###TRIGGER LIST #prisoner_gives_warscore_for_trigger - takes WAR and CHARACTER (primary enemy or one of their top 3 player heirs) at_war_with_any_coreligionist_trigger = { any_character_war = { casus_belli = { OR = { primary_attacker = { is_at_war_with = root faith = root.faith } primary_defender = { is_at_war_with = root faith = root.faith } } } } } at_war_with_any_non_coreligionist_trigger = { any_character_war = { casus_belli = { OR = { primary_attacker = { is_at_war_with = root NOT = { faith = root.faith } } primary_defender = { is_at_war_with = root NOT = { faith = root.faith } } } } } } at_war_only_with_coreligionists_trigger = { is_at_war = yes NOT = { any_character_war = { casus_belli = { OR = { primary_attacker = { is_at_war_with = root NOT = { faith = root.faith } } primary_defender = { is_at_war_with = root NOT = { faith = root.faith } } } } } } } joiner_not_already_in_another_war_with_any_target_war_participants_trigger = { ###Triggers to make sure the recipient doesn't end up in a war with someone they already have a war with### # $WARRIOR$ — the already-warring character, actor in call / recipient in offer # $JOINER$ — the ally, recipient in call / actor in offer #Set the primary enemy trigger_if = { limit = { scope:target = { primary_attacker = $WARRIOR$ } } scope:target = { primary_defender = { save_temporary_scope_as = primary_enemy } } } trigger_else = { scope:target = { primary_attacker = { save_temporary_scope_as = primary_enemy } } } $JOINER$ = { #recipient can't already be at war with the primary_enemy custom_description = { text = "is_already_war_enemy_of_primary_enemy" subject = $JOINER$ object = scope:primary_enemy NOT = { any_war_enemy = { this = scope:primary_enemy } } } #recipient can't already be at war with another enemy in target war custom_description = { text = "is_war_enemy_with_another_target_war_enemy" subject = $JOINER$ NOT = { any_war_enemy = { NOT = { this = scope:primary_enemy } #Already handled above OR = { AND = { scope:target = { primary_defender = scope:primary_enemy } is_defender_in_war = scope:target } AND = { scope:target = { primary_attacker = scope:primary_enemy } is_attacker_in_war = scope:target } } } } } #recipient can't have a war enemy who is on actor's side in this war custom_description = { text = "is_war_enemy_with_my_war_ally" subject = $JOINER$ NOT = { any_war_enemy = { OR = { AND = { scope:target = { primary_defender = $WARRIOR$ } is_defender_in_war = scope:target } AND = { scope:target = { primary_attacker = $WARRIOR$ } is_attacker_in_war = scope:target } } } } } #recipient can't be on the same side in another war with primary_enemy custom_description = { text = "is_war_ally_of_primary_enemy" subject = $JOINER$ object = scope:primary_enemy NOT = { any_character_war = { OR = { AND = { is_defender = $JOINER$ any_war_defender = { this = scope:primary_enemy } } AND = { is_attacker = $JOINER$ any_war_attacker = { this = scope:primary_enemy } } } } } } #recipient can't be on the same side in another war with another enemy in the target war custom_description = { text = "is_war_ally_of_another_target_enemy" subject = $JOINER$ NOT = { any_war_ally = { NOT = { this = scope:primary_enemy } #Already handled above OR = { AND = { scope:target = { primary_defender = scope:primary_enemy } is_defender_in_war = scope:target } AND = { scope:target = { primary_attacker = scope:primary_enemy } is_attacker_in_war = scope:target } } } } } } } can_potentially_call_ally_trigger = { # Can never call vassals to your own wars (their obligations are met via taxes and levies!) custom_description = { text = cannot_call_vassal_to_war $JOINER$ = { trigger_if = { limit = { # Diarchs can join against other vassals. NOT = { this ?= $WARRIOR$.diarch } } NOT = { target_is_liege_or_above = $WARRIOR$ } } } } # Can never call your liege to your own wars (they protect you only from foreign invaders, by being the war target instead of you) custom_description = { text = cannot_call_liege_to_war $JOINER$ = { NOT = { target_is_vassal_or_below = $WARRIOR$ } } } } war_declarer_needs_hook_on_liege = { scope:actor = { trigger_if = { limit = { is_independent_ruler = no liege = scope:recipient.liege NOT = { liege = scope:recipient } NAND = { has_government = administrative_government liege = { has_government = administrative_government } } liege = { has_realm_law_flag = vassal_internal_wars_banned } NOT = { vassal_contract_has_flag = vassal_contract_war_override } } always = yes } trigger_else_if = { limit = { is_independent_ruler = no NOT = { liege = scope:recipient } NAND = { has_government = administrative_government liege = { has_government = administrative_government } } liege = { has_realm_law_flag = vassal_all_wars_banned } NOT = { vassal_contract_has_flag = vassal_contract_war_override } } always = yes } trigger_else = { always = no } } } any_liege_or_above_is_participant_trigger = { save_temporary_scope_as = trigger_war $CHARACTER$ = { any_liege_or_above = { scope:trigger_war = { is_participant = prev } } } } can_use_conquest_cbs_trigger = { OR = { government_has_flag = government_is_tribal government_has_flag = government_is_clan faith = { has_doctrine_parameter = conquest_cb_enabled } culture = { has_cultural_parameter = can_use_conquest_cbs } } } can_be_warrior_trigger = { is_adult = yes is_imprisoned = no NOT = { has_trait = incapable } OR = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = $ARMY_OWNER$ } AND = { $ARMY_OWNER$.culture = { has_cultural_parameter = high_prowess_ignores_knight_restrictions } prowess >= 10 } } } can_be_knight_trigger = { is_hostage = no trigger_if = { # Admin governors cannot be knights limit = { $ARMY_OWNER$ = { has_government = administrative_government } is_courtier = no } primary_title ?= { tier < tier_duchy trigger_if = { limit = { is_noble_family_title = yes } always = no } } } trigger_if = { limit = { $ARMY_OWNER$.culture = { has_cultural_parameter = minimum_prowess_for_knights } } prowess >= 12 } can_be_warrior_trigger = { ARMY_OWNER = $ARMY_OWNER$ } trigger_if = { limit = { OR = { has_trait = devoted is_clergy = yes } } OR = { faith = { has_doctrine_parameter = clergy_can_fight } culture = { has_cultural_parameter = culture_clergy_can_fight } AND = { $ARMY_OWNER$.culture = { has_cultural_parameter = high_prowess_ignores_knight_restrictions } prowess >= 10 } } } OR = { AND = { $ARMY_OWNER$.culture = { has_cultural_parameter = high_prowess_ignores_knight_restrictions } prowess >= 10 } has_trait = order_member # Order Members will fight for their faith even if their faith says no NOR = { has_trait = blind has_court_position = master_assassin_court_position #FP3 addition } } trigger_if = { limit = { exists = liege.diarch } NOT = { this = liege.diarch } } is_ai = yes } can_be_commander_basic_trigger = { is_alive = yes is_adult = yes is_hostage = no NOR = { has_trait = incapable AND = { OR = { has_trait = devoted is_clergy = yes } NOR = { has_trait = order_member # Order Members will fight for their faith even if their faith says no faith = { has_doctrine_parameter = clergy_can_fight } culture = { has_cultural_parameter = culture_clergy_can_fight } } } } OR = { # You can always lead your own armies this = $ARMY_OWNER$ can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = $ARMY_OWNER$ } } trigger_if = { limit = { $ARMY_OWNER$ = { is_ai = yes } } is_ai = yes } } can_be_commander_now_trigger = { can_be_commander_basic_trigger = { ARMY_OWNER = $ARMY_OWNER$ } is_imprisoned = no custom_description = { text = ALREADY_IN_ACTIVITY NOR = { exists = involved_activity has_variable = homage_liege_scope has_character_flag = meditation_character_flag has_character_flag = petition_liege_character_flag has_character_flag = holding_court_character_flag is_being_visited_on_tour_strict = yes } } # Must not be currently coming from or going somewhere is_travelling = no } get_valid_commander_list_trigger = { any_vassal = { add_to_temporary_list = temp$LIST$ } any_courtier = { add_to_temporary_list = temp$LIST$ } any_in_list = { list = temp$LIST$ count = all can_be_commander_now_trigger = { ARMY_OWNER = scope:army_owner } add_to_temporary_list = $LIST$ } } prisoner_gives_warscore_for_trigger = { save_temporary_scope_as = war_prisoner #Character getting war score is primary defender trigger_if = { limit = { $WAR$.primary_defender = $CHARACTER$ } $WAR$.primary_attacker = { OR = { this = scope:war_prisoner #player_heir_position = { #target = scope:war_prisoner #value <= 3 #} } } } #Character getting war score is primary attacker trigger_else_if = { limit = { $WAR$ = { primary_attacker = $CHARACTER$ } } $WAR$.primary_defender = { OR = { this = scope:war_prisoner #player_heir_position = { #target = scope:war_prisoner #value <= 3 #} } } } trigger_else = { always = no } } using_non_ghw_holy_war_cb_trigger = { OR = { using_cb = minor_religious_war using_cb = religious_war using_cb = major_religious_war } } using_holy_war_cb_trigger = { OR = { using_non_ghw_holy_war_cb_trigger = yes using_cb = undirected_great_holy_war using_cb = directed_great_holy_war } } using_de_jure_cb_trigger = { OR = { using_cb = claim_cb using_cb = de_jure_cb using_cb = individual_county_de_jure_cb using_cb = individual_duchy_de_jure_cb using_cb = imperial_reconquest_cb using_cb = dismantle_holy_pretender_cb using_cb = dismantle_byz_pretender_cb using_cb = norman_conquest_cb using_cb = norwegian_invasion_cb } } using_conquest_cb_trigger = { OR = { using_cb = county_conquest_cb using_cb = duchy_conquest_cb using_cb = ducal_conquest_cb using_cb = ireland_laudabiliter_conquest_cb using_cb = mongol_invasion_war } } using_hierarchical_cb_trigger = { OR = { using_cb = tribal_subjugation_cb using_cb = vassalization_cb } } # In case is_civil_war is causing issues. using_civil_war_cb_trigger = { OR = { using_cb = independence_faction_war using_cb = liberty_faction_war using_cb = populist_war using_cb = claimant_faction_war using_cb = depose_war using_cb = refused_liege_demand_war using_cb = nation_fracturing_faction_war using_cb = peasant_war } } special_invasion_cb_seize_land_in_region_trigger = { OR = { AND = { # For Duchies tier = tier_duchy OR = { # Title is in the specified region capital_vassal = { title_province = { geographical_region = $TARGET_REGION$ } } # Title is owned by the current holder of the invasion's target kingdom AND = { exists = holder holder = $TARGET_KINGDOM$.holder kingdom = $TARGET_KINGDOM$ } } } AND = { # For Counties tier = tier_county OR = { # Title is in the specified region title_province = { geographical_region = $TARGET_REGION$ } AND = { exists = holder holder = $TARGET_KINGDOM$.holder kingdom = $TARGET_KINGDOM$ } } trigger_if = { # If our de jure liege is an existing duchy that would have been siezed in the duchy step, do not transfer the county (it has already been transferred). limit = { exists = de_jure_liege de_jure_liege = { exists = holder OR = { capital_vassal = { title_province = { geographical_region = $TARGET_REGION$ } } AND = { exists = holder holder = $TARGET_KINGDOM$.holder kingdom = $TARGET_KINGDOM$ } } } } always = no } } } } can_join_war_liege_vassal_check_trigger = { custom_description = { text = "basic_ally_can_join_because_liege_or_vassals" subject = $JOINER$ # actor is defender, attackers do not include recipient's liege or vassals trigger_if = { limit = { $WARRIOR$ = { is_defender_in_war = scope:target } } $JOINER$ = { trigger_if = { limit = { # Diarchs can join against other vassals. NOT = { this ?= $WARRIOR$.diarch } } NOR = { any_liege_or_above = { is_attacker_in_war = scope:target } any_vassal_or_below = { is_attacker_in_war = scope:target } } } } } # actor is attacker, defenders do not include recipient's liege or vassals trigger_else_if = { limit = { $WARRIOR$ = { is_attacker_in_war = scope:target } } $JOINER$ = { NOR = { any_liege_or_above = { is_defender_in_war = scope:target } any_vassal_or_below = { is_defender_in_war = scope:target } } } } # it's fine, whatever trigger_else = { always = yes } } } pressing_claim_of_character_trigger = { custom_description = { subject = this object = $CHARACTER$ text = pressing_claim_of_character_trigger_text save_temporary_scope_as = claim_presser any_character_war = { primary_attacker = scope:claim_presser exists = claimant claimant = $CHARACTER$ } } } is_religious_war = { OR = { using_cb = minor_religious_war using_cb = religious_war using_cb = major_religious_war using_cb = excommunication_war using_cb = undirected_great_holy_war using_cb = directed_great_holy_war } } conquest_cb_holder_under_target_can_be_vassalized = { # If there is no holder they can't be vassalized! holder ?= { # We can only vassalize characters of a lower tier than us. highest_held_title_tier < scope:attacker.highest_held_title_tier # We can't vassalize Governors NOT = { government_has_flag = government_is_administrative } # Only (sub)vassals of the defender can be considered for transfer (no poaching vassals from 3rd parties without fighting them!) target_is_liege_or_above = scope:defender # *All* of a character's subrealm must be within the target area. If we're attacking for Jerusalem, we don't want to also be stealing parts of Egypt, Syria, etc. any_sub_realm_county = { count = all target_is_de_jure_liege_or_above = scope:target_title } } } religious_cb_holder_under_target_can_be_vassalized = { conquest_cb_holder_under_target_can_be_vassalized = yes # Religious Tolerance Check scope:attacker.faith = { OR = { # For all Faiths, if