call_for_confederation_decision = { picture = { reference = "gfx/interface/illustrations/decisions/mpo_decision_confederation.dds" } decision_group_type = major ai_check_interval = 8 desc = call_for_confederation_decision_desc selection_tooltip = call_for_confederation_decision_tooltip is_shown = { highest_held_title_tier <= tier_duchy is_playable_character = yes is_independent_ruler = yes NOR = { has_character_flag = forming_confederation is_confederation_member = yes } } is_valid = { is_independent_ruler = yes highest_held_title_tier <= tier_duchy is_tributary = no trigger_if = { limit = { government_has_flag = government_is_nomadic } OR = { has_realm_law = nomadic_authority_1 has_realm_law = nomadic_authority_2 } } trigger_else = { OR = { has_realm_law = tribal_authority_0 has_realm_law = tribal_authority_1 has_realm_law = tribal_authority_2 has_realm_law = crown_authority_0 has_realm_law = crown_authority_1 } } NOR = { has_trait = conqueror has_trait = greatest_of_khans } OR = { has_trait = diplomat has_trait = family_first confederation_foe_trigger = { CHARACTER = root } } #This is just meant to stop player exploits trigger_if = { limit = { is_ai = no } custom_tooltip = { text = recently_took_leave_confederation_decision_tt NOT = { has_variable = left_confederation } } } } cooldown = { years = 5 } is_valid_showing_failures_only = { age >= 6 trigger_if = { limit = { is_ai = no } NOT = { exists = involved_activity } NOT = { has_trait = infirm } is_physically_able = yes is_travelling = no } trigger_else = { is_imprisoned = no is_incapable = no is_alive = yes is_migrating = no NOT = { has_trait = infirm } } } cost = { prestige = { value = { add = 100 if = { limit = { highest_held_title_tier = tier_duchy } add = 200 } if = { limit = { max_military_strength > 0 any_neighboring_top_liege_realm_owner = { NOT = { is_allied_to = root } max_military_strength > 0 confederation_worthy_foe_strength_ratio_value_root <= 0.5 } } add = -50 } if = { limit = { max_military_strength > 0 any_neighboring_top_liege_realm_owner = { NOT = { is_allied_to = root } max_military_strength > 0 confederation_worthy_foe_strength_ratio_value_root <= 0.25 } } add = -50 } } } piety = { value = { add = 250 } } } effect = { custom_tooltip = enables_offer_confederation_tt custom_tooltip = offer_confederation_members_tt custom_tooltip = confederation_join_defensive_wars_tt custom_tooltip = confederation_raiding_attacking_tt if = { limit = { government_has_flag = government_is_nomadic } custom_tooltip = confederation_modifier_tt } custom_tooltip = offer_confederation_5_year_warning_tt if = { limit = { government_has_flag = government_is_nomadic } custom_tooltip = confederation_restrictions_warning_tt } else = { custom_tooltip = confederation_restrictions_tribe_warning_tt } if = { limit = { government_has_flag = government_is_nomadic } custom_tooltip = confederation_migrating_leaving_warning_tt } else = { custom_tooltip = confederation_leaving_warning_tt } trigger_event = mpo_decisions_events.0001 } ai_potential = { OR = { government_has_flag = government_is_tribal government_has_flag = government_is_nomadic } is_independent_ruler = yes highest_held_title_tier <= tier_duchy is_tributary = no is_playable_character = yes is_confederation_member = no is_alive = yes #Culture friends any_land_neighboring_realm_with_tributaries_owner = { count >= 2 culture = root.culture OR = { faith = root.faith AND = { faith = { has_doctrine_parameter = unreformed } root.faith = { has_doctrine_parameter = unreformed } } faith = { faith_hostility_level = { target = root.faith value < faith_hostile_level } } } valid_confederation_member_trigger = { CHARACTER = root } NOT = { has_any_bad_relationship_with_character_trigger = { CHARACTER = root } } } } ai_will_do = { base = 0 modifier = { ai_compassion >= low_positive_ai_value add = 5 } modifier = { ai_honor >= low_positive_ai_value add = 5 } modifier = { ai_boldness <= low_negative_ai_value add = 5 } modifier = { ai_sociability >= low_positive_ai_value add = 5 } modifier = { ai_greed <= low_negative_ai_value add = 5 } modifier = { ai_energy <= low_negative_ai_value add = 5 } modifier = { ai_rationality >= low_positive_ai_value add = 5 } modifier = { ai_compassion <= low_negative_ai_value add = -5 } modifier = { ai_honor <= low_negative_ai_value add = -5 } modifier = { ai_boldness >= low_positive_ai_value add = -5 } modifier = { ai_sociability <= low_negative_ai_value add = -5 } modifier = { ai_greed >= low_positive_ai_value add = -5 } modifier = { ai_energy >= low_positive_ai_value add = -5 } modifier = { ai_rationality <= low_negative_ai_value add = -5 } modifier = { OR = { any_land_neighboring_realm_with_tributaries_owner = { is_confederation_member = no confederation_worthy_foe_strength_ratio_value_root <= 0.25 } any_land_neighboring_realm_with_tributaries_owner = { is_confederation_member = no is_tributary = yes top_suzerain = { confederation_worthy_foe_strength_ratio_value_root <= 0.25 } } any_land_neighboring_realm_with_tributaries_owner = { is_confederation_member = no is_tributary = yes suzerain ?= { confederation_worthy_foe_strength_ratio_value_root <= 0.25 } } } add = 25 } modifier = { confederation_neighboring_foe_trigger = { CHARACTER = root } add = 30 } modifier = { OR = { any_land_neighboring_realm_with_tributaries_owner = { OR = { has_trait = greatest_of_khans has_trait = conqueror any_owned_story = { OR = { story_type = story_greatest_of_khans story_type = story_mongol_invasion } } } } any_land_neighboring_realm_with_tributaries_owner = { is_tributary = yes top_suzerain = { OR = { has_trait = greatest_of_khans has_trait = conqueror any_owned_story = { OR = { story_type = story_greatest_of_khans story_type = story_mongol_invasion } } } } } any_land_neighboring_realm_with_tributaries_owner = { is_tributary = yes suzerain ?