { value = 10 desc = court_position_diplomat_trait } } if = { limit = { has_trait = administrator } add = { value = 10 desc = court_position_administrator_trait } } if = { limit = { has_trait = avaricious } add = { value = 10 desc = court_position_avaricious_trait } } if = { limit = { has_character_modifier = fp3_capable_magistrates_modifier } add = { value = tax_collector_aptitude_major_increase desc = capable_magistrates_modifier } } if = { limit = { has_character_flag = fp3_inspired_tax_collector } add = { value = 20 desc = fp3_inspired_tax_collector } } # Opinion of liege add = { desc = opinion_of_liege value = { if = { limit = { save_temporary_opinion_value_as = { name = target_opinion target = liege} scope:target_opinion >= very_high_positive_opinion } add = 20 } else_if = { limit = { save_temporary_opinion_value_as = { name = target_opinion target = liege } scope:target_opinion >= high_positive_opinion } add = 15 } else_if = { limit = { save_temporary_opinion_value_as = { name = target_opinion target = liege } scope:target_opinion >= medium_positive_opinion } add = 10 } else_if = { limit = { save_temporary_opinion_value_as = { name = target_opinion target = liege } scope:target_opinion >= low_positive_opinion } add = 5 } else = { add = 0 } } } # Cultural Tradition if = { limit = { culture = { has_cultural_parameter = characters_are_better_tax_collector } } add = { value = tax_collector_aptitude_medium_increase desc = traditions_cheaper_value } } # Flag Check (for debug/event usage) - Use debug.9610 if = { limit = { has_character_flag = is_guaranteed_excellent_tax_collector } add = 110 } add = court_position_aptitude_family_business_value add = court_position_aptitude_eunuch_tradition_value # Viziers if = { limit = { liege ?= { exists = diarch has_diarchy_active_parameter = diarch_aptitude_helps_tax_collectors_toggle } } # Are we the vizier? If yes, we get a flat boost tied to our Scales of Power swing. if = { limit = { this = liege.diarch } add = { value = diarch_aptitude_helps_tax_collectors_buffed_by_swing_value desc = diarchy_tax_collector_boost.scales_of_power } } # Else we're someone different, so we get a fraction of the vizier's aptitude added to our own. else = { ## Plenty of vizier's aptitude. if = { limit = { liege = { has_diarchy_active_parameter = diarch_aptitude_helps_tax_collectors_t4 } } add = { value = { value = liege.diarch.tax_collector_aptitude_score # But remove the buff the vizier got from the SoP swing or things'll get ridiculous. subtract = diarch_aptitude_helps_tax_collectors_buffed_by_swing_value # Now, reduce according to the correct percentage. multiply = diarch_aptitude_helps_tax_collectors_t4_value # Just in case, let's min things. min = 1 } desc = diarchy_tax_collector_boost.diarch_aptitude.t4 } } ## Most of vizier's aptitude. else_if = { limit = { liege = { has_diarchy_active_parameter = diarch_aptitude_helps_tax_collectors_t3 } } add = { value = { value = liege.diarch.tax_collector_aptitude_score # But remove the buff the vizier got from the SoP swing or things'll get ridiculous. subtract = diarch_aptitude_helps_tax_collectors_buffed_by_swing_value # Now, reduce according to the correct percentage. multiply = diarch_aptitude_helps_tax_collectors_t3_value # Just in case, let's min things. min = 1 } desc = diarchy_tax_collector_boost.diarch_aptitude.t3 } } ## Some of vizier's aptitude. else_if = { limit = { liege = { has_diarchy_active_parameter = diarch_aptitude_helps_tax_collectors_t2 } } add = { value = { value = liege.diarch.tax_collector_aptitude_score # But remove the buff the vizier got from the SoP swing or things'll get ridiculous. subtract = diarch_aptitude_helps_tax_collectors_buffed_by_swing_value # Now, reduce according to the correct percentage. multiply = diarch_aptitude_helps_tax_collectors_t2_value # Just in case, let's min things. min = 1 } desc = diarchy_tax_collector_boost.diarch_aptitude.t2 } } ## A little of vizier's aptitude. else_if = { limit = { liege = { has_diarchy_active_parameter = diarch_aptitude_helps_tax_collectors_t1 } } add = { value = { value = liege.diarch.tax_collector_aptitude_score # But remove the buff the vizier got from the SoP swing or things'll get ridiculous. subtract = diarch_aptitude_helps_tax_collectors_buffed_by_swing_value # Now, reduce