# Interaction used to convert people when you hybridize or diverge culture # Note that it will only be applied to vassals of the parent culture(s) # Acceptance is checked *before* culture conversion happens so that it'll be correct in the UI # This has the culture traits available in the traits list: # modifier = { # add = 10 # desc = TEST # culture_pillar:ethos_bellicose = { is_in_list = traits } # } request_culture_conversion_interaction = { category = interaction_category_religion special_interaction = request_culture_conversion_interaction popup_on_receive = yes desc = ask_for_conversion_interaction_desc hidden = yes is_shown = { scope:actor.culture != scope:recipient.culture scope:recipient.liege = scope:actor NOT = { scope:recipient = { government_has_flag = government_is_landless_minority } } } is_valid_showing_failures_only = { } ai_accept = { base = -10 opinion_modifier = { opinion_target = scope:actor who = scope:recipient multiplier = 1 } modifier = { desc = ASK_FOR_CONVERSION_SAME_CULTURE_PRESTIGE_LEVEL add = { value = 10 multiply = scope:actor.prestige_level } scope:actor.prestige_level > 0 scope:recipient.culture = scope:actor.culture } modifier = { desc = ASK_FOR_CONVERSION_RECIPIENT_DIPLOMACY add = { value = scope:actor.diplomacy subtract = scope:recipient.diplomacy multiply = 5 } } modifier = { desc = ASK_FOR_CONVERSION_RECIPIENT_IS_CYNICAL add = 30 scope:recipient = { has_trait = cynical } } modifier = { desc = ASK_FOR_CONVERSION_RECIPIENT_IS_STUBBORN add = -30 scope:recipient = { has_trait = stubborn } } modifier = { add = intimidated_external_reason_value scope:recipient = { has_dread_level_towards = { target = scope:actor level = 1 } } desc = INTIMIDATED_REASON } modifier = { add = cowed_external_reason_value scope:recipient = { has_dread_level_towards = { target = scope:actor level = 2 } } desc = COWED_REASON } # Unity modifiers evaluate_action_increasing_house_unity = { VALUE = 100 } } ai_min_reply_days = 1 ai_max_reply_days = 5 on_accept = { new_culture_created_vassal_conversion_effect = { CONVERTEE = scope:recipient CONVERTER = scope:actor CULTURE = scope:actor.culture } } } ai_cultural_hybridization_interaction = { hidden = yes auto_accept = yes ai_potential = { has_dlc_feature = hybridize_culture OR = { top_liege = this highest_held_title_tier >= tier_kingdom } sub_realm_size >= 4 is_physically_able_adult = yes is_at_war = no game_rule_can_create_hybird_culture_trigger = yes } is_shown = { scope:actor = { is_ai = yes } } has_valid_target = { exists = scope:target } ai_set_target = { scope:actor = { if = { limit = { any_sub_realm_county = { culture != scope:actor.culture culture = { cultural_acceptance = { target = scope:actor.culture value >= hybridization_ai_threshold_value } scope:actor = { can_hybridize = prev } } } } every_sub_realm_county = { limit = { culture != scope:actor.culture culture = { cultural_acceptance = { target = scope:actor.culture value >= hybridization_ai_threshold_value } scope:actor = { can_hybridize = prev } } } culture = { add_to_list = culture_list } } ordered_in_list = { list = culture_list limit = { culture_realm_size >= 3 } order_by = culture_realm_size save_scope_as = target } } } } on_accept = { # Global cooldowns for the lower frequency game rule settings if = { limit = { has_game_rule = less_common_hybrid_culture_ai_frequency } set_global_variable = { name = has_ai_hybrid_event_cooldown value = yes days = 3650 } } scope:actor = { create_hybrid_culture_with_side_effects = scope:target } } ai_targets = { ai_recipients = self } ai_frequency_by_tier = { barony = 0 county = 120 duchy = 60 kingdom = 60 empire = 60 hegemony = 60 } ai_will_do = { base = 100 # Unity modifiers evaluate_action_increasing_house_unity = { VALUE = 100 } modifier = { factor = 0.2 has_game_rule = less_common_hybrid_culture_ai_frequency } modifier = { factor = 0 culture = { has_cultural_parameter = harder_to_hybridize } } modifier = { # The AI should only want to hybridize if