= { OR = { has_trait = greatest_of_khans has_trait = conqueror any_owned_story = { OR = { story_type = story_greatest_of_khans story_type = story_mongol_invasion } } } } } } add = 50 } modifier = { add = 10 culture = { OR = { has_cultural_pillar = ethos_stoic has_cultural_pillar = ethos_communal has_cultural_pillar = ethos_egalitarian } } } modifier = { add = -20 culture = { OR = { has_cultural_pillar = ethos_bellicose has_cultural_pillar = ethos_courtly has_cultural_pillar = ethos_bureaucratic } } } modifier = { add = -100 prestige <= medium_prestige_value # You cannot afford this } #Another confederation of your culture already exists modifier = { any_in_global_list = { variable = confederations has_variable = confederation_culture var:confederation_culture = root.culture } factor = 0.05 } #There's already another confederation nearby modifier = { any_in_global_list = { variable = confederations any_confederation_member = { in_diplomatic_range = root } } factor = 0.1 } } } leave_confederation_decision = { picture = { reference = "gfx/interface/illustrations/decisions/mpo_decision_confederation.dds" } ai_check_interval = 12 desc = leave_confederation_decision_desc selection_tooltip = leave_confederation_decision_tooltip is_shown = { is_confederation_member = yes } is_valid = { is_confederation_member = yes is_at_war = no highest_held_title_tier >= tier_county } is_valid_showing_failures_only = { trigger_if = { limit = { is_ai = no } NOT = { exists = involved_activity } is_physically_able = yes is_travelling = no } trigger_else = { is_alive = yes is_imprisoned = no is_incapable = no NOT = { exists = involved_activity } } } cost = { prestige = { value = { add = medium_prestige_value if = { # Cost increases if Gurkhan is doing well limit = { government_has_flag = government_is_nomadic exists = situation:the_great_steppe situation:the_great_steppe.situation_top_herd = { OR = { has_realm_law = nomadic_authority_4 has_realm_law = nomadic_authority_5 } } } multiply = 1.5 } if = { # Cost increases if just joined in last couple years limit = { has_character_flag = new_confederate } multiply = 2 } } } } effect = { set_variable = { name = left_confederation value = root.confederation years = 5 } root.confederation = { save_scope_as = confederation every_confederation_member = { limit = { NOT = { this = root } } add_to_list = confederation_members } } show_as_tooltip = { root.confederation = { #Your confederation will survive, it has more members if = { limit = { any_confederation_member = { count >= 2 NOT = { this = root } } } remove_confederation_member = root } #Your confederation is toast else = { disband_confederation = yes } } } if = { limit = { government_has_flag = government_is_nomadic } show_as_tooltip = { remove_character_modifier = mpo_confederation_member_modifier } } custom_tooltip = confederates_lose_opinion_tt save_scope_as = leaver trigger_event = { id = mpo_decisions_events.0002 days = 1 } } ai_potential = { is_confederation_member = yes is_independent_ruler = no age >= 12 is_at_war = no is_incapable = no NOR = { any_land_neighboring_realm_with_tributaries_owner = { OR = { has_trait = greatest_of_khans has_trait = conqueror is_gurkhan = yes } } any_land_neighboring_realm_with_tributaries_owner = { any_owned_story = { OR = { story_type = story_mongol_invasion story_type = story_greatest_of_khans } } } situation:the_great_steppe = { any_situation_participant = { this = root } any_situation_participant = { OR = { has_trait = greatest_of_khans has_trait = conqueror } } } } #Will not leave if any confederation member is a good pal exists = root.confederation NOT = { root.confederation = { any_confederation_member = { OR = { has_relation_blood_brother = root is_allied_to = root } } } } } ai_will_do = { base = 0 # PERKS modifier = { # Only member of culture NOT = { confederation = { any_confederation_member = { has_same_culture_as = root } } } confederation = { any_confederation_member = { culture = { cultural_acceptance = { target = root.culture value <= 90 } } save_temporary_scope_as = actor } } save_temporary_scope_as = recipient add = { value = offer_vassalage_acceptance_value multiply = -0.5 } } # MAIN modifier = { #Only member of faith, no pluralism. NOR = { confederation = { any_confederation_member = { faith = root.faith } } faith = { has_doctrine = doctrine_pluralism_pluralistic } } confederation = { any_confederation_member = { save_temporary_scope_as = confederate } } add = { value = 30 if = { limit = { faith = { faith_hostility_level = { target = scope:confederate.faith value >= faith_hostile_level } } } add = 30 } if = { limit = { faith = { faith_hostility_level = { target = scope:confederate.faith value >= faith_evil_level } } } add = 30 } } } modifier = { #Only member of faith, pluralism. NOT = { confederation = { any_confederation_member = { faith = root.faith } } } faith = { has_doctrine = doctrine_pluralism_pluralistic } confederation = { any_confederation_member = { save_temporary_scope_as = confederate } } add = { value = 15 if = { limit = { faith = { faith_hostility_level = { target = scope:confederate.faith value >= faith_hostile_level } } } add = 10 } if = { limit = { faith = { faith_hostility_level = { target = scope:confederate.faith value >= faith_evil_level } } } add = 10 } } } modifier = { #Just fought against other member of confederation any_truce_holder = { is_member_of_confederation = root.confederation NOT = { has_purchased_truce_with_char = { TARGET = root } } } add = 50 } modifier = { #I fought an independence war against confederation member root = { exists = var:independence_war_former_liege var:independence_war_former_liege = { is_member_of_confederation = root.confederation } } add = 100 } modifier = { #Is wrong government type NOR = { government_has_flag = government_is_tribal government_has_flag = government_is_nomadic government_has_flag = government_is_herder } add = 50 } modifier = { # Isolationist tradition confederation = { any_confederation_member = { NOT = { culture = root.culture } } } root.culture = { has_cultural_tradition = tradition_isolationist } add = 20 } modifier = { # Isolationist tradition and all members are other culture confederation = { NOT = { any_confederation_member = { culture = root.culture NOT = { this = root } } } } root.culture = { has_cultural_tradition = tradition_isolationist } add = 50 } modifier = { # Isolationist tradition confederation = { any_confederation_member = { NOT = { culture = root.culture } } } root.culture = { has_cultural_tradition = tradition_isolationist } add = 40 } modifier = { #Bankrupt confederation = { any_confederation_member = { gold <= -1 } } add = 10 } modifier = { #All Bankrupt NOT = { confederation = { any_confederation_member = { NOT = { this = root } gold <= -1 } } } add = 50 } modifier = { #Wide difference in rank highest_held_title_tier <= tier_county sub_realm_size <= 2 add = -10 } modifier = { #Wide difference in rank sub_realm_size <= 1 add = -10 } modifier = { # Is the Rightful Liege of recipient trigger = { confederation = { any_confederation_member = { is_rightful_liege_of = root } } } add = -20 } modifier = { #No adjacency desc = offer_vassalization_interaction_aibehavior_unconnectedrealm_tt trigger = { NOT = { any_land_neighboring_realm_with_tributaries_owner = { OR = { is_member_of_confederation = root.confederation suzerain ?= { is_member_of_confederation = root.confederation } } } } } add = 100 } modifier = { #Distant Realm desc = offer_vassalization_interaction_aibehavior_distantrealm_tt trigger = { NOR = { any_land_neighboring_realm_with_tributaries_owner = { OR = { is_member_of_confederation = root.confederation suzerain ?= { is_member_of_confederation = root.confederation } } } any_confederation_member = { NOT = { this = root } capital_province = { squared_distance = { target = root.capital_province value < 100000 } } } } } add = 150 } modifier = { #Remote Realm. desc = offer_vassalization_interaction_aibehavior_remoterealm_tt trigger = { NOR = { any_land_neighboring_realm_with_tributaries_owner = { OR = { is_member_of_confederation = root.confederation suzerain ?= { is_member_of_confederation = root.confederation } } } any_confederation_member = { NOT = { this = root } capital_province = { squared_distance = { target = root.capital_province value < 200000 } } } } } add = 200 } #Military strength higher than any member modifier = { NOT = { confederation = { any_confederation_member = { NOT = { this = root } max_military_strength > root.max_military_strength } } } add = 20 } #Military strength much higher than any member modifier = { NOT = { confederation = { any_confederation_member = { NOT = { this = root } max_military_strength >= { value = { value = root.max_military_strength multiply = 2 } } } } } add = 50 } #Military strength lower than another member modifier = { confederation = { any_confederation_member = { NOT = { this = root } max_military_strength > root.max_military_strength } } add = -20 } #Military strength lower than every other member modifier = { confederation = { NOT = { any_confederation_member = { NOT = { this = root } max_military_strength < root.max_military_strength } } } add = -50 } # MINOR modifier = { #Friend modifier. trigger = { confederation = { any_confederation_member = { has_relation_friend = root } } } add = -25 } modifier = { #Best Friend modifier. trigger = { confederation = { any_confederation_member = { has_relation_best_friend = root } } } add = -50 } modifier = { #Lover modifier. trigger = { confederation = { any_confederation_member = { has_relation_lover = root } } } add = -10 } modifier = { #Soulmate modifier. trigger = { confederation = { any_confederation_member = { has_relation_soulmate = root } } } add = -50 } modifier = { #Rivalry modifier. trigger = { confederation = { any_confederation_member = { has_relation_rival = root } } } add = 200 } modifier = { #Nemesis modifier. trigger = { confederation = { any_confederation_member = { has_relation_nemesis = root } } } add = 1000 } modifier = { #Same Dynasty modifier. trigger = { confederation = { any_confederation_member = { exists = root.dynasty dynasty ?= root.dynasty } } } add = -20 } modifier = { #Same House modifier. trigger = { confederation = { any_confederation_member = { exists = root.house house ?= root.dynasty } } } add = -50 } modifier = { #Ageism modifier vs kids. trigger = { age >= 16 NOT = { confederation = { any_confederation_member = { NOT = { this = root } age >= 16 } } } } add = 25 } modifier = { #Illegitimacy modifier. trigger = { confederation = { any_confederation_member = { NOT = { this = root } OR = { AND = { has_trait = bastard root = { faith = { NOT = { has_doctrine = doctrine_bastardry_none } } } } has_trait = denounced has_trait = disinherited } } } } add = 10 } modifier = { # Conqueror/GoK leaves immediately trigger = { root = { OR = { has_trait = conqueror has_trait = greatest_of_khans } } } add = 1000 } modifier = { # Ambitious trigger = { root = { has_trait = ambitious } } add = 50 } modifier = { # Paranoid trigger = { root = { has_trait = paranoid } } add = 20 } modifier = { # Arrogant trigger = { root = { has_trait = arrogant } } add = 25 } modifier = { # Fickle trigger = { root = { has_trait = fickle } } add = 50 } modifier = { # Greedy trigger = { root = { has_trait = greedy } } add = 20 } modifier = { # just trigger = { root = { has_trait = just } } add = -10 } modifier = { # Trusting trigger = { root = { has_trait = trusting } } add = -20 } modifier = { # Content trigger = { root = { has_trait = content } } add = -50 } modifier = { # Craven trigger = { root = { has_trait = craven } } add = -50 } # OPINION INFLUENCE modifier = { add = -25 confederation = { any_confederation_member = { NOT = { this = root } root = { has_dread_level_towards = { target = prev level = 1 } } } } } modifier = { add = -50 confederation = { any_confederation_member = { NOT = { this = root } root = { has_dread_level_towards = { target = prev level = 2 } } } } } modifier = { #Compare Opinion modifier. confederation = { any_confederation_member = { NOT = { this = root } reverse_opinion = { target = root value <= -50 } } } add = 20 } modifier = { #Compare Opinion modifier. confederation = { any_confederation_member = { NOT = { this = root } reverse_opinion = { target = root value <= -80 } } } add = 20 } modifier = { #Compare