### Wild Goose Chase ### wild_goose_chase_decision = { decision_group_type = debug picture = { reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" } is_shown = { debug_only = yes } is_valid_showing_failures_only = { is_available_adult_or_is_commanding = yes } effect = { custom_tooltip = wild_goose_chase_decision_effect_tooltip remove_short_term_gold = 13 add_stress = 20 gain_trait_or_experience_effect = { TRAIT = confucian_education AMOUNT = 5 } if = { limit = { has_trait = confucian_education } add_trait_xp = { trait = confucian_education value = 5 } } else = { add_trait = confucian_education } if = { limit = { has_trait = pilgrim } add_trait_xp = { trait = pilgrim value = 5 } } else = { add_trait = pilgrim } } ai_check_interval = 0 } # Have our own house become the leading house of the confederation ### Become the Leading House ### become_leading_house_of_the_confederation_decision = { decision_group_type = debug picture = { reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds" } is_shown = { debug_only = yes exists = confederation confederation.leading_house != root.house } effect = { confederation = { tgp_set_house_bloc_leading_house_effect = { LEADER = root.house } } } ai_check_interval = 0 } # Rid our beloved of any bossy 'leading house' ### Do away with Leading House ### clear_our_confederations_leading_house_decision = { decision_group_type = debug picture = { reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds" } is_shown = { debug_only = yes confederation ?= { has_leading_house = yes } } effect = { confederation = { clear_leading_house = yes } } ai_check_interval = 0 } # Change the cohesion for the confederation/bloc that the acting character is in. ### Adjust confederation/bloc cohesion ### adjust_confederation_cohesion_decision = { decision_group_type = debug picture = { reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds" } is_shown = { always = no # use debug_change_bloc_cohesion debug_only = yes confederation ?= { has_cohesion = yes } } effect = { confederation = { change_cohesion = 17 #set_cohesion = 0 #set_cohesion = 50 #set_cohesion = 100 #change_cohesion = 30 #change_cohesion = -30 #^ uncomment to test different variants } } ai_check_interval = 0 } # Change all relations of the acting characters house by one whole step. ### Change all House Relations ### change_all_house_relations_decision = { decision_group_type = debug is_shown = { debug_only = yes } picture = { reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds" } widget = { gui = "decision_view_widget_option_list_generic" controller = decision_option_list_controller decision_to_second_step_button = "change_all_house_relations_decision_confirm" show_from_start = yes # Increase a by full step item = { value = improve_house_relation_by_full_step is_valid = { always = yes } localization = improve_house_relation_by_full_step icon = "gfx/interface/icons/message_feed/activity.dds" ai_chance = { value = 0 } } # Increase a by two thirds third of a step item = { value = improve_house_relation_by_two_thirds_of_a_step is_valid = { always = yes } localization = improve_house_relation_by_two_thirds_of_a_step icon = "gfx/interface/icons/message_feed/activity.dds" ai_chance = { value = 0 } } # Deteriorate a by two thirds third of a step item = { value = deteriorate_house_relation_by_two_thirds_of_a_step is_valid = { always = yes } localization = deteriorate_house_relation_by_two_thirds_of_a_step icon = "gfx/interface/icons/message_feed/activity.dds" ai_chance = { value = 0 } } # Deteriorate a by full step item = { value = deteriorate_house_relation_by_full_step is_valid = { always = yes } localization = deteriorate_house_relation_by_full_step icon = "gfx/interface/icons/message_feed/activity.dds" ai_chance = { value = 0 } } } effect = { house = { every_house_relation = { # Increase a by full step if = { limit = { scope:improve_house_relation_by_full_step = yes } change_house_relation_level = { steps = 1 description = house_relation_changed_by_debug_decision } } # Increase a by two thirds of a step else_if = { limit = { scope:improve_house_relation_by_two_thirds_of_a_step = yes } change_house_relation_level = { steps = 0.67 description = house_relation_changed_by_debug_decision } } # Decrease a by two thirds of a step else_if = { limit = { scope:deteriorate_house_relation_by_two_thirds_of_a_step = yes } change_house_relation_level = { steps = -0.67 description = house_relation_changed_by_debug_decision } } # Decrease a by full step else_if = { limit = { scope:deteriorate_house_relation_by_full_step = yes } change_house_relation_level = { steps = -1 description = house_relation_changed_by_debug_decision } } } } } ai_check_interval = 0 } ### Add Concubines ### chinese_concubines_decision = { decision_group_type = debug picture = { reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" } is_shown = { debug_only = yes allowed_concubines = yes } is_valid_showing_failures_only = { has_title = title:h_china } effect = { custom_tooltip = { text = give_me_concubines.tt #Since this is a debug decision we don't think too hard about performance while = { limit = { allowed_more_concubines = yes } random_vassal = { limit = { any_courtier_or_guest = { is_adult = yes is_concubine = no is_married = no trigger_if = { limit = { root = { is_female = no } } is_female = yes } trigger_else = { is_female = no } } } random_courtier_or_guest = { limit = { is_adult = yes is_concubine = no is_married = no trigger_if = { limit = { root = { is_female = no } } is_female = yes } trigger_else = { is_female = no } } root = { make_concubine = prev } } } } } } ai_check_interval = 0 } # Add a random geographical region to a random situation sub-region of 'The Great Steppe'. ### Add to Steppe ### add_to_steppe_decision = { decision_group_type = debug is_shown = { debug_only = yes } is_valid_showing_failures_only = { always = yes } picture = { reference = "gfx/interface/illustrations/decisions/decision_misc.dds" } effect = { situation:the_great_steppe = { random_situation_sub_region = { save_scope_as = the_sub_region } } random_geographical_region = { save_scope_as =the_geo_region } scope:the_sub_region = { add_geographical_region = scope:the_geo_region } debug_log_scopes = yes } ai_check_interval = 0 } # Remove a random geographical region from 'The Great Steppe' to see that things are updated properly. ### Remove from Steppe ### remove_from_steppe_decision = { decision_group_type = debug is_shown = { debug_only = yes } is_valid_showing_failures_only = { always = yes } picture = { reference = "gfx/interface/illustrations/decisions/decision_misc.dds" } effect = { situation:the_great_steppe = { random_situation_sub_region = { save_scope_as = the_sub_region } } scope:the_sub_region = { random_situation_sub_region_geographical_region = { save_scope_as = the_geo_region } } scope:the_sub_region = { remove_geographical_region = scope:the_geo_region } debug_log_scopes = yes } ai_check_interval = 0 }