adopt_steppe_administration = { picture = { reference = "gfx/interface/illustrations/decisions/tgp_great_project.dds" } decision_group_type = nomad_major ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 0 kingdom = 60 empire = 60 hegemony = 0 } desc = adopt_steppe_administration_desc selection_tooltip = adopt_steppe_administration_tooltip is_shown = { has_mpo_dlc_trigger = yes has_tgp_dlc_trigger = yes government_has_flag = government_is_nomadic OR = { highest_held_title_tier = tier_kingdom highest_held_title_tier = tier_empire } is_playable_character = yes } is_valid = { custom_tooltip = { text = you_are_the_culture_head culture = { culture_head = root } } OR = { # You need to already be on your way to imperial status, if not already there has_realm_law = nomadic_authority_4 has_realm_law = nomadic_authority_5 } custom_tooltip = { text = steppe_admin_kingdom_requirement any_realm_de_jure_kingdom = { count >= 3 root = { completely_controls = prev } title_capital_county.title_province ?= { OR = { has_holding_type = castle_holding has_holding_type = city_holding has_holding_type = church_holding has_holding_type = temple_citadel_holding } } } } save_temporary_scope_value_as = { name = temp_num_tributaries value = sub_realm_with_tributaries_size } custom_tooltip = { # You need a total realm size big enough to impress text = steppe_admin_tributary_req sub_realm_with_tributaries_size >= 50 } custom_tooltip = { # You need somewhere to get the idea to adopt Merit and examinations from text = steppe_admin_merit_req OR = { any_neighboring_top_liege_realm_owner = { AND = { government_has_flag = government_has_merit highest_held_title_tier >= tier_kingdom } } any_tributary = { AND = { government_has_flag = government_has_merit highest_held_title_tier >= tier_kingdom } } any_vassal_or_below = { AND = { government_has_flag = government_has_merit highest_held_title_tier >= tier_kingdom } } } } } is_valid_showing_failures_only = { is_at_war = no is_tributary = no is_available_adult = yes has_active_diarchy = no } cost = { gold = { value = 0 if = { limit = { has_treasury = no } add = massive_prestige_value # building an imperial palace isn't cheap, you know } } treasury = { value = 0 if = { limit = { has_treasury = yes } add = 500 } } prestige = { value = monumental_prestige_value } } effect = { #GoK stops really being GoK gok_government_change_story_end_effect = yes if = { limit = { has_realm_law = nomadic_authority_4 } add_character_flag = realm_law_4 } else = { add_character_flag = realm_law_5 } add_legitimacy_effect = { LEGITIMACY = massive_legitimacy_gain } dynasty = { add_dynasty_prestige = massive_dynasty_prestige_gain } save_scope_as = nomad_settling_down save_scope_value_as = { name = invading_herd_value value = domicile.herd } nomad_domicile_refund_treasury_or_gold_effect = yes # we pay you back for your domicile investments nomad_convert_herds_to_treasury_or_gold_special_troops_effect = yes # we pay you back for your herd investments nomad_to_steppe_admin_new_capital_effect = yes # we arrange a new capital for you the same way we would any other settling nomad change_government = steppe_admin_government give_noble_family_title = { name = noble_family_name tier = county article = DEFAULT_TITLE_NAME_ARTICLE government = steppe_admin_government save_scope_as = new_title } scope:new_title = { set_coa = holder.house } hidden_effect = { switch = { trigger = has_character_flag realm_law_4 = { add_realm_law_skip_effects = meritocratic_bureaucracy_2 remove_character_flag = realm_law_4 } realm_law_5 = { add_realm_law_skip_effects = meritocratic_bureaucracy_3 remove_character_flag = realm_law_5 } } } hidden_effect = { # We explain this in an earlier tooltip add_treasury_or_gold = { value = scope:domicile_refund_treasury_or_gold_value add = scope:nomad_convert_herds_to_treasury_or_gold_value } } if = { limit = { NOT = { government_has_flag = government_allows_nomad_domicile_titles } any_held_title = { is_nomad_title = yes } } every_held_title = { limit = { is_nomad_title = yes } root = { destroy_title = prev } } } custom_tooltip = { text = merit_based_vassals_convert_to_steppe_admin if = { limit = { any_vassal = { government_has_flag = government_has_merit NOT = { government_has_flag = government_is_steppe_admin } } } every_vassal = { limit = { government_has_flag = government_has_merit NOT = { government_has_flag = government_is_steppe_admin } } change_government = steppe_admin_government } } } hidden_effect = { every_tributary = { add_to_list = tributaries } every_in_list = { list = tributaries start_tributary_interaction_effect = { # to update their contract types for your new status TRIBUTARY = this SUZERAIN = root } } } hidden_effect = { generate_new_steppe_admin_families_effect = yes # we populate your noble families so you have some starting non-nomadic administrators } } ai_potential = { #AI greatest of khans shouldn't be doing this and ruining their GoKness NOR = { has_trait = greatest_of_khans any_owned_story = { OR = { story_type = story_mongol_invasion story_type = story_greatest_of_khans } } } } ai_will_do = { base = 100 # the bar to doing this is high enoug that if the AI can do it, the AI should do it } } ### Return to the Steppe ### return_to_the_steppe_decision = { picture = { reference = "gfx/interface/illustrations/event_story/mpo_steppe_region.dds" } decision_group_type = nomad_major desc = return_to_the_steppe_decision_desc selection_tooltip = return_to_the_steppe_decision_tooltip ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 0 kingdom = 72 # just in case there's an orphaned steppe admin kingdom somewhere empire = 72 hegemony = 0 } is_shown = { has_mpo_dlc_trigger = yes has_tgp_dlc_trigger = yes government_has_flag = government_is_steppe_admin is_independent_ruler = yes is_playable_character = yes NOT = { any_vassal_or_below = { is_ai = no # the gamestate could conceivably result in as situation where you could game over a player-vassal by doing this, so we just make sure it can't happen } } } is_valid = { has_trait = nomadic_philosophy # you need at least some connection to the steppe to want to go back to it custom_tooltip = { text = small_enough_realm_to_abandon any_realm_county = { count <= 10 title_province = { OR = { has_holding_type = castle_holding has_holding_type = church_holding has_holding_type = city_holding has_holding_type = temple_citadel_holding } } } } } is_valid_showing_failures_only = { is_at_war = no is_available = yes has_active_diarchy = no } cost = { prestige = { value = massive_prestige_value # this is already a escape hatch, so we don't want it to be too punishing } } effect = { custom_tooltip = { text = treasury_emptying_effect_desc empty_treasury_when_abandoning_landed_life_effect = yes # otherwise the treasury sticks around } refund_noble_family_domicile_buildings_effect = yes custom_tooltip = { text = nomadize_landless_noble_families refund_vassal_noble_families_and_make_them_nomads_effect = yes # for those who share your cultural heritage } custom_tooltip = { text = rehouse_landless_noble_families rehome_noble_families_to_compatible_liege_effect = yes # we find a new home for those who don't share your cultural heritage } custom_tooltip = { text = title_maa_regiments_will_be_destroyed if = { limit = { any_maa_regiment = { is_title_maa_regiment = yes } } every_maa_regiment = { limit = { is_title_maa_regiment = yes } destroy_maa_regiment = yes } } } change_government = nomad_government hidden_effect = { if = { limit = { exists = scope:current_treasury # saved in empty_treasury_when_abandoning_landed_life_effect } add_gold = { value = scope:current_treasury } } } custom_tooltip = { text = convert_steppe_admin_to_meritocratic_tooltip convert_steppe_admin_vassals_to_meritocratic_effect = yes } hidden_effect = { every_tributary = { add_to_list = tributaries } every_in_list = { list = tributaries start_tributary_interaction_effect = { # to update their contract types for your new status TRIBUTARY = this SUZERAIN = root } } } } ai_potential = { capital_county.title_province = { NOR = { has_holding_type = castle_holding has_holding_type = church_holding has_holding_type = city_holding has_holding_type = temple_citadel_holding } } } ai_will_do = { base = 100 # if the potential is met, the AI should do it } } ### Adopt Meritocratic Government ### convert_to_meritocratic_decision = { picture = { reference = "gfx/interface/illustrations/event_story/tgp_dynastic_cycle_stability.dds" } decision_group_type = major ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 0 kingdom = 60 empire = 60 hegemony = 0 } desc = convert_to_meritocratic_desc selection_tooltip = convert_to_meritocratic_tooltip is_shown = { has_tgp_dlc_trigger = yes government_has_flag = government_is_steppe_admin OR = { highest_held_title_tier = tier_kingdom # this isn't standard, but will cover some edge cases for orphaned steppe admin kingdoms highest_held_title_tier = tier_empire } any_sub_realm_county = { count > 0 title_province = { OR = { has_holding_type = castle_holding has_holding_type = church_holding has_holding_type = city_holding has_holding_type = temple_citadel_holding } } } is_playable_character = yes } is_valid = { OR = { has_realm_law = meritocratic_bureaucracy_2 has_realm_law = meritocratic_bureaucracy_3 } save_temporary_scope_value_as = { name = temp_num_qualifying_counties value = temp_num_qualifying_counties_count } custom_tooltip = { text = convert_to_meritocratic_county_count any_sub_realm_county = { count >= 30 holder = { is_governor_or_admin_count = yes government_has_flag = government_has_merit } title_province = { OR = { has_holding_type = castle_holding has_holding_type = church_holding has_holding_type = city_holding has_holding_type = temple_citadel_holding } } } } } is_valid_showing_failures_only = { is_at_war = no is_available_adult = yes has_active_diarchy = no } cost = { gold = { value = 0 if = { limit = { has_treasury = no } add = monumental_gold_value } } treasury = { value = 0 if = { limit = { has_treasury = yes } add = monumental_gold_value } } prestige = { value = massive_prestige_value } influence = { value = monumental_influence_value } } effect = { add_legitimacy_effect = { LEGITIMACY = monumental_legitimacy_gain } dynasty = { add_dynasty_prestige = monumental_dynasty_prestige_gain } tgp_domicile_conversion_when_changing_government_type = { NEW_DOMICILE_TYPE = east_asian_estate NEW_GOVERNMENT_TYPE = meritocratic_government } change_government = meritocratic_government hidden_effect = { every_tributary = { add_to_list = tributaries } every_in_list = { list = tributaries start_tributary_interaction_effect = { # to update their contract types for your new status TRIBUTARY = this SUZERAIN = root } } } custom_tooltip = { text = steppe_admin_vassals_will_convert convert_steppe_admin_vassals_to_meritocratic_effect = yes } custom_tooltip = { text = non_merit_based_vassals_become_tributaries if = { limit = { any_vassal = { NOT = { government_has_flag = government_has_merit } } } create_title_and_vassal_change = { type = independency save_scope_as = change add_claim_on_loss = no } every_vassal = { limit = { NOT = { government_has_flag = government_has_merit } } add_to_list = soon_to_be_former_vassals becomes_independent = { change = scope:change } } resolve_title_and_vassal_change = scope:change every_in_list = { list = soon_to_be_former_vassals start_tributary_interaction_effect = { TRIBUTARY = this SUZERAIN = root } } } } } ai_potential = { } ai_will_do = { base = 0 modifier = { add = 20 NOT = { has_trait = nomadic_philosophy } } modifier = { add = 30 has_trait = education_learning } modifier = { add = 50 has_religion = religion:confucianism_religion } modifier = { add = 30 has_trait = confucian_education } } }