Opinion modifier. confederation = { any_confederation_member = { NOT = { this = root } reverse_opinion = { target = root value >= 80 } } } add = -20 } modifier = { #Compare Opinion modifier. confederation = { any_confederation_member = { NOT = { this = root } reverse_opinion = { target = root value >= 100 } } } add = -20 } # LOW LEGITIMACY modifier = { add = 5 confederation = { any_confederation_member = { NOT = { this = root } has_legitimacy_flag = reduced_vassalization_acceptance } } } modifier = { add = 10 confederation = { any_confederation_member = { NOT = { this = root } has_legitimacy_flag = very_reduced_vassalization_acceptance } } } modifier = { add = 20 confederation = { any_confederation_member = { NOT = { this = root } has_legitimacy_flag = massively_reduced_vassalization_acceptance } } } # HIGH LEGITIMACY modifier = { add = -5 confederation = { any_confederation_member = { NOT = { this = root } has_legitimacy_flag = increased_vassalization_acceptance } } } modifier = { add = -10 confederation = { any_confederation_member = { NOT = { this = root } has_legitimacy_flag = very_increased_vassalization_acceptance } } } modifier = { add = -25 confederation = { any_confederation_member = { NOT = { this = root } has_legitimacy_flag = extra_increased_vassalization_acceptance } } } # PRESTIGE modifier = { add = 25 prestige_level >= 4 } modifier = { add = 25 prestige_level >= 5 } #CULTURE modifier = { add = -10 confederation = { NOT = { any_confederation_member = { NOT = { culture = root.culture } } } } } modifier = { add = 50 confederation = { NOT = { any_confederation_member = { NOT = { this = root } NOR = { culture = root.culture culture = { any_parent_culture_or_above = { this = root.culture } } root.culture = { any_parent_culture_or_above = { this = root.liege.culture } } culture = { has_same_culture_heritage = root.culture } } } } } } #Conquerors have no interest in this modifier = { root = { has_trait = conqueror } add = 500 } modifier = { root = { has_trait = greatest_of_khans } add = 500 } # Are you using a hook? modifier = { confederation = { any_confederation_member = { has_usable_hook = root } } add = -50 } #No threat to confederate against modifier = { add = 75 root = { NOT = { confederation_foe_trigger = { CHARACTER = root } } } } #Has confederation threat modifier = { add = -25 root = { confederation_foe_trigger = { CHARACTER = root } } } #Neighbor is scaring them modifier = { add = -50 root = { any_land_neighboring_realm_with_tributaries_owner = { top_suzerain = { NOR = { this = liege this = top_liege } confederation_worthy_foe_strength_ratio_value_root <= 0.25 NOT = { is_allied_to = root } OR = { highest_held_title_tier >= tier_kingdom faith = { faith_hostility_level = { target = root.faith value >= faith_evil_level } } has_trait = conqueror has_trait = greatest_of_khans any_owned_story = { OR = { story_type = story_greatest_of_khans story_type = story_mongol_invasion } } } } } } } #Neighbor is TERRIFYING them modifier = { add = -100 root = { any_land_neighboring_realm_with_tributaries_owner = { top_suzerain = { NOR = { this = liege this = top_liege } confederation_worthy_foe_strength_ratio_value_root <= 0.1 NOT = { is_allied_to = root } OR = { highest_held_title_tier >= tier_kingdom faith = { faith_hostility_level = { target = root.faith value >= faith_evil_level } } has_trait = conqueror has_trait = greatest_of_khans any_owned_story = { OR = { story_type = story_greatest_of_khans story_type = story_mongol_invasion } } } } } } } #You have too many vassals modifier = { save_temporary_scope_as = actor scope:actor.confederation = { any_confederation_member = { count >= 6 highest_held_title_tier >= tier_county } } add = { value = duchy_confederation_vassals_value multiply = -1 } } #NOT FROM OFFER CONFEDERATION INTERACTION modifier = { confederation = { has_variable = confederation_culture var:confederation_culture = { this = root.culture } } add = -20 } modifier = { confederation = { has_variable = confederation_culture var:confederation_culture = { NOT = { this = root.culture } } } add = 20 } modifier = { add = -50 has_trait = loyal } modifier = { add = 50 has_trait = disloyal } modifier = { has_trait = infirm add = -10 } modifier = { confederation = { any_confederation_member = { NOT = { this = root } is_incapable = yes } } add = 15 } #Confederation has only two modifier = { confederation = { any_confederation_member = { count <= 2 highest_held_title_tier >= tier_county } } add = 20 } #Doing great and doesn't need confederation modifier = { war_chest_gold >= war_chest_gold_maximum add = 25 } modifier = { NOR = { any_land_neighboring_realm_with_tributaries_owner = { NOT = { is_allied_to = root } max_military_strength >= root.max_military_strength } any_land_neighboring_realm_with_tributaries_owner = { is_tributary = yes suzerain ?= { NOT = { is_allied_to = root } max_military_strength >= root.max_military_strength } } any_land_neighboring_realm_with_tributaries_owner = { is_tributary = yes top_suzerain = { NOT = { is_allied_to = root } max_military_strength >= root.max_military_strength } } } add = 50 } modifier = { domain_size >= 4 add = 15 } modifier = { domain_size >= 5 add = 20 } modifier = { domain_size >= 6 add = 25 } modifier = { add = -10 culture = { OR = { has_cultural_pillar = ethos_stoic has_cultural_pillar = ethos_communal has_cultural_pillar = ethos_egalitarian } } } modifier = { add = 10 culture = { OR = { has_cultural_pillar = ethos_bellicose has_cultural_pillar = ethos_courtly has_cultural_pillar = ethos_bureaucratic } } } modifier = { add = 100 ai_energy > low_negative_ai_value ai_boldness > low_negative_ai_value NOR = { has_trait = content has_trait = craven has_trait = loyal has_trait = humble } NOT = { has_character_flag = new_confederate } } #Recent AI confederates should really not take this modifier = { add = -500 has_character_flag = new_confederate } modifier = { add = -25 confederation = { any_confederation_member = { is_primary_heir_of = root } } } modifier = { add = -50 confederation = { any_confederation_member = { root = { is_primary_heir_of = prev } } } } modifier = { add = -25 confederation = { any_confederation_member = { any_spouse = { this = root } } } } modifier = { add = -25 confederation = { any_confederation_member = { is_close_family_of = root } } } modifier = { add = -20 confederation = { any_confederation_member = { any_spouse = { is_close_family_of = root } } } } modifier = { add = -20 confederation = { any_confederation_member = { any_close_family_member = { any_spouse = { OR = { is_close_family_of = root this = root } } } } } } } } study_commander_trait_decision = { picture = { reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_concession.dds" } decision_group_type = nomad_minor ai_check_interval = 72 desc = study_commander_trait_decision_desc selection_tooltip = study_commander_trait_decision_tooltip is_shown = { has_mpo_dlc_trigger = yes government_has_flag = government_is_nomadic is_playable_character = yes is_available_adult = yes NOR = { has_trait = conqueror has_trait = greatest_of_khans has_character_flag = study_commander_trait_cooldown has_character_flag = is_learning_commander_trait } number_of_commander_traits < commander_trait_limit } is_valid = { domicile ?= { has_domicile_building_or_higher = mass_warfare_yurt_01 } } cooldown = { years = 10 } # 5 if they don't get one, 10 if they do is_valid_showing_failures_only = { is_at_war = no } effect = { custom_tooltip = study_commander_trait_decision_effect trigger_event = { id = mpo_decisions_events.0200 } } ai_potential = { always = yes } ai_will_do = { base = 50 modifier = { add = 50 OR = { has_trait = brave has_trait = diligent has_trait = ambitious } } modifier = { add = 50 martial >= high_skill_rating } modifier = { add = 25 highest_skill = martial } modifier = { add = 25 has_focus = martial_strategy_focus } modifier = { add = -15 has_trait = wounded } modifier = { add = -25 OR = { has_trait = craven has_trait = lazy } } } } mpo_decision_fertility_dance = { picture = { reference = "gfx/interface/illustrations/event_scenes/mpo_temple_steppe.dds" } sort_order = 60 decision_group_type = nomad_minor desc = mpo_decision_fertility_dance_desc selection_tooltip = mpo_decision_fertility_dance_tooltip cooldown = { years = 5 } is_shown = { has_mpo_dlc_trigger = yes government_has_flag = government_is_nomadic is_landed = yes is_available_adult = yes any_sub_realm_county = { uses_county_fertility = yes } } is_valid_showing_failures_only = { is_at_war = no is_incapable = no employs_court_position = court_astrologer_court_position } cost = { piety = { add = medium_piety_value } } effect = { scope:barony.county = { save_scope_as = fertility_county } custom_tooltip = { text = mpo_decision_fertility_dance_effects_tt trigger_event = mpo_decisions_events.0300 } custom_tooltip = mpo_decision_fertility_dance_bonus_tt if = { limit = { domicile ?= { has_domicile_parameter = nomad_yurt_improved_fertility_dance } } custom_tooltip = mpo_decisions_events.0300.a.tt.yurt show_as_tooltip = { scope:fertility_county = { every_neighboring_county = { limit = { OR = { holder = root holder = { government_has_flag = government_is_herder } } } add_county_modifier = { modifier = mpo_fertility_dance_county_modifier years = 2 } } } } } } widget = { controller = create_holy_order barony_valid = { trigger_if = { limit = { exists = this } is_capital_barony = yes county = { uses_county_fertility = yes } } } } ai_check_interval = 12 ai_potential = { is_landed = yes is_available_adult = yes is_at_war = no is_incapable = no any_sub_realm_county = { uses_county_fertility = yes county_fertility <= 25 } piety >= medium_piety_value } ai_will_do = { base = 100 ai_value_modifier = { ai_rationality = 1 } modifier = { factor = 1.25 has_trait = diligent } modifier = { factor = 1.5 has_trait = zealous } modifier = { factor = 0.75 has_trait = cynical } modifier = { factor = 2 any_sub_realm_county = { uses_county_fertility = yes county_fertility <= 50 } } } } mpo_decision_introduce_heir = { picture = { reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_tribal_neutral.dds" } decision_group_type = nomad_minor desc = introduce_heir_decision_desc selection_tooltip = introduce_heir_decision_tooltip cooldown = { years = 5 } is_shown = { OR = { government_has_flag = government_is_nomadic has_trait = nomadic_philosophy } exists = player_heir player_heir = { any_heir_title = { count >= 1 } is_ai = yes } } is_valid = { trigger_if = { limit = { government_has_flag = government_is_nomadic } domicile ?= { has_domicile_building_or_higher = family_yurt_01 } } trigger_else = { has_trait = nomadic_philosophy } player_heir = { custom_description = { text = player_heir_num_friends_tt num_of_relation_friend < 3 } age >= 12 OR = { is_courtier_of = root is_vassal_of = root } opinion = { target = root value >= 50 } } custom_tooltip = { text = mpo_valid_heir_friend_tt OR = { any_ally = { mpo_valid_heir_friend_trigger = { CHARACTER = root } } any_vassal = { is_obedient_to = root mpo_valid_heir_friend_trigger = { CHARACTER = root } } any_relation = { type = friend mpo_valid_heir_friend_trigger = { CHARACTER = root } } any_relation = { type = soulmate mpo_valid_heir_friend_trigger = { CHARACTER = root } } any_relation = { type = blood_brother mpo_valid_heir_friend_trigger = { CHARACTER = root } } } } } is_valid_showing_failures_only = { trigger_if = { limit = { is_ai = no } NOT = { exists = involved_activity } is_available = yes } trigger_else = { is_alive = yes is_imprisoned = no is_incapable = no NOT = { exists = involved_activity } } player_heir = { is_imprisoned = no is_alive = yes NOR = { has_trait = wounded_2 has_trait = wounded_3 has_trait = infirm has_relation_rival = root has_relation_nemesis = root exists = involved_activity is_at_war_with = root } has_contagious_deadly_disease_trigger = no is_incapable = no is_a_faction_member = no } } cost = { prestige = { value = { add = mpo_introduce_heir_prestige_cost #AI suck if = { limit = { is_ai = yes } multiply = 0.5 } } } piety = { value = { add = mpo_introduce_heir_piety_cost } if = { limit = { is_ai = yes } multiply = 0.5 } } } effect = { custom_tooltip = choose_heir_friend_tt custom_tooltip = heir_friend_obedient_tt custom_tooltip = heir_friend_ally_tt custom_tooltip = heir_friend_side_effects_tt trigger_event = { id = mpo_decisions_events.0020 days = 1 } show_as_tooltip = { if = { limit = { has_trait = shy } add_stress = medium_stress_impact_gain } if = { limit = { has_trait = callous } add_stress = minor_stress_impact_gain } if = { limit = { has_trait = paranoid } add_stress = medium_stress_impact_gain } } } ai_check_interval = 18 ai_potential = { exists = player_heir player_heir = { age >= 12 opinion = { target = root value >= 50 } OR = { is_courtier_of = root is_vassal_of = root } exists = house exists = root.house house = { this = root.house } } OR = { any_ally = { mpo_valid_heir_friend_trigger = { CHARACTER = root } reverse_opinion = { target = root value >= 0 } OR = { has_relation_friend = root has_relation_best_friend = root has_relation_blood_brother = root AND = { exists = house exists = root.house house = { this = root.house } } culture = root.culture reverse_opinion = { target = root value >= 50 } has_relation_soulmate = root } } any_vassal = { is_powerful_vassal = yes is_obedient_to = root mpo_valid_heir_friend_trigger = { CHARACTER = root } reverse_opinion = { target = root value >= 0 } OR = { has_relation_friend = root has_relation_best_friend = root has_relation_blood_brother = root AND = { exists = house exists = root.house house = { this = root.house } } culture = root.culture reverse_opinion = { target = root value >= 50 } has_relation_soulmate = root is_allied_to = root } } any_relation = { type = friend is_obedient_to = root mpo_valid_heir_friend_trigger = { CHARACTER = root } reverse_opinion = { target = root value >= 0 } OR = { AND = { exists = house exists = root.house house = { this = root.house } } culture = root.culture reverse_opinion = { target = root value >= 50 } has_relation_soulmate = root is_allied_to = root is_vassal_of = root AND = { exists = root.liege this = root.liege } } } } } ai_will_do = { base = 50 ai_value_modifier = { ai_compassion = 1 ai_energy = 1 ai_sociability = 1 } modifier = { opinion = { target = player_heir value < 0 } add = -25 } modifier = { opinion = { target = player_heir value >= 75 } add = 25 } modifier = { player_heir = { num_of_relation_friend < 1 } add = 25 } modifier = { player_heir = { num_of_relation_friend > 1 } add = -25 } #Weigh up if you are friends with a valid option modifier = { OR = { any_ally = { mpo_valid_heir_friend_trigger = { CHARACTER = root } OR = { has_relation_friend = root has_relation_best_friend = root has_relation_blood_brother = root } } any_vassal = { is_powerful_vassal = yes is_obedient_to = root mpo_valid_heir_friend_trigger = { CHARACTER = root } OR = { has_relation_friend = root has_relation_best_friend = root has_relation_blood_brother = root } } any_relation = { type = friend mpo_valid_heir_friend_trigger = { CHARACTER = root } AND = { exists = root.liege this = root.liege } } } add = 25 } #Weigh down if none of the valid options are of culture modifier = { NOR = { any_ally = { mpo_valid_heir_friend_trigger = { CHARACTER = root } culture = root.culture } any_vassal = { is_powerful_vassal = yes is_obedient_to = root mpo_valid_heir_friend_trigger = { CHARACTER = root } culture = root.culture } any_relation = { type = friend mpo_valid_heir_friend_trigger = { CHARACTER = root } culture = root.culture } } add = -10 } #Weigh up if you are house members with a valid option modifier = { exists = root.house OR = { any_ally = { mpo_valid_heir_friend_trigger = { CHARACTER = root } exists = house house = { this = root.house } } any_vassal = { is_powerful_vassal = yes is_obedient_to = root mpo_valid_heir_friend_trigger = { CHARACTER = root } exists = house house = { this = root.house } } any_relation = { type = friend mpo_valid_heir_friend_trigger = { CHARACTER = root } exists = house house = { this = root.house } } } add = 10 } } } # Expand the Steppe # List is as follows: # ## Western Steppe expansion regions: # ghw_region_anatolia # custom_eastern_balkans # ghw_region_northern_russia # ghw_region_southern_russia # custom_hungary # ghw_region_poland # ghw_region_baltic # dlc_mpo_steppe_caucasus_expansion ## Central Steppe expansion regions: # world_transoxiana # world_khorasan # dlc_mpo_steppe_persia_expansion # dlc_mpo_steppe_siberia_further_expansion ## Eastern Steppe expansion regions: # world_steppe_tarim expand_the_steppe_decision = { picture = { reference = "gfx/interface/illustrations/event_scenes/mpo_raid_burning_asian.dds" } decision_group_type = nomad_major ai_check_interval = 8 title = expand_the_steppe_decision_generic desc = expand_the_steppe_decision_desc selection_tooltip = expand_the_steppe_decision_tooltip widget = { gui = "decision_view_widget_option_list_generic" controller = decision_option_list_controller decision_to_second_step_button = "SELECT_ACTION" show_from_start = yes # steppe_west potential regions item = { value = custom_eastern_balkans is_shown = { situation:the_great_steppe ?= { any_situation_sub_region = { region_is_adjacent = geographical_region:custom_eastern_balkans } } } is_valid = { custom_tooltip = { text = custom_eastern_balkans_expand_steppe_tt situation:the_great_steppe ?= { NOT = { any_situation_sub_region = { situation_sub_region_has_geographical_region = custom_eastern_balkans } } } any_realm_province = { geographical_region = custom_eastern_balkans } } } localization = custom_eastern_balkans icon = "gfx/interface/icons/message_feed/banner.dds" ai_chance = { value = 100 } } item = { value = ghw_region_northern_russia is_shown = { situation:the_great_steppe ?= { any_situation_sub_region = { region_is_adjacent = geographical_region:ghw_region_northern_russia } } } is_valid = { custom_tooltip = { text = custom_northern_russia_expand_steppe_tt situation:the_great_steppe ?