#hungarian_migration_valid_ai_mogyer_ruler_trigger = { # culture = culture:mogyer # is_ai = yes # OR = { # government_has_flag = government_is_tribal # government_has_flag = government_is_nomadic # } # is_at_war = no # highest_held_title_tier <= tier_kingdom # OR = { # top_liege = this # liege.culture != culture:mogyer # } #} # #hungarian_migration_valid_pannonian_target_trigger = { # NOR = { # culture = culture:mogyer # any_liege_or_above = {sre = culture:mogyer } # } # is_ai = yes # any_realm_county = { # count >= $COUNT$ # title_province = { geographical_region = custom_hungary } # } #} exclave_independence_trigger = { top_liege = this NOT = { has_title = title:k_papal_state } exists = root.capital_province any_sub_realm_title = { tier = tier_county NOT = { is_connected_to = { target = root.capital_province.county } } } trigger_if = { limit = { exists = primary_heir } primary_heir = { NOR = { top_liege = this # Disallow this when the heir is independent, lest we risk breaking up realms that should be connected is_ai = no # Players always inherit everything } } } } # Sometimes we disable these events for specific characters. harm_game_rule_enablement_trigger = { # Disable entirely if harm_safe. trigger_if = { limit = { has_game_rule = harm_safe } always = no } # harm_target_player_only trigger_else_if = { limit = { has_game_rule = harm_target_player_only } is_ai = no } # harm_target_ai_only trigger_else_if = { limit = { has_game_rule = harm_target_ai_only } is_ai = yes } # harm_target_all trigger_else = { always = yes } # Never just kill the player if it'd utterly game-over them. trigger_if = { limit = { is_ai = no } # Either because they have no heir. exists = player_heir # Or because they have an heir they can't survive with. player_heir.dynasty ?= dynasty } # Immortals do not receive harm events, as they would be inevitably killed by them over a long enough period of time. NOT = { has_trait_with_flag = is_immortal } } # Who do we care about when recording variable logs for harm events? harm_game_rule_valid_for_logging_trigger = { OR = { AND = { highest_held_title_tier >= tier_duchy OR = { government_has_flag = government_is_feudal government_has_flag = government_is_clan government_has_flag = government_is_theocracy } } any_close_family_member = { highest_held_title_tier >= tier_duchy OR = { government_has_flag = government_is_feudal government_has_flag = government_is_clan government_has_flag = government_is_theocracy } } } } rule_title_creation_imperial_power_projection_title_creation_targeting_trigger = { trigger_if = { limit = { has_game_rule = title_creation_imperial_power_projection_targeting_ai_only } is_ai = yes } trigger_else_if = { limit = { has_game_rule = title_creation_imperial_power_projection_targeting_player_only } is_ai = no } trigger_else = { always = yes } } rule_title_creation_imperial_power_projection_title_creation_trigger = { trigger_if = { limit = { has_game_rule = title_creation_imperial_power_projection_any_power_advantage rule_title_creation_imperial_power_projection_title_creation_targeting_trigger = yes highest_held_title_tier <= tier_kingdom } custom_tooltip = { text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.any_power_advantage any_neighboring_top_liege_realm_owner = { count = all trigger_if = { limit = { highest_held_title_tier >= tier_empire } save_temporary_scope_as = char_temp OR = { any_close_family_member = { is_spouse_of = root } root = { has_strong_hook = scope:char_temp } root.current_military_strength >= scope:char_temp.fifty_percent_more_of_current_military_strength } } trigger_else = { always = yes } } } } trigger_else_if = { limit = { has_game_rule = title_creation_imperial_power_projection_hard_power_only rule_title_creation_imperial_power_projection_title_creation_targeting_trigger = yes highest_held_title_tier <= tier_kingdom } custom_tooltip = { text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.hard_power_only any_neighboring_top_liege_realm_owner = { count = all trigger_if = { limit = { highest_held_title_tier >= tier_empire } save_temporary_scope_as = char_temp root.current_military_strength >= scope:char_temp.fifty_percent_more_of_current_military_strength } trigger_else = { always = yes } } } } trigger_else_if = { limit = { has_game_rule = title_creation_imperial_power_projection_soft_power_only rule_title_creation_imperial_power_projection_title_creation_targeting_trigger = yes highest_held_title_tier <= tier_kingdom } custom_tooltip = { text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.soft_power_only any_neighboring_top_liege_realm_owner = { count = all trigger_if = { limit = { highest_held_title_tier >= tier_empire } save_temporary_scope_as = char_temp OR = { any_close_family_member = { is_spouse_of = root } root = { has_strong_hook = scope:char_temp } } } trigger_else = { always = yes } } } } trigger_else_if = { limit = { has_game_rule = title_creation_imperial_power_projection_hard_power_only_strict rule_title_creation_imperial_power_projection_title_creation_targeting_trigger = yes highest_held_title_tier <= tier_kingdom } custom_tooltip = { text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.hard_power_only_strict.neighbours any_neighboring_top_liege_realm_owner = { count = all trigger_if = { limit = { highest_held_title_tier >= tier_empire } save_temporary_scope_as = char_temp root.current_military_strength >= scope:char_temp.fifty_percent_more_of_current_military_strength } trigger_else = { always = yes } } } custom_tooltip = { text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.hard_power_only_strict.de_jure_sharers any_sub_realm_county = { count = all empire = { OR = { is_title_created = no holder = { save_temporary_scope_as = char_temp root.current_military_strength >= scope:char_temp.fifty_percent_more_of_current_military_strength } } } } } } trigger_else_if = { limit = { has_game_rule = title_creation_imperial_power_projection_any_power_strict rule_title_creation_imperial_power_projection_title_creation_targeting_trigger = yes highest_held_title_tier <= tier_kingdom } custom_tooltip = { text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.any_power_strict.neighbours any_neighboring_top_liege_realm_owner = { count = all trigger_if = { limit = { highest_held_title_tier >= tier_empire } save_temporary_scope_as = char_temp OR = { any_close_family_member = { is_spouse_of = root } root = { has_strong_hook = scope:char_temp } root.current_military_strength >= scope:char_temp.fifty_percent_more_of_current_military_strength } } trigger_else = { always = yes } } } custom_tooltip = { text = rule_title_creation_imperial_power_projection_title_creation_trigger.tt.any_power_strict.de_jure_sharers any_sub_realm_county = { count = all empire = { OR = { is_title_created = no holder = { save_temporary_scope_as = char_temp OR = { any_close_family_member = { is_spouse_of = root } root = { has_strong_hook = scope:char_temp } root.current_military_strength >= scope:char_temp.fifty_percent_more_of_current_military_strength } } } } } } } trigger_else = { always = yes } } game_rule_rig_norman_conquest_for_hereward_trigger = { OR = { has_game_rule = historicity_norman_conquest_determined_william # We also rig it for William if we have a player Hereward and no other input. AND = { has_game_rule = historicity_norman_conquest_default_random character:90028 ?= { is_ai = no } NOT = { any_player = { NOT = { this = character:90028 } any_character_war = { OR = { using_cb = norman_conquest_cb using_cb = norwegian_invasion_cb } } } } } } } game_rule_can_create_hybird_culture_trigger = { trigger_if = { limit = { is_ai = yes } NOR = { has_game_rule = none_hybrid_culture_ai_frequency has_global_variable = has_ai_hybrid_event_cooldown } } } game_rule_unrestricted_dynasty_legacies_trigger = { switch = { trigger = has_game_rule unrestricted_dynasty_legacies_all = { always = yes } unrestricted_dynasty_legacies_player_only = { is_ai = no } fallback = { always = no } } }