according to the correct percentage. multiply = diarch_aptitude_helps_tax_collectors_t1_value # Just in case, let's min things. min = 1 } desc = diarchy_tax_collector_boost.diarch_aptitude.t1 } } } } } diarch_aptitude_helps_tax_collectors_buffed_by_swing_multiplier_value = 0.5 diarch_aptitude_helps_tax_collectors_buffed_by_swing_value = { value = liege.diarchy_swing multiply = diarch_aptitude_helps_tax_collectors_buffed_by_swing_multiplier_value } diarch_aptitude_helps_tax_collectors_t1_value = 0.1 diarch_aptitude_helps_tax_collectors_t2_value = 0.2 diarch_aptitude_helps_tax_collectors_t3_value = 0.4 diarch_aptitude_helps_tax_collectors_t4_value = 0.6 preferred_tax_collector_modifier = { value = 0 if = { # Let's prioritize any close family members (cause that's more interesting) add = 25 limit = { is_close_family_of = root } } } ################################################## ################################################## # Decisions embellish_capital_gold_cost = { value = major_gold_value } claim_the_imamate_decision_same_faith_county_count = 5 claim_the_imamate_decision_same_faith_greater_county_count = 15 claim_the_imamate_decision_own_max_sins = 1 promote_persian_scripture_piety_cost = { value = major_piety_value } promote_persian_scripture_conversion_modifier_value = 1.5 promote_persian_scripture_fundamentalist_stress_value = { value = major_stress_gain } consulted_house_councillors_percentage = 10 favour_skilled_outsiders_decision_prestige_cost_value = { # Scales to tier. ## Counts pay basically nothing. if = { limit = { highest_held_title_tier = tier_county } add = minor_prestige_value } ## Dukes pay a bit. else_if = { limit = { highest_held_title_tier = tier_duchy } add = medium_prestige_value } ## Kings pay a moderate amount. else_if = { limit = { highest_held_title_tier = tier_kingdom } add = 225 } ## Emperors pay a substantial amount. else_if = { limit = { highest_held_title_tier = tier_empire } add = 300 } } favour_skilled_outsiders_decision_skill_threshold_value = high_skill_rating favour_skilled_outsiders_decision_tally_offended_courtlies_value = { value = 0 every_vassal = { limit = { favour_skilled_outsiders_decision_grab_courtlies_trigger = yes } } add = 1 } favour_skilled_outsiders_decision_tally_offended_landless_councillors_value = { value = 0 every_councillor = { limit = { favour_skilled_outsiders_decision_grab_landless_councillors_trigger = yes } } add = 1 } favour_skilled_outsiders_decision_tally_offended_non_courtlies_value = { value = 0 every_vassal = { limit = { favour_skilled_outsiders_decision_non_courtlies_trigger = yes } } add = 1 } fp3_skilled_outsider_template_diplomacy_min_value = { # Is this a primary skill for this outsider? if = { limit = { scope:outsider_diplomacy_martial = yes } # Guarantee a nice minimum rather than using the usual variance rules. add = high_skill_rating } # Is this a secondary skill for this outsider? else_if = { limit = { scope:outsider_stewardship_diplomacy = yes } # And again, guarantee a nice minimum without variance. add = decent_skill_rating } # Otherwise, this is an irrelevant skill for this outsider. else = { add = min_template_low_skill } } fp3_skilled_outsider_template_diplomacy_max_value = { # Is this a primary skill for this outsider? if = { limit = { scope:outsider_diplomacy_martial = yes } add = max_template_high_skill } # Is this a secondary skill for this outsider? else_if = { limit = { scope:outsider_stewardship_diplomacy = yes } add = max_template_decent_skill } # Otherwise, this is an irrelevant skill for this outsider. else = { add = max_template_low_skill } } fp3_skilled_outsider_template_martial_min_value = { # Is this a primary skill for this outsider? if = { limit = { scope:outsider_martial_prowess = yes } # Guarantee a nice minimum rather than using the usual variance rules. add = high_skill_rating } # Is this a secondary skill for this outsider? else_if = { limit = { scope:outsider_diplomacy_martial = yes } # And again, guarantee a nice minimum without variance. add = decent_skill_rating } # Otherwise, this is an irrelevant skill for this outsider. else = { add = min_template_low_skill } } fp3_skilled_outsider_template_martial_max_value = { # Is this a primary skill for this outsider? if = { limit = { scope:outsider_martial_prowess = yes } add = max_template_high_skill } # Is this a secondary skill for this outsider? else_if = { limit = { scope:outsider_diplomacy_martial = yes } add = max_template_decent_skill } # Otherwise, this is an irrelevant skill for this outsider. else = { add = max_template_low_skill } } fp3_skilled_outsider_template_stewardship_min_value = { # Is this a primary skill for this outsider? if = { limit = { scope:outsider_stewardship_diplomacy = yes } # Guarantee a nice minimum rather than using the usual variance rules. add = high_skill_rating } # Is this a secondary skill for this outsider? else_if = { limit = { scope:outsider_intrigue_stewardship = yes } # And again, guarantee a nice minimum without variance. add = decent_skill_rating } # Otherwise, this is an irrelevant skill for this outsider. else = { add = min_template_low_skill } } fp3_skilled_outsider_template_stewardship_max_value = { # Is this a primary skill for this outsider? if = { limit = { scope:outsider_stewardship_diplomacy = yes } add = max_template_high_skill } # Is this a secondary skill for this outsider? else_if = { limit = { scope:outsider_intrigue_stewardship = yes } add = max_template_decent_skill } # Otherwise, this is an irrelevant skill for this outsider. else = { add = max_template_low_skill } } fp3_skilled_outsider_template_intrigue_min_value = { # Is this a primary skill for this outsider? if = { limit = { scope:outsider_intrigue_stewardship = yes } # Guarantee a nice minimum rather than using the usual variance rules. add = high_skill_rating } # Is this a secondary skill for this outsider? else_if = { limit = { scope:outsider_learning_intrigue = yes } # And again, guarantee a nice minimum without variance. add = decent_skill_rating } # Otherwise, this is an irrelevant skill for this outsider. else = { add = min_template_low_skill } } fp3_skilled_outsider_template_intrigue_max_value = { # Is this a primary skill for this outsider? if = { limit = { scope:outsider_intrigue_stewardship = yes } add = max_template_high_skill } # Is this a secondary skill for this outsider? else_if = { limit = { scope:outsider_learning_intrigue = yes } add = max_template_decent_skill } # Otherwise, this is an irrelevant skill for this outsider. else = { add = max_template_low_skill } } fp3_skilled_outsider_template_learning_min_value = { # Is this a primary skill for this outsider? if = { limit = { scope:outsider_learning_intrigue = yes } # Guarantee a nice minimum rather than using the usual variance rules. add = high_skill_rating } # Is this a secondary skill for this outsider? else_if = { limit = { scope:outsider_prowess_learning = yes } # And again, guarantee a nice minimum without variance. add = decent_skill_rating } # Otherwise, this is an irrelevant skill for this outsider. else = { add = min_template_low_skill } } fp3_skilled_outsider_template_learning_max_value = { # Is this a primary skill for this outsider? if = { limit = { scope:outsider_learning_intrigue = yes } add = max_template_high_skill } # Is this a secondary skill for this outsider? else_if = { limit = { scope:outsider_prowess_learning = yes } add = max_template_decent_skill } # Otherwise, this is an irrelevant skill for this outsider. else = { add = max_template_low_skill } } fp3_skilled_outsider_template_prowess_min_value = { # Is this a primary skill for this outsider? if = { limit = { scope:outsider_prowess_learning = yes } # Guarantee a nice minimum rather than using the usual variance rules. add = high_skill_rating } # Is this a secondary skill for this outsider? else_if = { limit = { scope:outsider_martial_prowess = yes } # And again, guarantee a nice minimum without variance. add = decent_skill_rating } # Otherwise, this is an irrelevant skill for this outsider. else = { add = min_template_low_skill } } fp3_skilled_outsider_template_prowess_max_value = { # Is this a primary skill for this outsider? if = { limit = { scope:outsider_prowess_learning = yes } add = max_template_high_skill } # Is this a secondary skill for this outsider? else_if = { limit = { scope:outsider_martial_prowess = yes } add = max_template_decent_skill } # Otherwise, this is an irrelevant skill for this outsider. else = { add = max_template_low_skill } } fp3_skilled_outsider_minimum_main_skill_batch_b_char1_value = { # Three points above... value = 3 if = { limit = { scope:outsider_diplomacy_martial = yes } add = diplomacy } if = { limit = { scope:outsider_martial_prowess = yes } add = martial } if = { limit = { scope:outsider_prowess_learning = yes } add = prowess } if = { limit = { scope:outsider_learning_intrigue = yes } add = learning } if = { limit = { scope:outsider_intrigue_stewardship = yes } add = intrigue } if = { limit = { scope:outsider_stewardship_diplomacy = yes } add = stewardship } } fp3_skilled_outsider_minimum_main_skill_batch_b_char2_value = { # Two points below... value = -2 if = { limit = { scope:outsider_diplomacy_martial = yes } add = diplomacy } if = { limit = { scope:outsider_martial_prowess = yes } add = martial } if = { limit = { scope:outsider_prowess_learning = yes } add = prowess } if = { limit = { scope:outsider_learning_intrigue = yes } add = learning } if = { limit = { scope:outsider_intrigue_stewardship = yes } add = intrigue } if = { limit = { scope:outsider_stewardship_diplomacy = yes } add = stewardship } } ################################################## # Military fp3_realm_based_mercenary_cost = { # Sample formula # X * (Y + (Z/10) # Real example: 1162 * (0.6 + (4 / 10)) = 1162, meaning that if you have 4 counties, you get no discount, but no increase either. # X is the initial cost. It is not in the operation above because it is applied post-facto as a modifier. # Y is our base value, since we want to make the initial cost cheaper with a multiplication, it is a decimal. I chose 0.6, but it can be tweaked. # Z is realm size. We turn it into a decimal so that it can then be added to our base value (Y), increasing the cost to either a lesser discount or an upsell based on size. value = 0.6 add = { value = sub_realm_size divide = 10 } } fp3_request_invasion_troop_value_estimate = { value = scope:recipient.max_military_strength subtract = scope:secondary_recipient.max_military_strength divide = 20 round = yes } fp3_request_invasion_troop_value_bonus_troops = { value = scope:recipient.max_military_strength subtract = scope:secondary_recipient.max_military_strength divide = 500 round = yes min = 1 max = 10 } fp3_request_invasion_troop_value_bonus_levy_troops = { value = fp3_request_invasion_troop_value_bonus_troops multiply = 100 } # The cost in gold of sponsoring a new research project fp3_research_base_cost = { value = medium_gold_value } ################################################## # Seljuk invaion fp3_seljuk_chance_of_appearance = 10 fp3_chance_female_leader = { value = 0 if = { limit = { has_game_rule = inversed_gender_equality } add = 100 } else_if = { limit = { has_game_rule = full_gender_equality } add = 50 } else = { add = 0 } } fp3_seljuk_invasion_troop_gain_minor = 1 fp3_seljuk_invasion_troop_gain_small = 2 fp3_seljuk_invasion_troop_gain_medium = 3 fp3_seljuk_invasion_troop_gain_major = 4 fp3_seljuk_invasion_troop_gain_massive = 5 fp3_seljuk_stack_miniscule_value = 0.6 fp3_seljuk_stack_minor_value = 0.8 fp3_seljuk_stack_medium_value = 1 fp3_seljuk_stack_major_value = 1.25 fp3_seljuk_stack_massive_value = 1.5 fp3_seljuk_stack_monumental_value = 2 seljuk_invasion_nomad_strength_score_levy = { value = 0 if = { limit = { has_variable = seljuk_invasion_nomad_strength_score } add = var:seljuk_invasion_nomad_strength_score } multiply = 100 } seljuk_invasion_nomad_strength_score_siege_weapon = { value = 0 if = { limit = { has_variable = seljuk_invasion_nomad_strength_score } add = var:seljuk_invasion_nomad_strength_score } multiply = 0.5 } # Zanj Rebellion zanj_rebellion_strength_score_levy = { value = 0 if = { limit = { has_variable = zanj_rebellion_strength_score } add = var:zanj_rebellion_strength_score } multiply = 200 } zanj_rebellion_strength_score_skirmishers = { value = 0 if = { limit = { has_variable = zanj_rebellion_strength_score } add = var:zanj_rebellion_strength_score } } zanj_rebellion_strength_score_bowmen = { value = 0 if = { limit = { has_variable = zanj_rebellion_strength_score } add = var:zanj_rebellion_strength_score } multiply = 0.5 } zanj_rebellion_strength_score_pikemen = { value = 0 if = { limit = { has_variable = zanj_rebellion_strength_score } add = var:zanj_rebellion_strength_score } multiply = 0.5 } rescue_house_members_cb_house_unity_gain = { scope:defender = { every_prisoner = { limit = { house ?