= { NOT = { any_situation_sub_region = { situation_sub_region_has_geographical_region = ghw_region_northern_russia } } } any_realm_province = { geographical_region = ghw_region_northern_russia } } } localization = ghw_region_northern_russia icon = "gfx/interface/icons/message_feed/banner.dds" ai_chance = { value = 100 } } item = { value = ghw_region_southern_russia is_shown = { situation:the_great_steppe ?= { any_situation_sub_region = { region_is_adjacent = geographical_region:ghw_region_southern_russia } } } is_valid = { custom_tooltip = { text = custom_southern_russia_expand_steppe_tt situation:the_great_steppe ?= { NOT = { any_situation_sub_region = { situation_sub_region_has_geographical_region = ghw_region_southern_russia } } } any_realm_province = { geographical_region = ghw_region_southern_russia } } } localization = ghw_region_southern_russia icon = "gfx/interface/icons/message_feed/banner.dds" ai_chance = { value = 100 } } item = { value = dlc_mpo_steppe_caucasus_expansion is_shown = { situation:the_great_steppe ?= { any_situation_sub_region = { region_is_adjacent = geographical_region:dlc_mpo_steppe_caucasus_expansion } } } is_valid = { custom_tooltip = { text = custom_caucasus_expand_steppe_tt situation:the_great_steppe ?= { NOT = { any_situation_sub_region = { situation_sub_region_has_geographical_region = dlc_mpo_steppe_caucasus_expansion } } } any_realm_province = { geographical_region = dlc_mpo_steppe_caucasus_expansion } } } localization = dlc_mpo_steppe_caucasus_expansion icon = "gfx/interface/icons/message_feed/banner.dds" ai_chance = { value = 100 } } item = { value = ghw_region_poland is_shown = { situation:the_great_steppe ?= { any_situation_sub_region = { region_is_adjacent = geographical_region:ghw_region_poland } } } is_valid = { custom_tooltip = { text = custom_poland_expand_steppe_tt situation:the_great_steppe ?= { NOT = { any_situation_sub_region = { situation_sub_region_has_geographical_region = ghw_region_poland } } } any_realm_province = { geographical_region = ghw_region_poland } } } localization = ghw_region_poland icon = "gfx/interface/icons/message_feed/banner.dds" ai_chance = { value = 2137 } } item = { value = custom_hungary is_shown = { situation:the_great_steppe ?= { any_situation_sub_region = { region_is_adjacent = geographical_region:custom_hungary } } } is_valid = { custom_tooltip = { text = custom_hungary_expand_steppe_tt situation:the_great_steppe ?= { NOT = { any_situation_sub_region = { situation_sub_region_has_geographical_region = custom_hungary } } } any_realm_province = { geographical_region = custom_hungary } } } localization = custom_hungary icon = "gfx/interface/icons/message_feed/banner.dds" ai_chance = { value = 100 } } item = { value = ghw_region_anatolia is_shown = { situation:the_great_steppe ?= { any_situation_sub_region = { region_is_adjacent = geographical_region:ghw_region_anatolia } } } is_valid = { custom_tooltip = { text = custom_anatolia_expand_steppe_tt situation:the_great_steppe ?= { NOT = { any_situation_sub_region = { situation_sub_region_has_geographical_region = ghw_region_anatolia } } } any_realm_province = { geographical_region = ghw_region_anatolia } } } localization = ghw_region_anatolia icon = "gfx/interface/icons/message_feed/banner.dds" ai_chance = { value = 100 } } item = { value = ghw_region_baltic is_shown = { situation:the_great_steppe ?= { any_situation_sub_region = { region_is_adjacent = geographical_region:ghw_region_baltic } } } is_valid = { custom_tooltip = { text = custom_baltics_expand_steppe_tt situation:the_great_steppe ?= { NOT = { any_situation_sub_region = { situation_sub_region_has_geographical_region = ghw_region_baltic } } } any_realm_province = { geographical_region = ghw_region_baltic } } } localization = ghw_region_baltic icon = "gfx/interface/icons/message_feed/banner.dds" ai_chance = { value = 100 } } # steppe_central potential regions item = { value = world_transoxiana is_shown = { situation:the_great_steppe ?= { any_situation_sub_region = { region_is_adjacent = geographical_region:world_transoxiana } } } is_valid = { custom_tooltip = { text = custom_transoxiana_expand_steppe_tt situation:the_great_steppe ?= { NOT = { any_situation_sub_region = { situation_sub_region_has_geographical_region = world_transoxiana } } } any_realm_province = { geographical_region = world_transoxiana } } } localization = world_transoxiana icon = "gfx/interface/icons/message_feed/banner.dds" ai_chance = { value = 100 } } item = { value = dlc_mpo_steppe_siberia_further_expansion is_shown = { situation:the_great_steppe ?= { any_situation_sub_region = { region_is_adjacent = geographical_region:dlc_mpo_steppe_siberia_further_expansion } } } is_valid = { custom_tooltip = { text = custom_siberia_expand_steppe_tt situation:the_great_steppe ?= { NOT = { any_situation_sub_region = { situation_sub_region_has_geographical_region = dlc_mpo_steppe_siberia_further_expansion } } } any_realm_province = { geographical_region = dlc_mpo_steppe_siberia_further_expansion } } } localization = dlc_mpo_steppe_siberia_further_expansion icon = "gfx/interface/icons/message_feed/banner.dds" ai_chance = { value = 0 #Tribes of the North } } item = { value = world_khorasan is_shown = { situation:the_great_steppe ?= { any_situation_sub_region = { region_is_adjacent = geographical_region:world_khorasan } } } is_valid = { custom_tooltip = { text = custom_khorasan_expand_steppe_tt situation:the_great_steppe ?= { NOT = { any_situation_sub_region = { situation_sub_region_has_geographical_region = world_khorasan } } } any_realm_province = { geographical_region = world_khorasan } } } localization = world_khorasan icon = "gfx/interface/icons/message_feed/banner.dds" ai_chance = { value = 100 } } item = { value = dlc_mpo_steppe_persia_expansion is_shown = { situation:the_great_steppe ?= { any_situation_sub_region = { region_is_adjacent = geographical_region:dlc_mpo_steppe_persia_expansion } } } is_valid = { custom_tooltip = { text = custom_persia_expand_steppe_tt situation:the_great_steppe ?