################################### # Defend Caliphate Ending ################################### # ## Make it a Pious playthrough that encourage the Caliph to get support from the Muslim world #### Struggle Persia Ending Assertion Decision ### #struggle_persia_ending_assertion_decision = { # decision_group_type = major # title = struggle_persia_ending_assertion # picture = { # reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_supremacy.dds" # } # extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp3_decision_strength.dds" # desc = struggle_persia_ending_assertion_decision_desc # selection_tooltip = struggle_persia_ending_assertion_tooltip # confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm" # is_invisible = yes # sort_order = 80 # # is_valid = { # custom_tooltip = { # text = struggle_persia_ending_tension_decision_correct_phase_tt # any_character_struggle = { # involvement = involved # is_struggle_type = persian_struggle # is_struggle_phase = struggle_persia_phase_stabilisation # } # } # has_trait = fp3_struggle_supporter # # custom_tooltip = { # text = struggle_persia_ending_decision_caliphate_exists_tt # exists = title:e_arabia.holder # title:d_sunni.holder ?= title:e_arabia.holder # } # # # > 50% of involved rulers are supporters of the Caliph # custom_tooltip = { # text = struggle_persia_ending_assertion.l # fp3_persia_supporter_rulers_count_value > fp3_persia_supporter_rulers_half_value # } # # custom_tooltip = { # text = struggle_persia_ending_assertion.2 # struggle:persian_struggle = { # NOT = { # any_involved_ruler = { # top_liege = this # is_landed = yes # highest_held_title_tier >= tier_duchy # has_trait = fp3_struggle_detractor # } # } # } # } # # custom_tooltip = { # text = struggle_persia_ending_assertion.3 # struggle:persian_struggle = { # NOT = { # any_involved_ruler = { # top_liege = this # is_landed = yes # highest_held_title_tier >= tier_duchy # faith = { # NOT = { # has_doctrine = muhammad_succession_sunni_doctrine # } # } # } # } # } # } # # # # They need to be super pious # piety_level >= very_high_piety_level # # # Specific to the caliph themselves # trigger_if = { # limit = { fp3_struggle_is_the_caliph = yes } # # They need to fully control the abbasids empire # completely_controls = title:e_arabia # } # trigger_else = { # custom_tooltip = { # text = struggle_persia_strengthen_decision_right_hof_tt # faith.religious_head = title:d_sunni.holder # } # custom_tooltip = { # text = struggle_persia_strengthen_decision_alliance_tt # any_ally = { # this = title:e_arabia.holder # } # } # } # } # # is_valid_showing_failures_only = { # is_available_adult = yes # } # # effect = { # if = { # limit = { has_dlc_feature = legends } # legend_seed_struggle_ending_effect = { # ENDER = root # STRUGGLE = persian_struggle # } # } # if = { # limit = { has_ach_dlc_trigger = yes } # add_character_flag = ach_ended_struggle # } # show_as_tooltip = { # fp3_ending_effects_assertion = yes # } # trigger_event = fp3_struggle.0071 # # if = { # If you can adopt admin government, show a tooltip to explain it - Actual effect is executed in the event # limit = { # has_dlc_feature = roads_to_power # fp3_struggle_is_the_caliph = yes # NOT = { government_has_flag = government_is_administrative } # } # custom_tooltip = adopt_admin_government_tt # } # # title:d_sunni = { remove_variable = struggle_block_dissolution_faction } # title:e_arabia = { remove_variable = struggle_block_dissolution_faction } # # # Silk Road bonus towards prosperity if and when Persia's turmoil comes to an end # tgp_silk_road_iranian_intermezzo_ending_effect = yes # } # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 36 # kingdom = 36 # empire = 36 # hegemony = 36 # } # ai_potential = { always = yes } # ai_will_do = { base = 100 } #} # # #################################### ## Humiliate Caliphate Ending #################################### # #### Struggle Persia Ending Foundation Decision ### #struggle_persia_ending_foundation_decision = { # decision_group_type = major # title = struggle_persia_ending_foundation # picture = { # reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_sunder.dds" # } # extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp3_decision_temper.dds" # desc = struggle_persia_ending_foundation_decision_desc # selection_tooltip = struggle_persia_ending_foundation_tooltip # confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm" # is_invisible = yes # sort_order = 80 # # is_valid_showing_failures_only = { # is_available_adult = yes # # Independent # top_liege = this # # Muslim # custom_tooltip = { # text = struggle_persia_ending_decision_caliphate_muslim_tt # religion = religion:islam_religion # } # trigger_if = { # limit = { exists = title:d_sunni.holder } # NOT = { title:d_sunni.holder = root } # } # trigger_else = { # custom_tooltip = { # text = struggle_persia_strengthen_decision_right_hof_tt # faith.religious_head = title:d_sunni.holder # } # } # # # HERE GOES THE SPECIFIC TRIGGERS FOR EACH OPTION - It goes here to make the buttons selectable (UI issue workaround) # trigger_if = { # CHALLENGER # limit = { scope:struggle_persia_ending_foundation_decision_option_shia = yes } # # Only valid if faith permits HoF # custom_tooltip = { # text = struggle_persia_ending_foundation_decision_option_hof_tt # NOT = { # faith = { has_doctrine = doctrine_no_head } # } # } # } # } # # is_valid = { # We can skip some of the more elementary checks due to this being struggle-only # # Involved & Unrest phase # custom_tooltip = { # text = struggle_persia_ending_anarchy_decision_correct_phase_tt # any_character_struggle = { # involvement = involved # is_struggle_type = persian_struggle # is_struggle_phase = struggle_persia_phase_unrest # } # } # # Detractor # has_trait = fp3_struggle_detractor # trigger_if = { # CHALLENGER # limit = { scope:struggle_persia_ending_foundation_decision_option_shia = yes } # # Only valid if not Ashari # custom_tooltip = { # text = struggle_persia_ending_foundation_decision_option_succession_tt # NOT = { # faith = { has_doctrine = muhammad_succession_sunni_doctrine } # } # } # } # # King or above # highest_held_title_tier >= tier_kingdom # # Realm must be bigger than the Caliphate # trigger_if = { # limit = { # exists = title:d_sunni.holder # } # custom_tooltip = { # text = larger_realm_than_caliph # sub_realm_size >= title:d_sunni.holder.realm_size # } # } # # At least 2 king tier allies # OR = { # custom_tooltip = { # text = struggle_persia_ending_foundation_decision_nb_ally_tt # any_ally = { # count >= 2 # highest_held_title_tier >= tier_kingdom # } # } # sub_realm_size >= 50 # } # # # HERE GOES THE SPECIFIC TRIGGERS FOR EACH OPTION - It goes here to make the buttons selectable (UI issue workaround) # trigger_if = { # # CHALLENGER - if you change this, also change the `ai_chance = {}` of the specific widget option below! # limit = { scope:struggle_persia_ending_foundation_decision_option_shia = yes } # OR = { # any_realm_province = { # OR = { # custom_tooltip = { # text = holy_site_of_root_faith_tt # barony = { # is_holy_site_of = root.faith # } # } # has_building_or_higher = the_friday_mosque_01 # has_building_or_higher = house_of_wisdom_01 # has_building_or_higher = holy_site_great_mosque_of_samarra_01 # trigger_if = { # limit = { # root.faith = { # has_doctrine = muhammad_succession_shia_doctrine # } # } # has_building_or_higher = holy_site_imam_ali_mosque_01 # } # trigger_if = { # limit = { # root.faith = { # has_doctrine = muhammad_succession_shia_doctrine # } # } # has_building_or_higher = imam_reza_shrine_01 # } # } # } # } # # Muhakkima # trigger_if = { # limit = { # faith = { has_doctrine = muhammad_succession_muhakkima_doctrine } # } # fp3_valid_muhakkima_head = yes # } # # Shia/Zandaqa # trigger_else = { fp3_valid_shia_head = yes } # # HoF does not already exist, or isn't of your faith # OR = { # custom_tooltip = { # text = hof_must_not_exist_tt # NOT = { exists = faith.religious_head } # } # custom_tooltip = { # text = hof_must_not_be_your_faith_tt # faith.religious_head.faith != root.faith # } # faith.religious_head = root # } # } # trigger_if = { # VASSALIZE - if you change this, also change the `ai_chance = {}` of the specific widget option below! # limit = { scope:struggle_persia_ending_foundation_decision_option_vassalize = yes } # # Sunni Caliph still holds Arabia # custom_tooltip = { # text = struggle_persia_ending_decision_caliphate_exists_tt # exists = title:d_sunni.holder # exists = title:e_arabia.holder # title:d_sunni.holder = title:e_arabia.holder # } # # Piety # prestige_level >= high_piety_level # # Control historic capital of Caliph # completely_controls = title:d_samarra # custom_tooltip = { # text = fp3_struggle_ending_vassalize_caliph_control_samarra_tt # title:c_samarra = { # title_held_years >= 5 # holder = root # } # } # OR = { # custom_tooltip = { # text = fp3_struggle_ending_vassalize_caliph_control_baghdad_tt # title:c_baghdad.holder = root # } # title:d_sunni.holder = { is_imprisoned_by = root } # has_strong_hook = title:d_sunni.holder # } # } # } # # widget = { # gui = "decision_view_widget_fp3_foundation_ending" # controller = decision_option_list_controller # decision_to_second_step_button = "struggle_persia_ending_foundation_button_text" # show_from_start = yes # # item = { # SHIA CALIPHATE # value = struggle_persia_ending_foundation_decision_option_shia # # current_description = struggle_persia_ending_foundation_decision_option_shia_desc # localization = struggle_persia_ending_foundation_decision_option_shia # icon = "gfx/interface/icons/faith/shia.dds" # # # ADD THE OPTION-SPECIFIC REQUIREMENTS FOR THE OPTION - This makes the AI actually be select the 'second' option if it is available # # ALSO - This also fixes alerts for Players, since their default option will be the one with the highest score # ai_chance = { # value = ai_zeal # # if = { # CHALLENGER - if you change this, also change the `is_valid = {}` of the decision! # limit = { # OR = { # any_realm_province = { # OR = { # custom_tooltip = { # text = holy_site_of_root_faith_tt # barony = { # is_holy_site_of = root.faith # } # } # has_building_or_higher = the_friday_mosque_01 # has_building_or_higher = house_of_wisdom_01 # has_building_or_higher = holy_site_great_mosque_of_samarra_01 # trigger_if = { # limit = { # root.faith = { # has_doctrine = muhammad_succession_shia_doctrine # } # } # has_building_or_higher = holy_site_imam_ali_mosque_01 # } # trigger_if = { # limit = { # root.faith = { # has_doctrine = muhammad_succession_shia_doctrine # } # } # has_building_or_higher = imam_reza_shrine_01 # } # } # } # } # # Muhakkima # trigger_if = { # limit = { # faith = { has_doctrine = muhammad_succession_muhakkima_doctrine } # } # fp3_valid_muhakkima_head = yes # } # # Shia/Zandaqa # trigger_else = { fp3_valid_shia_head = yes } # # HoF does not already exist, or isn't of your faith # OR = { # custom_tooltip = { # text = hof_must_not_exist_tt # NOT = { exists = faith.religious_head } # } # custom_tooltip = { # text = hof_must_not_be_your_faith_tt # faith.religious_head.faith != root.faith # } # faith.religious_head = root # } # } # add = 100 # } # } # } # # item = { # VASSALIZE THE CALIPH # value = struggle_persia_ending_foundation_decision_option_vassalize # # current_description = struggle_persia_ending_foundation_decision_option_vassalize_desc # localization = struggle_persia_ending_foundation_decision_option_vassalize # icon = "gfx/interface/icons/faith/sunni.dds" # # # ADD THE OPTION-SPECIFIC REQUIREMENTS FOR THE OPTION - This makes the AI actually be select the 'second' option if it is available # # ALSO - This also fixes alerts for Players, since their default option will be the one with the highest score # ai_chance = { # value = ai_zeal # # if = { # VASSALIZE - if you change this, also change the `is_valid = {}` of the decision! # limit = { # # Sunni Caliph still holds Arabia # custom_tooltip = { # text = struggle_persia_ending_decision_caliphate_exists_tt # exists = title:d_sunni.holder # exists = title:e_arabia.holder # title:d_sunni.holder = title:e_arabia.holder # } # # Piety # prestige_level >= high_piety_level # # Control historic capital of Caliph # completely_controls = title:d_samarra # custom_tooltip = { # text = fp3_struggle_ending_vassalize_caliph_control_samarra_tt # title:c_samarra = { # title_held_years >= 5 # holder = root # } # } # OR = { # custom_tooltip = { # text = fp3_struggle_ending_vassalize_caliph_control_baghdad_tt # title:c_baghdad.holder = root # } # title:d_sunni.holder = { is_imprisoned_by = root } # has_strong_hook = title:d_sunni.holder # } # } # add = 100 # } # } # } # } # # effect = { # if = { # limit = { has_dlc_feature = legends } # legend_seed_struggle_ending_effect = { # ENDER = root # STRUGGLE = persian_struggle # } # } # if = { # limit = { has_ach_dlc_trigger = yes } # add_character_flag = ach_ended_struggle # } # if = { # Shia Caliphate # limit = { scope:struggle_persia_ending_foundation_decision_option_shia = yes } # custom_tooltip = struggle_persia_ending_foundation_decision_option.t.shia # # trigger_event = fp3_struggle.0095 # # show_as_tooltip = { # fp3_struggle_ending_shia_caliphate_effects = yes # struggle:persian_struggle = { end_struggle = yes } # } # } # else_if = { # Vassalize Caliphate # limit = { scope:struggle_persia_ending_foundation_decision_option_vassalize = yes } # custom_tooltip = struggle_persia_ending_foundation_decision_option.t.vassalize # # trigger_event = fp3_struggle.0100 # # show_as_tooltip = { # fp3_struggle_ending_vassalize_caliph_effects = yes # struggle:persian_struggle = { end_struggle = yes } # } # } # else = { # custom_tooltip = struggle_persia_ending_foundation_decision_option.t_selected_foundation.none # QoL addition # assert_if = { # Just in case # limit = { always = yes } # text = "Persian Struggle ended with foundation ending but had an invalid or missing widget item value!" # } # } # # title:d_sunni = { remove_variable = struggle_block_dissolution_faction } # title:e_arabia = { remove_variable = struggle_block_dissolution_faction } # # # Silk Road bonus towards prosperity if and when Persia's turmoil comes to an end # tgp_silk_road_iranian_intermezzo_ending_effect = yes # } # # # Kingdom+ only # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 36 # empire = 36 # hegemony = 36 # } # ai_potential = { always = yes } # ai_will_do = { base = 100 } #} # #################################### ## Resurgent Persia Ending #################################### # #### Struggle Persia Ending Rekindle Iran Decision ### #struggle_persia_ending_rekindle_iran_decision = { # decision_group_type = major # title = struggle_persia_ending_rekindle_iran # picture = { # reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_foundation.dds" # } # extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp3_decision_foundation.dds" # desc = struggle_persia_ending_rekindle_iran_decision_desc # selection_tooltip = struggle_persia_ending_rekindle_iran_tooltip # confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm" # is_invisible = yes # sort_order = 80 # # is_valid_showing_failures_only = { # is_available_adult = yes # # Independent # top_liege = this # } # # is_valid = { # We can skip some of the more elementary checks due to this being struggle-only # # Involved # custom_tooltip = { # text = struggle_ending_decision_correct_involvement_tt # any_character_struggle = { # involvement = involved # is_struggle_type = persian_struggle # } # } # # Iranian # custom_tooltip = { # text = struggle_persia_ending_rekindle_iran_decision_heritage_tt # culture = { has_cultural_pillar = heritage_iranian } # } # # At least a king # highest_held_title_tier >= tier_kingdom # # Famed # prestige_level >= very_high_prestige_level # # Control enough of Persia # custom_tooltip = { # text = struggle_persia_ending_rekindle_iran_decision_region_control_tt # any_county_in_region = { # region = world_persian_empire # percent >= fp3_persia_owned_for_rekindle_persia_decimal_value # holder.top_liege = root # } # } # OR = { # # Iranian allies # custom_tooltip = { # text = struggle_persia_ending_rekindle_iran_decision_nb_ally_tt # any_ally = { # count >= 2 # top_liege = this # primary_title = { is_mercenary_company = no } # primary_title = { is_holy_order = no } # highest_held_title_tier = tier_kingdom # culture = { has_cultural_pillar = heritage_iranian } # } # } # custom_tooltip = { # text = struggle_persia_ending_rekindle_iran_decision_iranian_sub_realm_counties_tt # any_sub_realm_county = { # count >= 40 # culture = { has_cultural_pillar = heritage_iranian } # } # } # } # # Iranian rulers # custom_tooltip = { # text = struggle_persia_ending_rekindle_iran_decision_iranian_rulers_tt # fp3_persia_iranian_rulers_count_value >= fp3_persia_all_rulers_requirement_value # } # # trigger_if = { # limit = { scope:struggle_persia_ending_rekindle_iran_decision_option_secret_faith = yes } # custom_tooltip = { # text = struggle_persia_ending_rekindle_iran_decision_secret_tt # any_secret = { type = secret_crypto_religionist } # } # } # } # # widget = { # gui = "decision_view_widget_fp3_foundation_ending" # controller = decision_option_list_controller # decision_to_second_step_button = "struggle_persia_ending_rekindle_iran_button_text" # # item = { # PUBLIC FAITH # value = struggle_persia_ending_rekindle_iran_decision_option_public_faith # # current_description = struggle_persia_ending_rekindle_iran_decision_option_public_faith_desc # localization = struggle_persia_ending_rekindle_iran_decision_option_public_faith # icon = "gfx/interface/icons/character_interactions/religious.dds" # ai_chance = { value = ai_zeal } # } # # item = { # SECRET FAITH # value = struggle_persia_ending_rekindle_iran_decision_option_secret_faith # is_valid = { # exists = secret_faith # } # current_description = struggle_persia_ending_rekindle_iran_decision_option_secret_faith_desc # localization = struggle_persia_ending_rekindle_iran_decision_option_secret_faith # icon = "gfx/interface/icons/character_interactions/icon_scheme_crypto_religion.dds" # ai_chance = { value = ai_zeal } # } # } # # effect = { # if = { # limit = { has_dlc_feature = legends } # legend_seed_struggle_ending_effect = { # ENDER = root # STRUGGLE = persian_struggle # } # } # if = { # limit = { has_ach_dlc_trigger = yes } # add_character_flag = ach_ended_struggle # } # if = { # limit = { scope:struggle_persia_ending_rekindle_iran_decision_option_secret_faith = yes } # if = { # limit = { exists = secret_faith } # secret_faith = { save_scope_as = propagated_faith } # } # else = { # faith = { save_scope_as = propagated_faith } # } # } # else = { # faith = { save_scope_as = propagated_faith } # } # trigger_event = fp3_struggle.0091 # show_as_tooltip = { # Fake effects, custom-made to be readable (and also a summary of what happens across several events for OOP/UX reasons) # struggle:persian_struggle = { end_struggle = yes } # # fp3_struggle_rekindle_iran_effects = yes # } # # title:d_sunni = { remove_variable = struggle_block_dissolution_faction } # title:e_arabia = { remove_variable = struggle_block_dissolution_faction } # # # Silk Road bonus towards prosperity if and when Persia's turmoil comes to an end # tgp_silk_road_iranian_intermezzo_ending_effect = yes # } # # # Kingdom+ only # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 36 # empire = 36 # hegemony = 36 # } # ai_potential = { always = yes } # ai_will_do = { base = 100 } #} # ################################### # Favour Skilled Outsiders # By Ewan Cowhig Croft ################################### # Bring in skilled characters that like you at the cost of offending your other vassals. ### Favor Skilled Outsiders ### favour_skilled_outsiders_decision = { desc = favour_skilled_outsiders_decision_desc confirm_text = favour_skilled_outsiders_decision_confirm selection_tooltip = favour_skilled_outsiders_decision_tooltip picture = { reference = "gfx/interface/illustrations/decisions/fp3_decision_tax_collector.dds" } sort_order = 90 decision_group_type = courtier is_shown = { has_fp3_dlc_trigger = yes is_landed = yes favour_skilled_outsiders_decision_valid_character_to_take_trigger = yes } is_valid = { any_sub_realm_county = { favour_skilled_outsiders_decision_valid_county_to_generate_trigger = yes } favour_skilled_outsiders_decision_valid_character_to_take_trigger = yes realm_size >= medium_realm_size } is_valid_showing_failures_only = { is_available_adult = yes is_at_war = no } widget = { gui = "decision_view_widget_option_list_generic" controller = decision_option_list_controller decision_to_second_step_button = "favour_skilled_outsiders_decision.second_step" # Diplomacy-Martial: Eloquent Captains item = { value = outsider_diplomacy_martial current_description = favour_skilled_outsiders_decision.tt.diplomacy_martial localization = favour_skilled_outsiders_decision.tt.diplomacy_martial icon = "gfx/interface/icons/message_feed/a_catch_all_councillor_icon.dds" is_valid = { custom_tooltip = { text = COUNCILLOR_MISSING_CHANCELLOR exists = cp:councillor_chancellor } trigger_if = { limit = { exists = cp:councillor_chancellor } cp:councillor_chancellor = { diplomacy < favour_skilled_outsiders_decision_skill_threshold_value } # And an extra tooltip for narrative clarity. custom_tooltip = { text = favour_skilled_outsiders_decision.tt.skilled_councillor_keeps_clean_house cp:councillor_chancellor = { diplomacy < favour_skilled_outsiders_decision_skill_threshold_value } } } } ai_chance = { # The AI wants to recruit characters that compensate for their skills. ## So we set a high base. value = 100 ## Then we subtract root's relevant skills. subtract = diplomacy subtract = martial } } # Martial-Prowess: Career Soldiers item = { value = outsider_martial_prowess current_description = favour_skilled_outsiders_decision.tt.martial_prowess localization = favour_skilled_outsiders_decision.tt.martial_prowess icon = "gfx/interface/icons/message_feed/mercenary.dds" is_valid = { custom_tooltip = { text = COUNCILLOR_MISSING_MARSHAL exists = cp:councillor_marshal } trigger_if = { limit = { exists = cp:councillor_marshal } cp:councillor_marshal = { martial < favour_skilled_outsiders_decision_skill_threshold_value } # And an extra tooltip for narrative clarity. custom_tooltip = { text = favour_skilled_outsiders_decision.tt.skilled_councillor_keeps_clean_house cp:councillor_marshal = { martial < favour_skilled_outsiders_decision_skill_threshold_value } } } } ai_chance = { # The AI wants to recruit characters that compensate for their skills. ## So we set a high base. value = 100 ## Then we subtract root's relevant skills. subtract = martial subtract = prowess } } # Prowess-Learning: Fringe Nobility item = { value = outsider_prowess_learning current_description = favour_skilled_outsiders_decision.tt.prowess_learning localization = favour_skilled_outsiders_decision.tt.prowess_learning icon = "gfx/interface/icons/message_feed/tier_down.dds" # Always valid. ai_chance = { # The AI wants to recruit characters that compensate for their skills. ## So we set a high base. value = 100 ## Then we subtract root's relevant skills. subtract = prowess subtract = learning } } # Learning-Intrigue: Dedicated Functionaries item = { value = outsider_learning_intrigue current_description = favour_skilled_outsiders_decision.tt.learning_intrigue localization = favour_skilled_outsiders_decision.tt.learning_intrigue icon = "gfx/interface/icons/message_feed/secret.dds" is_valid = { custom_tooltip = { text = COUNCILLOR_MISSING_COURT_CHAPLAIN exists = cp:councillor_court_chaplain } trigger_if = { limit = { exists = cp:councillor_court_chaplain } cp:councillor_court_chaplain = { learning < favour_skilled_outsiders_decision_skill_threshold_value } # And an extra tooltip for narrative clarity. custom_tooltip = { text = favour_skilled_outsiders_decision.tt.skilled_councillor_keeps_clean_house cp:councillor_court_chaplain = { learning < favour_skilled_outsiders_decision_skill_threshold_value } } } } ai_chance = { # The AI wants to recruit characters that compensate for their skills. ## So we set a high base. value = 100 ## Then we subtract root's relevant skills. subtract = learning subtract = intrigue } } # Intrigue-Stewardship: Cunning Officials item = { value = outsider_intrigue_stewardship current_description = favour_skilled_outsiders_decision.tt.intrigue_stewardship localization = favour_skilled_outsiders_decision.tt.intrigue_stewardship icon = "gfx/interface/icons/message_feed/spy_master.dds" is_valid = { custom_tooltip = { text = COUNCILLOR_MISSING_SPYMASTER exists = cp:councillor_spymaster } trigger_if = { limit = { exists = cp:councillor_spymaster } cp:councillor_spymaster = { intrigue < favour_skilled_outsiders_decision_skill_threshold_value } # And an extra tooltip for narrative clarity. custom_tooltip = { text = favour_skilled_outsiders_decision.tt.skilled_councillor_keeps_clean_house cp:councillor_spymaster = { intrigue < favour_skilled_outsiders_decision_skill_threshold_value } } } } ai_chance = { # The AI wants to recruit characters that compensate for their skills. ## So we set a high base. value = 100 ## Then we subtract root's relevant skills. subtract = intrigue subtract = stewardship } } # Stewardship-Diplomacy: Skilled Administrators item = { value = outsider_stewardship_diplomacy current_description = favour_skilled_outsiders_decision.tt.stewardship_diplomacy localization = favour_skilled_outsiders_decision.tt.stewardship_diplomacy icon = "gfx/interface/icons/message_feed/money.dds" is_valid = { custom_tooltip = { text = COUNCILLOR_MISSING_STEWARD exists = cp:councillor_steward } trigger_if = { limit = { exists = cp:councillor_steward } cp:councillor_steward = { stewardship < favour_skilled_outsiders_decision_skill_threshold_value } # And an extra tooltip for narrative clarity. custom_tooltip = { text = favour_skilled_outsiders_decision.tt.skilled_councillor_keeps_clean_house cp:councillor_steward = { stewardship < favour_skilled_outsiders_decision_skill_threshold_value } } } } ai_chance = { # The AI wants to recruit characters that compensate for their skills. ## So we set a high base. value = 100 ## Then we subtract root's relevant skills. subtract = stewardship subtract = diplomacy } } } effect = { # So here's what'll happen. custom_tooltip = favour_skilled_outsiders_decision.tt.promote_minorities_from_within_realm custom_tooltip = favour_skilled_outsiders_decision.tt.two_batches_to_choose_from # And how people will react. show_as_tooltip = { favour_skilled_outsiders_decision_apply_opinions_effect = yes } # Save how much prestige we paid in case we back out. save_scope_value_as = { name = prestige_cost value = favour_skilled_outsiders_decision_prestige_cost_value } # Now fire the actual event. trigger_event = fp3_misc_decisions.0032 } cooldown = { years = 25 } cost = { prestige = favour_skilled_outsiders_decision_prestige_cost_value } ai_check_interval = 0 ai_potential = { # Check this stuff early, else we'll go through a bunch of county checks unnecessarily. favour_skilled_outsiders_decision_valid_character_to_take_trigger = yes # Plus simple validity checks. is_adult = yes is_at_war = no } ai_will_do = { # We don't want to use this too much - the AI is gonna have trouble utilising such characters correctly. base = -50 # Missing councillors. ## Chancellor modifier = { add = 50 NOT = { exists = cp:councillor_chancellor } } ## Steward modifier = { add = 50 NOT = { exists = cp:councillor_steward } } ## Marshal modifier = { add = 50 NOT = { exists = cp:councillor_marshal } } ## Spymaster modifier = { add = 50 NOT = { exists = cp:councillor_spymaster } } ## Court_chaplain modifier = { add = 50 NOT = { exists = cp:councillor_court_chaplain } } modifier = { add = 50 has_any_kurultai_trigger = no } # Government. ## Teensy upweight for clans, as the model for the decision. modifier = { add = 20 government_has_flag = government_is_clan } # Traits. ## Calm modifier = { add = 15 has_trait = calm } ## Humble modifier = { add = 15 has_trait = humble } ## Ambitious modifier = { add = 15 has_trait = ambitious } } } #################################### ## Sunder Caliphate Ending #################################### #### Destroy the Caliphate ### #fp3_sunder_the_caliphate_decision = { # decision_group_type = major # title = fp3_sunder_the_caliphate_decision # picture = { # reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_strength.dds" # } # extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp3_decision_assertion.dds" # Does