they're the second ruler of their culture for their primary title factor = 0 OR = { NOT = { exists = primary_title.previous_holder } AND = { exists = primary_title.previous_holder primary_title.previous_holder.culture != scope:actor.culture } } } modifier = { # The AI doesn't want to hybridize if their culture is more than X% bigger than the targeted culture within the same realm (unless it's in the capital, and the capital is the De Jure capital of the primary title) factor = 0 scope:actor.culture.culture_realm_size > scope:target.culture_realm_size_larger_30_percent NAND = { scope:actor.primary_title.title_capital_county = scope:actor.capital_county scope:actor.capital_county.culture = scope:target } } modifier = { # Do not hybridize if 30% or more of your vassals of the relevant culture/s dislike you factor = 0 scope:actor = { any_vassal = { percent >= 0.3 OR = { culture = scope:actor.culture culture = scope:target } highest_held_title_tier >= tier_county opinion = { target = scope:actor value <= 0 } } } } modifier = { # The AI does not want to create multiple hybrids from the same cultures factor = 0 any_in_global_list = { variable = hybrid_cultures any_parent_culture = { this = scope:target } any_parent_culture = { this = scope:actor.culture } } } # Loose requirements modifier = { # The AI does not want to create a hybrid with a hybrid culture that has the same roots factor = 0 has_game_rule = very_relaxed_hybrid_culture_ai_restrictions scope:target = { is_hybrid_culture = yes } scope:actor.culture = { is_hybrid_culture = yes any_parent_culture = { save_temporary_scope_as = parent_culture_check scope:target = { any_parent_culture = { this = scope:parent_culture_check } } } } } modifier = { # The AI does not want to create a hybrid with a hybrid culture (unless a historical hybrid) factor = 0 has_game_rule = relaxed_hybrid_culture_ai_restrictions scope:target = { is_hybrid_culture = yes culture_is_not_historical_hybrid_trigger = yes } scope:actor.culture = { is_hybrid_culture = yes culture_is_not_historical_hybrid_trigger = yes } } modifier = { # The AI does not want to create a hybrid with a hybrid culture or if the target is a hybrid (unless a historical hybrid) factor = 0 has_game_rule = default_hybrid_culture_ai_restrictions OR = { scope:target = { is_hybrid_culture = yes culture_is_not_historical_hybrid_trigger = yes } scope:actor.culture = { is_hybrid_culture = yes culture_is_not_historical_hybrid_trigger = yes } } } modifier = { # The AI does not want to create a hybrid with a hybrid culture that their culture is a parent of, or share heritage of factor = 0 scope:target = { is_hybrid_culture = yes any_parent_culture = { OR = { this = scope:actor.culture has_same_culture_heritage = scope:actor.culture } } } } modifier = { # The AI does not want to create a hybrid if their culture is a hybrid of the target culture, or share heritage of factor = 0 scope:actor.culture = { is_hybrid_culture = yes any_parent_culture = { OR = { this = scope:target has_same_culture_heritage = scope:target } } } } modifier = { # Avoid hybridizing if your realm is of a significant size and elective, we don't want the HRE Emperor to hybdridize in ugly ways... factor = 0 primary_title = { has_order_of_succession = election tier >= tier_kingdom } realm_size >= 50 any_vassal = { highest_held_title_tier >= tier_county culture != scope:actor.culture } } modifier = { # Theocrats such as the Pope shouldn't hybridize; they have an influx of different cultures, it's just weird factor = 0 government_has_flag = government_is_theocracy } modifier = { # Block for Scots and Gaelic specifically factor = 0 scope:actor.culture = { OR = { this = culture:scottish this = culture:gaelic } } scope:target = { OR = { this = culture:scottish this = culture:gaelic } } } # Note: As we're checking if we can hybridize with a culture *right now*, a suboptimal culture might be checked. A buffer of 10 acceptance is used by the AI to alleviate this. } }