# No lists or indexes, only chaos. Keep scrolling down and thou shalt find them. ############################################# # Hostility Ending # # by Joe Parkin # ############################################# ### [ROOT.Char.GetPrimaryTitle.GetAdjectiveNoTooltip] Dominance ### #struggle_iberia_ending_hostility_decision = { # decision_group_type = major # title = struggle_iberia_ending_hostility_decision # picture = { # reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_hostility.dds" # } # extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp2_decision_hostility.dds" # desc = struggle_iberia_ending_hostility_decision_desc # selection_tooltip = struggle_iberia_ending_hostility_decision_tooltip # confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm" # is_invisible = yes # sort_order = 80 # cooldown = { days = 1 } # # is_shown = { # is_landless_adventurer = no # has_fp2_dlc_trigger = yes # } # # is_valid = { # top_liege = this # # OR = { # custom_tooltip = { # text = struggle_iberia_ending_hostility_decision_correct_phase_tt # struggle:iberian_struggle = { # is_struggle_phase = struggle_iberia_phase_hostility # } # } # ## Completely control Hispania for 5 years # AND = { # completely_controls_region = world_europe_west_iberia # primary_title = { # tier >= tier_kingdom # title_held_years >= 5 # } # } # } # # # Hold and completely control two de jure kingdoms of Hispania # OR = { # custom_tooltip = { # # text = struggle_iberia_ending_hostility_decision_kingdom_tt # any_held_title = { # 1st kingdom # title_tier = kingdom # de_jure_liege = title:e_spain # root = { completely_controls = prev } # save_temporary_scope_as = spanish_kingdom # } # any_held_title = { # 2nd kingdom # title_tier = kingdom # de_jure_liege = title:e_spain # trigger_if = { # limit = { exists = scope:spanish_kingdom } # this != scope:spanish_kingdom # } # root = { completely_controls = prev } # save_temporary_scope_as = spanish_kingdom_2 # } # } # custom_tooltip = { # text = struggle_iberia_ending_hostility_decision_united_spanish_throne_tt # AND = { # exists = global_var:unite_the_spanish_thrones_decision_title # primary_title = global_var:unite_the_spanish_thrones_decision_title # } # } # } # # # # All your capital kingdom's de jure counties are of your culture and faith # trigger_if = { # limit = { # exists = global_var:unite_the_spanish_thrones_decision_title # primary_title = global_var:unite_the_spanish_thrones_decision_title # } # custom_tooltip = { # text = struggle_iberia_ending_hostility_decision_county_light_tt # capital_county.de_jure_liege.de_jure_liege = { # any_de_jure_county = { # percent >= 0.75 # culture = root.culture # faith = root.faith # } # } # } # } # trigger_else = { # custom_tooltip = { # text = struggle_iberia_ending_hostility_decision_county_tt # capital_county.de_jure_liege.de_jure_liege = { # any_de_jure_county = { # count = all # culture = root.culture # faith = root.faith # } # } # } # } # # # No other realm controls more than 20% of the Iberia region # custom_tooltip = { # text = struggle_iberia_ending_hostility_decision_region_tt # NOT = { # struggle:iberian_struggle = { # any_involved_ruler = { # this != root # top_liege = this # primary_title ?= { is_mercenary_company = no } # save_temporary_scope_as = iberian_realm # any_county_in_region = { # region = world_europe_west_iberia # percent > fp2_struggle_hostility_region_percent_decimal_value # holder.top_liege = scope:iberian_realm # } # } # } # } # } # # # Completely control at least 2 of the important Iberian duchies # calc_true_if = { # amount >= 2 # completely_controls = title:d_galicia # completely_controls = title:d_toledo # completely_controls = title:d_cordoba # completely_controls = title:d_valencia # completely_controls = title:d_barcelona # } # } # # effect = { # if = { # limit = { has_dlc_feature = legends } # legend_seed_struggle_ending_effect = { # ENDER = root # STRUGGLE = iberian_struggle # } # } # if = { # limit = { has_ach_dlc_trigger = yes } # add_character_flag = ach_ended_struggle # } # # ##### Major Effects ##### # show_as_tooltip = { # dynasty = { add_dynasty_prestige = 10000 } # fp2_struggle_hostility_ender_effect = yes # } # # Hispania is available! # custom_tooltip = fp2_struggle_can_create_empire_of_hispania_tt # custom_description_no_bullet = { text = fp2_struggle_house_tt } # # Keep the Struggle Clash for your House # custom_tooltip = fp2_struggle_can_keep_using_struggle_clash_tt # # Boost to culture and faith conversion # custom_tooltip = fp2_struggle_hostility_conversion_tt # # Damage opinion with other culture/faiths # custom_tooltip = fp2_struggle_hostility_opinion_tt # custom_tooltip = fp2_struggle_hostility_opinion_negative_tt # # Choose Holy War boost, Culture War boost, or both # custom_description_no_bullet = { text = fp2_struggle_hostility_list_tt } # #custom_tooltip = fp2_struggle_hostility_holy_cb_joint_tt # #custom_tooltip = fp2_struggle_hostility_culture_cb_tt # # # # show_as_tooltip = { # stress_impact = { # humble = medium_stress_impact_gain # cynical = medium_stress_impact_gain # } # } # # # # Achievements # add_achievement_global_variable_effect = { # VARIABLE = fp2_iberian_hostilities_achievement_unlocked # VALUE = yes # } # fp2_holiday_in_iberia_check = yes # # # Trigger a player facing event as a coda # trigger_event = fp2_struggle.0900 # } # # cost = {} # # 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 } #} ############################################## ## Compromise Ending # ## by Joe Parkin # ############################################## # #### Status Quo ### #struggle_iberia_ending_compromise_decision = { # decision_group_type = major # title = struggle_iberia_ending_compromise_decision # picture = { # reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_compromise.dds" # } # extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp2_decision_compromise.dds" # desc = struggle_iberia_ending_compromise_decision_desc # selection_tooltip = struggle_iberia_ending_compromise_decision_tooltip # confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm" # is_invisible = yes # cooldown = { days = 1 } # # sort_order = 80 # # is_shown = { # is_landless_adventurer = no # has_fp2_dlc_trigger = yes # } # # is_valid = { # top_liege = this # # custom_tooltip = { # text = struggle_iberia_ending_compromise_decision_correct_phase_tt # struggle:iberian_struggle = { # is_struggle_phase = struggle_iberia_phase_compromise # } # } # # OR = { # # Exalted among Men or higher # prestige_level >= very_high_prestige_level # # Hold and completely control a de jure kingdom of Hispania # custom_tooltip = { # text = struggle_iberia_ending_compromise_decision_kingdom_tt # fp2_struggle_ending_hold_de_jure_kingdom_trigger = yes # } # } # # # Control less than 50% of Iberia # custom_tooltip = { # text = struggle_iberia_ending_compromise_decision_region_tt # fp2_struggle_ending_percent_iberia_trigger = yes # } # # # No one else controls more than 50% of Iberia # custom_tooltip = { # text = struggle_iberia_ending_compromise_decision_other_region_tt # fp2_struggle_ending_other_percent_iberia_trigger = yes # } # # # No Independent Involved rulers are at war with each other # custom_tooltip = { # text = struggle_iberia_ending_compromise_truce_tt # NOT = { # struggle:iberian_struggle = { # any_involved_ruler = { # top_liege = this # is_landless_adventurer = no # primary_title = { is_mercenary_company = no } # any_primary_war_enemy = { # top_liege = this # is_landless_adventurer = no # any_character_struggle = { # involvement = involved # is_struggle_type = iberian_struggle # } # primary_title = { is_mercenary_company = no } # } # } # } # } # } # # OR = { # # Every other involved independent ruler in Iberia has at least 60 opinion of you or is strong hooked # custom_tooltip = { # text = struggle_iberia_ending_compromise_decision_opinion_tt # struggle:iberian_struggle = { # NOT = { # any_involved_ruler = { # this != root # top_liege = this # primary_title = { is_holy_order = no } # primary_title = { is_mercenary_company = no } # is_landless_adventurer = no # save_temporary_scope_as = this_character # NOR = { # root = { has_strong_hook = scope:this_character } # opinion = { # target = root # value >= struggle_iberia_ending_compromise_decision_opinion_value # } # } # } # } # } # } # # No other independent ruler in Iberia is a king or above # custom_tooltip = { # text = struggle_iberia_ending_compromise_decision_independent_tt # struggle:iberian_struggle = { # NOT = { # any_involved_ruler = { # this != root # top_liege = this # primary_title = { is_mercenary_company = no } # is_landless_adventurer = no # primary_title.tier >= tier_kingdom # } # } # } # } # # More than 25% of Iberia is controlled by Interloper or Uninvolved rulers # custom_tooltip = { # text = struggle_iberia_ending_compromise_decision_interloper_tt # any_county_in_region = { # region = world_europe_west_iberia # percent > fp2_struggle_compromise_uninvolved_percent_decimal_value # holder.top_liege = { fp2_character_interloper_in_struggle_trigger = yes } # } # } # } # # # Completely control any of the important Iberian duchies # calc_true_if = { # amount >= 1 # completely_controls = title:d_galicia # completely_controls = title:d_toledo # completely_controls = title:d_cordoba # completely_controls = title:d_valencia # completely_controls = title:d_barcelona # } # } # # effect = { # if = { # limit = { has_dlc_feature = legends } # legend_seed_struggle_ending_effect = { # ENDER = root # STRUGGLE = iberian_struggle # } # } # if = { # limit = { has_ach_dlc_trigger = yes } # add_character_flag = ach_ended_struggle # } # ##### Major Effects ##### # # Personal effects for ruler # show_as_tooltip = { fp2_struggle_compromise_ender_effect = yes } # # Independent/Split De Jure Duchies will become De Jure Kingdoms # if = { # limit = { # title:e_spain = { # any_in_de_jure_hierarchy = { fp2_struggle_ending_compromise_independent_duchy_trigger = yes } # } # } # custom_tooltip = fp2_struggle_compromise_create_new_kingdoms_tt # } # # Other Tooltips! # fp2_struggle_compromise_tooltip_effect = yes # # ##### Minor Effects ##### # # Self-sufficiency/defensive modifiers for each independent realm # show_as_tooltip = { fp2_struggle_compromise_modifier_rewards_effect = yes } # # show_as_tooltip = { # stress_impact = { # arrogant = medium_stress_impact_gain # } # } # # # Achievements # add_achievement_global_variable_effect = { # VARIABLE = fp2_iberian_compromise_achievement_unlocked # VALUE = yes # } # fp2_holiday_in_iberia_check = yes # # # Trigger a player facing event as a coda # trigger_event = fp2_struggle.0901 # } # # cost = {} # # 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 } #} # ############################################## ## Conciliation Ending # ## by Joe Parkin # ############################################## # #### Détente ### #struggle_iberia_ending_conciliation_decision = { # decision_group_type = major # title = struggle_iberia_ending_conciliation_decision # picture = { # reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_conciliation.dds" # } # extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp2_decision_conciliation.dds" # desc = struggle_iberia_ending_conciliation_decision_desc # selection_tooltip = struggle_iberia_ending_conciliation_decision_tooltip # confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm" # is_invisible = yes # cooldown = { days = 1 } # # sort_order = 80 # # is_shown = { # is_landless_adventurer = no # has_fp2_dlc_trigger = yes # } # # is_valid = { # top_liege = this # # custom_tooltip = { # text = struggle_iberia_ending_conciliation_decision_correct_phase_tt # struggle:iberian_struggle = { # is_struggle_phase = struggle_iberia_phase_conciliation # } # } # # prestige_level >= very_high_prestige_level # Exalted among Men or higher # # # Hold and completely control a de jure kingdom of Hispania # custom_tooltip = { # text = struggle_iberia_ending_compromise_decision_kingdom_tt # fp2_struggle_ending_hold_de_jure_kingdom_trigger = yes # } # # # Every other independent involved ruler in Iberia is allied to you # custom_tooltip = { # text = struggle_iberia_ending_conciliation_decision_alliance_tt # struggle:iberian_struggle = { # NOT = { # any_involved_ruler = { # top_liege = this # is_landless_adventurer = no # primary_title = { is_mercenary_company = no } # primary_title = { is_holy_order = no } # NOR = { # this = root # is_allied_to = root # } # } # } # } # } # # # Control less than 50% of Iberia # custom_tooltip = { # text = struggle_iberia_ending_compromise_decision_region_tt # fp2_struggle_ending_percent_iberia_trigger = yes # } # } # # effect = { # if = { # limit = { has_dlc_feature = legends } # legend_seed_struggle_ending_effect = { # ENDER = root # STRUGGLE = iberian_struggle # } # } # if = { # limit = { has_ach_dlc_trigger = yes } # add_character_flag = ach_ended_struggle # } # ##### Major Effects ##### # show_as_tooltip = { # fp2_struggle_conciliation_ender_effect = yes # fp2_struggle_conciliation_tooltip_effect = yes # fp2_struggle_conciliation_modifier_rewards_effect = yes # } # # show_as_tooltip = { # stress_impact = { # arrogant = medium_stress_impact_gain # zealous = medium_stress_impact_gain # } # } # # # Achievements # add_achievement_global_variable_effect = { # VARIABLE = fp2_iberian_conciliation_achievement_unlocked # VALUE = yes # } # fp2_holiday_in_iberia_check = yes # # # # Trigger a player facing event as a coda # trigger_event = fp2_struggle.0902 # } # # cost = {} # # 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 } #} # ##################################### ### Secure the Mediterranean ### By Hugo Cortell ##################################### ##### Secure The Mediterranean ### ##secure_mediterranean_decision = { ## title = fp2_secure_mediterranean.t ## picture = { ## reference = "gfx/interface/illustrations/event_scenes/fp1_ocean.dds" ## } ## desc = fp2_secure_mediterranean.desc ## decision_group_type = major ## ## selection_tooltip = fp2_secure_mediterranean.tip ## sort_order = 50 ## ## is_shown = { ## # DLC check ## has_fp2_dlc_trigger = yes ## # Standard checks ## is_playable_character = yes ## exists = dynasty ## NOT = { ## is_target_in_global_variable_list = { ## name = unavailable_unique_decisions ## target = flag:flag_secured_the_mediterranean ## } ## } ## ## OR = { ## completely_controls = title:d_sardinia ## completely_controls = title:d_sicily ## AND = { ## completely_controls = title:d_mallorca ## completely_controls = title:d_corsica ## } ## } ## } ## ## is_valid = { ## completely_controls = title:d_mallorca ## completely_controls = title:d_sardinia ## completely_controls = title:d_corsica ## completely_controls = title:d_sicily ## } ## ## is_valid_showing_failures_only = { ## is_landed = yes ## } ## ## effect = { ## add_to_global_variable_list = { ## name = unavailable_unique_decisions ## target = flag:flag_secured_the_mediterranean ## } ## ## # LOC ## root = { ## save_scope_as = mediterranean_conqueror ## house = { save_scope_as = mediterranean_house } ## } ## title:d_mallorca = { save_scope_as = mallorca } ## title:d_sardinia = { save_scope_as = sardinas } ## title:d_sicily = { save_scope_as = sicily } ## title:k_mediterranean_sea = { save_scope_as = mediterranean_title } ## ## every_player = { ## limit = { ## this != ROOT ## any_held_title = { title_province = { geographical_region = dlc_fp2_mediterranean_shoreline } } ## } ## send_interface_message = { ## type = event_generic_bad_with_text ## title = secure_mediterranean_decision.involved_notif ## desc = secure_mediterranean_decision.involved_notif_desc # Players who get this: "why do I hear boss music?" (It is meant to sound vaguely threatening) ## left_icon = scope:mediterranean_conqueror ## ## show_as_tooltip = { ## scope:mediterranean_conqueror = { ## house = { ## add_house_modifier = { ## modifier = fp2_controls_the_mediterranean_house_modifier ## years = 100 ## } ## } ## dynasty = { add_dynasty_prestige = major_prestige_gain } ## } ## } ## } ## } ## ## house = { ## add_house_modifier = { ## modifier = fp2_controls_the_mediterranean_house_modifier ## years = 100 ## } ## } ## dynasty = { add_dynasty_prestige = major_prestige_gain } # You used to get +25% prestiege, but that caused UI issues ## custom_tooltip = secure_mediterranean_decision.a ## ## create_title_and_vassal_change = { ## type = created ## save_scope_as = title_change ## add_claim_on_loss = yes ## } ## title:k_mediterranean_sea = { ## change_title_holder = { ## holder = root ## change = scope:title_change ## } ## } ## resolve_title_and_vassal_change = scope:title_change ## title:d_mallorca = { set_de_jure_liege_title = title:k_mediterranean_sea } ## title:d_sardinia = { set_de_jure_liege_title = title:k_mediterranean_sea } ## title:d_corsica = { set_de_jure_liege_title = title:k_mediterranean_sea } ## title:d_sicily = { set_de_jure_liege_title = title:k_mediterranean_sea } ## ## hidden_effect = { ## title:k_mediterranean_sea = { set_de_jure_liege_title = title:e_italy } # Straying closer to remaking the roman empire ## trigger_event = iberia_north_africa.2105 ## } ## } ## ## cost = { ## gold = { ## value = 0 ## if = { ## limit = { ## has_treasury = no ## } ## add = major_gold_value ## multiply = 1.5 ## round = yes ## } ## } ## treasury = { ## value = 0 ## if = { ## limit = { ## has_treasury = yes ## } ## add = major_gold_value ## multiply = 1.5 ## round = yes ## } ## } ## prestige = { ## value = major_prestige_gain ## multiply = 3 ## round = yes ## } ## } ## ## ai_check_interval_by_tier = { ## barony = 0 ## county = 0 ## duchy = 0 ## kingdom = 730 ## empire = 730 ## hegemony = 730 ## } ## ## ai_potential = { ## is_ruler = yes ## short_term_gold >= { ## value = major_gold_value ## multiply = 1.5 ## round = yes ## } ## prestige >= { ## value = major_prestige_gain ## multiply = 3 ## round = yes ## } ## } ## ## ai_will_do = { ## base = 80 ## } ##} # ############################################## ## Eat a Cheese ## by Daniel "yes I know what exciting content is stop bullying me" Moore ############################################################################ #### Eat Your Cheese ### #eat_cheese_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds" # } # desc = eat_cheese_decision_desc # # is_shown = { # any_character_artifact = { # has_variable = has_cheese_artifact # } # } # # effect = { # # custom_tooltip = eat_cheese_effect_tt # # trigger_event = fp2_yearly.1008 # # } # # ai_check_interval = 0 # # ai_potential = { # # } # # ai_will_do = { # base = 100 # } #} # #################################### ## Sponsor Jewish Sciences ## By Hugo Cortell #################################### #### Sponsor Jewish Sciences ### #golden_age_jewish_science_in_iberia_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_golden_age.dds" # } # desc = golden_age_jewish_science_in_iberia_decision_desc # decision_group_type = struggle # # is_shown = { # has_fp2_dlc_trigger = yes # top_liege = root # top_liege = this # (Redundancy check) # is_landed_or_landless_administrative = yes # AND = { # exists = struggle:iberian_struggle # any_character_struggle = { # involvement = involved # has_struggle_phase_parameter = unlocks_golden_age_jewish_science_decision # } # } # } # # is_valid = { # OR = { # Either the var does not exist (no current golden age) or you are not the sponsor of the current golden age # NOT = { exists = global_var:fp2_current_jewish_science_sponsor } # trigger_if = { # limit = { exists = global_var:fp2_current_jewish_science_sponsor } # custom_tooltip = { # text = golden_age_jewish_science_in_iberia_decision_hardcoded_trigger_text.b # NOT = { root = global_var:fp2_current_jewish_science_sponsor } # is_ai = no # Prevents the AI from stealing the golden age, players can steal each other's golden age # } # } # } # trigger_if = { # If you are not your culture's head, you must earn their approval # limit = { # exists = culture.culture_head # Redundancy check! # culture.culture_head != root # } # custom_tooltip = { # text = golden_age_jewish_science_in_iberia_decision_hardcoded_trigger_text.a # culture.culture_head = { # save_temporary_opinion_value_as = { # name = target_opinion # target = root # } # scope:target_opinion > 0 # } # } # } # } # # effect = { # hidden_effect = { # Prevent any case in which modifiers could be stacked # struggle:iberian_struggle = { # every_involved_ruler = { # remove_character_modifier = fp2_sponsored_golden_age_modifier # remove_character_modifier = fp2_part_of_golden_age_modifier # } # } # } # # send_interface_toast = { # type = event_toast_effect_good # title = golden_age_jewish_science_in_iberia_decision.player_notif.t # right_icon = root # play_music_cue = mx_cue_meadandwine # # add_character_modifier = { # modifier = fp2_sponsored_golden_age_modifier # years = 120 # } # capital_county = { # add_county_modifier = { # modifier = fp2_epicenter_of_golden_age_modifier # years = 60 # } # } # } # culture = { add_to_list = already_involved_cultures } # Ensures that only one top ruler for each involved culture is picked # struggle:iberian_struggle = { # every_involved_ruler = { # custom = fp2_one_independent_ruler_of_each_culture_notifier # limit = { # culture = { save_temporary_scope_as = current_culture } # NOT = { # Checks that it is not in the list of "I am already benefiting from this" # this = root # (Also must not be root) # any_in_list = { # list = already_involved_cultures # this = scope:current_culture # } # } # top_liege = this # Redundancy checks, vital to ensuring this has a 110% success rate # top_liege = this # Redundancy check # } # if = { # limit = { NOT = { has_character_modifier = fp2_part_of_golden_age_modifier } } # culture = { add_to_list = already_involved_cultures } # send_interface_toast = { # type = event_toast_effect_good # title = golden_age_jewish_science_in_iberia_decision.player_notif.t # right_icon = root # Showing root is WAD, lets other players know who started it # # add_character_modifier = { # modifier = fp2_part_of_golden_age_modifier # years = 120 # } # } # } # } # } # # hidden_effect = { # random_list = { # 100 = { # trigger_event = { # Translator/book retailer event # id = iberia_north_africa.2001 # days = { 4 32 } # } # } # 110 = { # trigger_event = { # Cataract Surgery event # id = iberia_north_africa.2002 # days = { 4 32 } # } # } # 90 = { # trigger_event = { # Bickering scholars event # id = iberia_north_africa.2003 # days = { 4 32 } # } # } # } # } # # set_global_variable = { # name = fp2_current_jewish_science_sponsor # value = root # years = 120 # } # } # # cost = { # gold = { # value = 0 # if = { # limit = { # has_treasury = no # } # add = major_gold_value # multiply = 2.25 # round = yes # } # } # treasury = { # value = 0 # if = { # limit = { # has_treasury = yes # } # add = major_gold_value # multiply = 2.25 # round = yes # } # } # } # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 730 # empire = 730 # hegemony = 730 # } # # ai_potential = {} # # ai_will_do = { # base = 0 # modifier = { # add = { # value = learning # multiply = 5 # round = yes # } # always = yes # } # } #} # ############################################## ## Convene Council of Toledo # ## by Joe Parkin and Ola Jentzsch # ############################################## #### Council Of Toledo Decision ### #council_of_toledo_decision = { # title = council_of_toledo_decision_title # picture = { # reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" # } # desc = { # first_valid = { # triggered_desc = { # trigger = { exists = global_var:council_of_toledo_counter } # desc = council_of_toledo_decision_desc_count # } # desc = council_of_toledo_decision_desc # } # } # selection_tooltip = council_of_toledo_decision_tooltip # cooldown = { years = council_of_toledo_decision_decision_cooldown_value } # decision_group_type = major # # sort_order = 80 # # is_shown = { # # DLC check # has_fp2_dlc_trigger = yes # # Is Mozarabic (or reformed Mozarabic) # faith = { # portrait_religious_faith_or_foundational_trigger = { FAITH = faith:mozarabic_church } # } # any_vassal = { } # } # # is_valid = { # # Owns Toledo # custom_tooltip = { # text = council_of_toledo_decision_toledo_holder_trigger # is_toledo_ownership_valid_trigger = yes # } # any_vassal = { # count >= 3 # is_powerful_vassal = yes # custom_tooltip = { # text = council_of_toledo_decision_toledo_faith_trigger # faith = root.faith # } # } # # realm_size >= council_of_toledo_realm_size_value # # update fp2_struggle_council_toledo_decision_trigger if changing this # } # # is_valid_showing_failures_only = { # is_landed = yes # # Not at war # is_at_war = no # } # # effect = { # custom_tooltip = council_of_toledo_decision_tt # faith:mozarabic_church = { # change_fervor = { # value = 10 # desc = fervor_gain_ascetic_example # } # } # # Council counter # if = { # limit = { exists = global_var:council_of_toledo_counter } # change_global_variable = { # name = council_of_toledo_counter # add = 1 # } # } # else = { # set_global_variable = { # name = council_of_toledo_counter # value = 19 # } # } # if = { # limit = { # any_character_struggle = { is_struggle_type = iberian_struggle } # } # custom_tooltip = council_of_toledo_decision_catalyst_tt # } # trigger_event = { # on_action = fp2_struggle_council_toledo_organize # days = 1 # } # } # # cost = { # gold = { # value = 0 # if = { # limit = { # has_treasury = no # } # add = council_of_toledo_gold_cost_value # } # } # treasury = { # value = 0 # if = { # limit = { # has_treasury = yes # } # add = council_of_toledo_gold_cost_value # } # } # piety = council_of_toledo_piety_cost_value # } # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 60 # empire = 60 # hegemony = 60 # } # # ai_potential = { # is_ruler = yes # short_term_gold >= council_of_toledo_gold_cost_value # } # # ai_will_do = { # base = 100 # } #} # ############################################## ## Secure Iberian Foothold ## by Joe Parkin and Ola Jentzsch ############################################## #### Secure Iberian Foothold Decision ### #secure_iberian_foothold_decision = { # title = secure_iberian_foothold_decision_title # picture = { # reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds" # } # desc = secure_iberian_foothold_decision_desc # selection_tooltip = secure_iberian_foothold_decision_tooltip # sort_order = 80 # decision_group_type = struggle # # is_shown = { # is_landless_adventurer = no # # DLC check # has_fp2_dlc_trigger = yes # # Struggle is active # exists = struggle:iberian_struggle # # Not Involved and capital lies outside Iberia # custom_tooltip = { # text = fp2_struggle_uninvolved_or_external_tt # NOR = { # any_character_struggle = { # is_struggle_type = iberian_struggle # involvement = involved # } # } # } # # Hold land near Iberia # any_sub_realm_county = { # title_province = { # OR = { # geographical_region = world_europe_west_iberia # Iberia # geographical_region = ghw_region_southern_france # Aquitaine # geographical_region = world_africa_north_west # Maghreb # } # } # } # NOT = { has_title = title:e_spain } # } # # is_valid = { # ##### General triggers ##### # # Struggle phase must be right # custom_tooltip = { # text = fp2_struggle_uninvolved_or_external_tt # NOT = { # capital_province = { geographical_region = world_europe_west_iberia } # } # } # custom_tooltip = { # text = fp2_struggle_secure_iberian_foothold_empire_tt # any_held_title = { # title_tier >= empire # NOT = { this = title:e_spain } # } # } # # If my religion is involved, I need to own the better portion of those counties # trigger_if = { # limit = { # religion = { # any_faith = { # struggle:iberian_struggle = { is_faith_involved_in_struggle = prev } # } # } # } # custom_tooltip = { # text = fp2_struggle_secure_iberian_foothold_religion_tt # fp2_struggle_secure_iberian_foothold_religion_percent_value >= fp2_struggle_secure_iberian_foothold_religion_target_percent_value # } # } # # Otherwise, I need to own a big chunk of the peninsula # trigger_else = { # custom_tooltip = { # text = fp2_struggle_secure_iberian_foothold_outsider_tt # any_county_in_region = { # region = world_europe_west_iberia # percent >= fp2_struggle_secure_iberian_foothold_outsider_target_percent_decimal_value # holder.top_liege = root # } # } # } # # ##### Iberian kingdom triggers ##### # # # Any de jure kingdom of Iberia is completely controlled # custom_tooltip = { # text = fp2_struggle_secure_iberian_foothold_kingdom_iberian_tt # any_held_title = { fp2_struggle_secure_iberian_foothold_iberian_kingdom_trigger = yes } # } # # Real tooltips # trigger_if = { # limit = { exists = scope:iberian_kingdom_temp } # # That kingdom is mostly my faith # custom_tooltip = { # text = fp2_struggle_secure_iberian_foothold_kingdom_faith_tt # fp2_struggle_secure_iberian_foothold_faith_trigger = yes # } # # Borders held lands in a non-Iberian kingdom you hold # custom_tooltip = { # text = fp2_struggle_secure_iberian_foothold_kingdom_border_tt # scope:iberian_kingdom_temp = { fp2_struggle_secure_iberian_foothold_outsider_kingdom_trigger = yes } # } # # Held that kingdom for a while # custom_tooltip = { # text = fp2_struggle_secure_iberian_foothold_kingdom_held_tt # scope:iberian_kingdom_temp = { title_held_years >= fp2_struggle_secure_iberian_foothold_years_value } # } # } # # Fake tooltips # trigger_else = { # custom_tooltip = { # text = fp2_struggle_secure_iberian_foothold_kingdom_faith_tt # always = no # } # # Borders held lands in a non-Iberian kingdom you hold # custom_tooltip = { # text = fp2_struggle_secure_iberian_foothold_kingdom_border_tt # always = no # } # custom_tooltip = { # text = fp2_struggle_secure_iberian_foothold_kingdom_held_tt # always = no # } # } # } # # is_valid_showing_failures_only = { # trigger_if = { # limit = { exists = struggle:iberian_struggle } # custom_tooltip = { # text = fp2_struggle_phase_hostility_or_opportunity_tt # struggle:iberian_struggle = { # has_struggle_phase_parameter = unlocks_secure_iberian_foothold_decision # } # } # } # } # # effect = { # legend_seed_struggle_ending_effect = { # ENDER = root # STRUGGLE = iberian_struggle # } # if = { # limit = { has_ach_dlc_trigger = yes } # add_character_flag = ach_ended_struggle # } # if = { # limit = { # any_held_title = { title_tier = empire } # } # custom_tooltip = fp2_struggle_secure_iberian_foothold_empire_held_effect_tt # } # else = { custom_tooltip = fp2_struggle_secure_iberian_foothold_empire_dejure_effect_tt } # # trigger_event = { # id = fp2_other_decisions.1000 # } # # custom_tooltip = fp2_struggle_secure_iberian_foothold_ends_the_struggle_tt # } # # cost = {} # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 120 # empire = 120 # hegemony = 120 # } # # ai_potential = {} # # ai_will_do = { # base = 100 # } #} # ################################### # Build Pilgrim Roads # By Hugo Cortell ################################### ### Build Pilgrim Roads ### build_holy_pilgrim_roads_decision = { picture = { reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_opening.dds" } sort_order = 300 decision_group_type = struggle is_shown = { faith = { any_holy_site = { holder.top_liege = root count > 0 } } any_character_struggle = { involvement = involved has_struggle_phase_parameter = unlocks_build_pilgrim_roads_decision } } is_valid = { custom_tooltip = { text = build_holy_pilgrim_roads_decision_hardcoded_trigger_text.a faith = { any_holy_site = { holder.top_liege = root NOT = { county = { has_county_modifier = fp2_pilgrim_roads_modifier } } count > 0 } } } } effect = { hidden_effect = { faith = { random_holy_site = { limit = { holder.top_liege = root NOT = { county = { has_county_modifier = fp2_pilgrim_roads_modifier } } } save_scope_as = chosen_holy_site_for_pilgrim_roads county = { save_scope_as = chosen_location_for_pilgrim_roads add_county_modifier = { modifier = fp2_pilgrim_roads_modifier years = 50 } } } } } send_interface_toast = { type = event_toast_effect_good title = build_holy_pilgrim_roads_decision_construction_notif.t desc = build_holy_pilgrim_roads_decision_construction_notif.desc add_piety = major_piety_gain show_as_tooltip = { scope:chosen_location_for_pilgrim_roads = { add_county_modifier = { modifier = fp2_pilgrim_roads_modifier years = 50 } } } } if = { # QA QoL limit = { debug_only = yes } custom_tooltip = debug_generic_option_shortened_trigger_can_disable hidden_effect = { random_list = { 1 = { trigger_event = { id = iberia_north_africa.2011 days = 4 } } 1 = { trigger_event = { id = iberia_north_africa.2012 days = 4 } } 1 = { trigger_event = { id = iberia_north_africa.2013 days = 4 } } } } } else = { hidden_effect = { random_list = { 1 = { trigger_event = { id = iberia_north_africa.2011 days = { 32 2048 } } } 1 = { trigger_event = { id = iberia_north_africa.2012 days = { 32 2048 } } } 1 = { trigger_event = { id = iberia_north_africa.2013 days = { 32 2048 } } } } } } } cost = { gold = { value = 0 if = { limit = { has_treasury = no } add = massive_gold_value } } treasury = { value = 0 if = { limit = { has_treasury = yes } add = massive_gold_value } } } ai_check_interval_by_tier = { barony = 0 county = 730 duchy = 730 kingdom = 730 empire = 730 hegemony = 730 } ai_potential = {} ai_will_do = { base = 50 modifier = { add = learning always = yes } modifier = { add = -50 has_trait = cynical } modifier = { add = 10 has_trait = zealous } modifier = { add = -40 short_term_gold < massive_gold_value } } } ############################################# # Found Kingdom of Toledo # by Joe Parkin ############################################# ### Found Kingdom Toledo Decision ### found_kingdom_toledo_decision = { title = found_kingdom_toledo_decision_title picture = { reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds" } desc = found_kingdom_toledo_decision_desc selection_tooltip = found_kingdom_toledo_decision_tooltip sort_order = 80 decision_group_type = major is_shown = { # DLC check has_fp2_dlc_trigger = yes culture = { has_cultural_pillar = heritage_iberian } faith = { portrait_religious_faith_or_foundational_trigger = { FAITH = faith:mozarabic_church } } NOT = { is_target_in_global_variable_list = { name = unavailable_unique_decisions target = flag:form_toledo_decision } } title:e_spain = { any_in_de_jure_hierarchy = { any_title_to_title_neighboring_and_across_water_duchy = { this = title:d_toledo } de_jure_liege = { any_in_de_jure_hierarchy = { count > 2 tier = tier_duchy } } } } } is_valid = { top_liege = this custom_tooltip = { text = found_kingdom_toledo_capital_tt capital_county = title:c_toledo } custom_tooltip = { text = found_kingdom_toledo_culture_tt culture = { has_cultural_pillar = heritage_iberian } } custom_tooltip = { text = found_kingdom_toledo_faith_tt faith = { portrait_religious_faith_or_foundational_trigger = { FAITH = faith:mozarabic_church } } } completely_controls = title:d_toledo custom_tooltip = { text = found_kingdom_toledo_duchy_tt any_held_title = { title_tier = duchy is_titular = no NOT = { this = title:d_toledo } root = { completely_controls = prev } any_title_to_title_neighboring_and_across_water_duchy = { this = title:d_toledo } } } } is_valid_showing_failures_only = { is_landed = yes } cost = { gold = { value = 0 if = { limit = { has_treasury = no } add = 250 } } treasury = { value = 0 if = { limit = { has_treasury = yes } add = 250 } } } effect = { save_scope_as = toledo_former gain_heroic_legend_seed_tooltip_effect = yes fp2_struggle_found_kingdom_toledo_empire_effect = yes save_scope_value_as = { name = has_kingdom_toledo_absorb_list_been_created value = yes } trigger_event = fp2_other_decisions.1100 #Can only happen once add_to_global_variable_list = { name = unavailable_unique_decisions target = flag:form_toledo_decision } set_global_variable = { name = form_toledo_decision value = scope:toledo_former } } ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 120 kingdom = 120 empire = 120 hegemony = 120 } ai_potential = {} ai_will_do = { base = 100 } } ############################################# # Develop a city # by Maxence Voleau ############################################# ### Expand Cities ### improve_city_province_decision = { title = improve_city_province_decision_name picture = { reference = "gfx/interface/illustrations/decisions/decision_misc.dds" } desc = improve_city_province_decision_desc selection_tooltip = improve_city_province_decision_tooltip cooldown = { years = 50 } sort_order = 90 is_shown = { is_landless_adventurer = no dynasty ?= { has_dynasty_perk = fp2_urbanism_legacy_5 } } is_valid_showing_failures_only = { custom_tooltip = { text = improve_city_province_decision_at_least_one_city_tt any_sub_realm_county = { count > 0 holder = root any_county_province = { building_slots <= 5 has_holding_type = city_holding } } } } effect = { #Generate intelligible effect if = { limit = { any_sub_realm_county = { count > 0 holder = root any_county_province = { building_slots <= 5 has_holding_type = city_holding } } } every_sub_realm_county = { # only county directly owned by the character limit = { holder = root } every_county_province = { limit = { has_holding_type = city_holding building_slots <= 5 } save_scope_as = current_province prev.holder = { send_interface_toast = { type = event_toast_effect_good title = city_gained_building_slots left_icon = scope:current_province.barony scope:current_province = { add_province_modifier = extra_building_slot } } } } } } else = { custom_tooltip = improve_city_province_decision_decision_no_effect } } cost = { gold = { value = 0 if = { limit = { has_treasury = no } add = improve_city_province_decision_cost multiply = { value = 1 every_sub_realm_county = { # only county directly owned by the character limit = { holder = root } every_county_province = { limit = { building_slots <= 5 has_holding_type = city_holding } add = 1 } } } } } treasury = { value = 0 if = { limit = { has_treasury = yes } add = improve_city_province_decision_cost multiply = { value = 1 every_sub_realm_county = { # only county directly owned by the character limit = { holder = root } every_county_province = { limit = { building_slots <= 5 has_holding_type = city_holding } add = 1 } } } } } } ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 120 kingdom = 120 empire = 120 hegemony = 120 } ai_potential = { is_at_war = no # Has enough gold. short_term_gold >= ai_war_chest_desired_gold_value NOR = { has_trait = lazy has_trait = callous } } ai_will_do = { base = 100 } }