= scope:attacker.house } add = medium_unity_gain } } max = 20 } fp3_struggle_switch_sides_value = { value = 0 if = { limit = { has_trait = fp3_struggle_supporter NAND = { faith = { has_doctrine = muhammad_succession_sunni_doctrine } has_trait = zealous } exists = title:d_sunni.holder NOR = { this = title:d_sunni.holder has_relation_friend = title:d_sunni.holder has_relation_lover = title:d_sunni.holder opinion = { target = title:d_sunni.holder value >= 50 } } } if = { limit = { has_trait = ambitious } add = 10 } if = { limit = { has_trait = cynical } add = 20 } if = { limit = { has_trait = vengeful } add = 5 } if = { limit = { has_trait = arrogant } add = 10 } if = { limit = { has_trait = arbitrary } add = 5 } if = { limit = { has_trait = disloyal } add = 30 } if = { limit = { has_trait = fickle } add = 5 } if = { limit = { culture = { has_cultural_pillar = heritage_turkic } } add = 50 } if = { limit = { NOT = { faith = { has_doctrine = muhammad_succession_sunni_doctrine } } } add = 200 } if = { limit = { ai_zeal < 0 } add = { value = ai_zeal multiply = -1 divide = 4 } } if = { limit = { exists = title:d_sunni.holder has_relation_rival = title:d_sunni.holder } add = 200 } if = { limit = { exists = title:d_sunni.holder opinion = { target = title:d_sunni.holder value <= -75 } } add = 50 } else_if = { limit = { exists = title:d_sunni.holder opinion = { target = title:d_sunni.holder value <= -50 } } add = 40 } else_if = { limit = { exists = title:d_sunni.holder opinion = { target = title:d_sunni.holder value <= -30 } } add = 30 } else_if = { limit = { exists = title:d_sunni.holder opinion = { target = title:d_sunni.holder value <= -10 } } add = 20 } else_if = { limit = { exists = title:d_sunni.holder opinion = { target = title:d_sunni.holder value <= 0 } } add = 10 } else_if = { limit = { exists = title:d_sunni.holder opinion = { target = title:d_sunni.holder value >= 40 } } add = -30 } else_if = { limit = { exists = title:d_sunni.holder opinion = { target = title:d_sunni.holder value >= 30 } } add = -20 } else_if = { limit = { exists = title:d_sunni.holder opinion = { target = title:d_sunni.holder value >= 20 } } add = -10 } else_if = { limit = { exists = title:d_sunni.holder opinion = { target = title:d_sunni.holder value >= 10 } } add = -5 } } else_if = { limit = { has_trait = fp3_struggle_detractor exists = title:d_sunni.holder NOR = { has_relation_rival = title:d_sunni.holder opinion = { target = title:d_sunni.holder value <= -50 } } } if = { limit = { has_trait = content } add = 20 } if = { limit = { has_trait = zealous } add = 30 } if = { limit = { has_trait = trusting } add = 10 } if = { limit = { has_trait = just } add = 10 } if = { limit = { has_trait = humble } add = 20 } if = { limit = { has_trait = loyal } add = 30 } if = { limit = { culture = { has_cultural_pillar = heritage_turkic } } add = -50 } if = { limit = { NOT = { faith = { has_doctrine = muhammad_succession_sunni_doctrine } } } add = -200 } if = { limit = { ai_zeal > 0 faith = { has_doctrine = muhammad_succession_sunni_doctrine } } add = { value = ai_zeal multiply = -1 divide = 4 } } if = { limit = { exists = title:d_sunni.holder OR = { has_relation_friend = title:d_sunni.holder has_relation_lover = title:d_sunni.holder } } add = 200 } if = { limit = { exists = title:d_sunni.holder opinion = { target = title:d_sunni.holder value >= 75 } } add = 50 } else_if = { limit = { exists = title:d_sunni.holder opinion = { target = title:d_sunni.holder value >= 50 } } add = 40 } else_if = { limit = { exists = title:d_sunni.holder opinion = { target = title:d_sunni.holder value >= 30 } } add = 20 } else_if = { limit = { exists = title:d_sunni.holder opinion = { target = title:d_sunni.holder value >= 10 } } add = 5 } else_if = { limit = { exists = title:d_sunni.holder opinion = { target = title:d_sunni.holder value <= -40 } } add = -50 } else_if = { limit = { exists = title:d_sunni.holder opinion = { target = title:d_sunni.holder value <= -30 } } add = -40 } else_if = { limit = { exists = title:d_sunni.holder opinion = { target = title:d_sunni.holder value <= -20 } } add = -30 } else_if = { limit = { exists = title:d_sunni.holder opinion = { target = title:d_sunni.holder value <= 0 } } add = -20 } } }