the attacker views this vassal's faith more favorably than the defender does, they are 'liberated' and become vassals under the attacker. # For example, if Catholics are crusading against Ash'aris(viewed as Evil), any Messalian vassals (viewed as Hostile) will become vassals under the Catholic attacker. faith_hostility_level_comparison = { prev.holder.faith < scope:defender.faith } # Pluralist faiths always attempt to preserve vassals if possible, even if the vassal follows an Evil faith. has_doctrine_parameter = pluralism_pluralistic_holy_wars_preserve_vassals } } } desirable_for_capture_trigger = { OR = { is_playable_character = yes any_parent = { always = yes } any_spouse = { is_playable_character = yes } any_close_family_member = { is_playable_character = yes } diplomacy >= very_high_skill_rating martial >= very_high_skill_rating stewardship >= very_high_skill_rating intrigue >= very_high_skill_rating learning >= very_high_skill_rating has_trait = lifestyle_physician has_trait = lifestyle_mystic } } can_use_viking_invasion_cbs_trigger = { OR = { # Vanilla behaviour. AND = { has_fp1_dlc_trigger = no can_use_viking_invasion_cbs_dlc_trigger = yes } # DLC behaviour.. AND = { has_fp1_dlc_trigger = yes OR = { #Players are under no restrictions. AND = { is_ai = no can_use_viking_invasion_cbs_dlc_trigger = yes } #If the host has fp1, then we want Scandis to beat each other up and export the losers overseas, not form huge overseas empires themselves. AND = { can_use_viking_invasion_cbs_dlc_trigger = yes top_liege = { any_realm_county = { count = all title_province = { NOT = { geographical_region = world_europe_north } } } } } } } } } can_use_viking_invasion_cbs_dlc_trigger = { faith = { has_doctrine = tenet_warmonger } culture = { has_innovation = innovation_longboats } any_sub_realm_county = { is_coastal_county = yes } trigger_if = { limit = { is_ai = yes } prestige >= 75 OR = { is_independent_ruler = yes primary_title.tier >= tier_kingdom } NOT = { any_liege_or_above = { NOT = { faith = { has_doctrine = tenet_warmonger } } } } } } coastal_or_neighboring_county_trigger = { OR = { is_coastal_county = yes any_neighboring_county = { holder = { target_is_same_character_or_above = $CHARACTER$ } } } } # Non-vikings will for the AI just assert it's legal, as the target titles should already have fallen back to only allowing land and sea borders neighboring_county_or_viking_conquest_trigger = { OR = { trigger_if = { limit = { $CHARACTER$ = { can_use_viking_invasion_cbs_trigger = yes } } is_coastal_county = yes OR = { $CHARACTER$ = { is_ai = no } is_neighbor_to_realm = $CHARACTER$ $CHARACTER$ = { NOT = { any_sub_realm_title = { tier = tier_county NOT = { is_connected_to = { target = $CHARACTER$.capital_province.county } } } } } } } trigger_else = { $CHARACTER$ = { is_ai = no } } any_neighboring_county = { holder = { target_is_same_character_or_above = $CHARACTER$ } } } } valid_struggle_cb_target_trigger = { any_neighboring_county = { holder = { target_is_same_character_or_above = $CHARACTER$ } } } prisoners_of_war_trigger = { OR = { scope:defender = { any_prisoner = { OR = { this = scope:war.primary_attacker scope:war.primary_attacker.primary_title = { place_in_line_of_succession = { target = prev value <= 3 } } } } } #Prisoners of attackers scope:attacker = { any_prisoner = { OR = { this = scope:war.primary_defender scope:war.primary_defender.primary_title = { place_in_line_of_succession = { target = prev value <= 3 } } } } } } } # Used for checking if a captured combatant is worth war-score. character_is_potential_valuable_prisoner = { OR = { this = scope:primary_siege_attacker this = scope:primary_siege_defender is_heir_of = scope:primary_siege_attacker is_heir_of = scope:primary_siege_defender } } religious_war_vassals_constraints = { trigger_if = { limit = { scope:attacker = { is_independent_ruler = no } } scope:attacker = { NOT = { character_is_land_realm_neighbor = scope:defender } } scope:defender = { is_independent_ruler = yes } } trigger_else = { always = no } } feudal_clan_tribal_conquest_constraints = { OR = { AND = { tier = tier_county any_county_province = { has_holding_type = tribal_holding } } AND = { tier > tier_county any_in_de_jure_hierarchy = { tier = tier_county any_county_province = { has_holding_type = tribal_holding } } } } scope:attacker = { NOT = { government_has_flag = government_is_tribal } gold < 200 any_sub_realm_county = { any_county_province = { has_holding_type = tribal_holding } } } }