this need to be updated? # desc = fp3_sunder_the_caliphate_decision_desc # selection_tooltip = fp3_sunder_the_caliphate_decision_tooltip # sort_order = 80 # # is_shown = { # is_landless_adventurer = no # exists = title:d_sunni.holder # NOR = { # this = title:d_sunni.holder # house = title:d_sunni.holder.house # } # any_character_struggle = { # involvement = involved # is_struggle_type = persian_struggle # } # } # # is_valid = { # highest_held_title_tier >= tier_kingdom # custom_tooltip = { # text = struggle_persia_ending_foundation_decision_option_succession_tt # NOT = { # faith = { has_doctrine = muhammad_succession_sunni_doctrine } # } # } # custom_tooltip = { # text = fp3_caliph_is_imprisoned_by_you # any_prisoner = { # any_held_title = { # this = title:d_sunni # } # } # } # custom_tooltip = { # text = fp3_caliph_faith_is_hostile_or_higher # faith = { # faith_hostility_level = { # target = title:d_sunni.holder.faith # value >= religious_cb_enabled_hostility_level # } # } # } # # # piety_level >= high_piety_level # # completely_controls = title:d_samarra # } # # is_valid_showing_failures_only = { # is_available_adult = yes # } # # effect = { # if = { # limit = { has_dlc_feature = legends } # legend_seed_struggle_ending_effect = { # ENDER = root # STRUGGLE = persian_struggle # } # # } # if = { # limit = { has_ach_dlc_trigger = yes } # add_character_flag = ach_ended_struggle # } # # title:d_sunni.holder = { # save_scope_as = the_caliph # } # show_as_tooltip = { # fp3_sundered_caliphate_effects = yes # } # trigger_event = fp3_struggle.0191 # # title:d_sunni = { remove_variable = struggle_block_dissolution_faction } # title:e_arabia = { remove_variable = struggle_block_dissolution_faction } # } # # cost = { # piety = massive_piety_value # } # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 120 # empire = 120 # hegemony = 120 # } # ai_potential = { always = yes } # ai_will_do = { base = 100 } #} # ################################### # Become a Clan Government ################################### ### Adopt Clan Ways through House ### fp3_become_clan_government_decision = { picture = { reference = "gfx/interface/illustrations/decisions/fp3/friendly.dds" } desc = fp3_become_clan_government_decision_desc selection_tooltip = fp3_become_clan_government_decision_tooltip ai_check_interval_by_tier = { barony = 0 county = 64 duchy = 64 kingdom = 64 empire = 64 hegemony = 64 } cost = { prestige = major_prestige_value } is_shown = { has_fp3_dlc_trigger = yes # You are Feudal government_has_flag = government_is_feudal # Has a House and is not House Head exists = house house.house_head != root # Religion is Islam (Clan) religion = religion:islam_religion # House head is Clan house.house_head = { government_has_flag = government_is_clan } } is_valid = { # You are Feudal custom_tooltip = { text = government_is_feudal_tt government_has_flag = government_is_feudal } # Religion is Islam (Clan) religion = religion:islam_religion # House head is Clan custom_tooltip = { text = fp3_become_clan_government_decision_house_head_tt house.house_head = { government_has_flag = government_is_clan } } } effect = { # legend_seed_struggle_ending_effect = { # ENDER = root # STRUGGLE = persian_struggle # } if = { limit = { has_ach_dlc_trigger = yes } add_character_flag = ach_ended_struggle } show_as_tooltip ={ change_government = clan_government # Increase unity, uses this effect since both chars are not clan when script is evaluated house.house_head = { apply_clan_unity_interaction_effect = { CHARACTER = root TARGET = root.house.house_head DESC = clan_unity_adopt_clan.desc VALUE = medium_unity_gain VALUE_REVERSED = no } } } trigger_event = fp3_misc_decisions.0051 } ai_will_do = { base = -25 # More likely if Clan preferred culture modifier = { add = 10 culture = { OR = { has_cultural_pillar = heritage_arabic has_cultural_pillar = heritage_iranian has_cultural_pillar = heritage_turkic } } } # More likely if a fan of House Head opinion_modifier = { opinion_target = house.house_head multiplier = 0.5 } } }