= { NOT = { any_situation_sub_region = { situation_sub_region_has_geographical_region = dlc_mpo_steppe_persia_expansion } } } any_realm_province = { geographical_region = dlc_mpo_steppe_persia_expansion } } } localization = dlc_mpo_steppe_persia_expansion icon = "gfx/interface/icons/message_feed/banner.dds" ai_chance = { value = 100 } } ## Eastern Steppe item = { value = world_steppe_tarim is_shown = { situation:the_great_steppe ?= { any_situation_sub_region = { region_is_adjacent = geographical_region:world_steppe_tarim } } } is_valid = { custom_tooltip = { text = custom_tarim_expand_steppe_tt situation:the_great_steppe ?= { NOT = { any_situation_sub_region = { situation_sub_region_has_geographical_region = world_steppe_tarim } } } any_realm_province = { geographical_region = world_steppe_tarim } } } localization = world_steppe_tarim icon = "gfx/interface/icons/message_feed/banner.dds" ai_chance = { value = 100 } } } is_shown = { has_mpo_dlc_trigger = yes government_has_flag = government_is_nomadic any_character_situation = { situation:the_great_steppe ?= this } OR = { great_steppe_not_in_sub_region_trigger = { REGION = ghw_region_anatolia } great_steppe_not_in_sub_region_trigger = { REGION = custom_eastern_balkans } great_steppe_not_in_sub_region_trigger = { REGION = ghw_region_northern_russia } great_steppe_not_in_sub_region_trigger = { REGION = ghw_region_southern_russia } great_steppe_not_in_sub_region_trigger = { REGION = custom_hungary } great_steppe_not_in_sub_region_trigger = { REGION = ghw_region_poland } great_steppe_not_in_sub_region_trigger = { REGION = ghw_region_baltic } great_steppe_not_in_sub_region_trigger = { REGION = dlc_mpo_steppe_caucasus_expansion } great_steppe_not_in_sub_region_trigger = { REGION = world_transoxiana } great_steppe_not_in_sub_region_trigger = { REGION = world_khorasan } great_steppe_not_in_sub_region_trigger = { REGION = dlc_mpo_steppe_persia_expansion } great_steppe_not_in_sub_region_trigger = { REGION = dlc_mpo_steppe_siberia_further_expansion } great_steppe_not_in_sub_region_trigger = { REGION = world_steppe_tarim } } } is_valid = { is_independent_ruler = yes highest_held_title_tier >= tier_duchy trigger_if = { limit = { scope:ghw_region_anatolia = yes } completely_controls_region = ghw_region_anatolia } trigger_if = { limit = { scope:custom_eastern_balkans = yes } completely_controls_region = custom_eastern_balkans } trigger_if = { limit = { scope:ghw_region_northern_russia = yes } completely_controls_region = ghw_region_northern_russia } trigger_if = { limit = { scope:ghw_region_southern_russia = yes } completely_controls_region = ghw_region_southern_russia } trigger_if = { limit = { scope:custom_hungary = yes } completely_controls_region = custom_hungary } trigger_if = { limit = { scope:ghw_region_poland = yes } completely_controls_region = ghw_region_poland } trigger_if = { limit = { scope:ghw_region_baltic = yes } completely_controls_region = ghw_region_baltic } trigger_if = { limit = { scope:dlc_mpo_steppe_caucasus_expansion = yes } completely_controls_region = dlc_mpo_steppe_caucasus_expansion } trigger_if = { limit = { scope:world_transoxiana = yes } completely_controls_region = world_transoxiana } trigger_if = { limit = { scope:world_khorasan = yes } completely_controls_region = world_khorasan } trigger_if = { limit = { scope:dlc_mpo_steppe_persia_expansion = yes } completely_controls_region = dlc_mpo_steppe_persia_expansion } trigger_if = { limit = { scope:dlc_mpo_steppe_siberia_further_expansion = yes } completely_controls_region = dlc_mpo_steppe_siberia_further_expansion } trigger_if = { limit = { scope:world_steppe_tarim = yes } completely_controls_region = world_steppe_tarim } } cooldown = { years = 5 } is_valid_showing_failures_only = { trigger_if = { limit = { is_ai = no } NOT = { exists = involved_activity } NOT = { has_trait = infirm } is_available = yes } trigger_else = { is_imprisoned = no is_incapable = no is_alive = yes NOT = { has_trait = infirm } } } cost = { prestige = { value = { add = mpo_expand_steppe_prestige_cost #AI suck if = { limit = { is_ai = yes } multiply = 0.5 } } } } effect = { # Send a toast to yourself, as a confirmation that the Steppe Expansion happened send_interface_toast = { type = steppe_expansion_happened title = expand_the_steppe_decision_notification_toast left_icon = root expanding_steppe_effect = yes add_legitimacy = 150 } hidden_effect = { # Send a notification to any other player in the Steppe every_player = { limit = { NOT = { this = root } any_character_situation = { situation:the_great_steppe ?= this } } send_interface_message = { type = steppe_expansion_happened title = expand_the_steppe_decision_notification_toast left_icon = root show_as_tooltip = { expanding_steppe_effect = yes } } } } } ai_will_do = { base = 1 } } #Diligent overwork for nomads develop_fertility_decision = { ai_check_interval = 0 picture = { reference = "gfx/interface/illustrations/event_scenes/mpo_hunt_steppe.dds" } sort_order = 60 decision_group_type = nomad_minor desc = develop_fertility_decision_desc selection_tooltip = develop_fertility_decision_tooltip cooldown = { years = 10 } is_shown = { OR = { has_trait = diligent has_trait = architect has_trait = lifestyle_surveyor } is_landed = yes government_has_flag = government_is_nomadic } is_valid_showing_failures_only = { is_at_war = no is_adult = yes } effect = { capital_county ?= { change_county_fertility = medium_county_fertility_gain } send_interface_toast = { type = event_toast_effect_neutral title = msg_develop_fertility left_icon = root add_character_modifier = { modifier = develop_fertility_modifier years = 10 } } add_stress = medium_stress_impact_gain } ai_potential = { OR = { has_trait = diligent has_trait = architect has_trait = lifestyle_surveyor } NOT = { has_trait = temperate } } ai_will_do = { base = 100 modifier = { factor = 0 stress >= 50 } } } # New Tier Title for Nomads nomad_higher_tier_title_decision = { ai_check_interval = 6 picture = { reference = "gfx/interface/illustrations/event_scenes/mpo_steppe_evening.dds" } sort_order = 100 decision_group_type = nomad_major cooldown = { years = 10 } cost = { prestige = { value = 125 switch = { trigger = root.highest_held_title_tier tier_kingdom = { value = 500 } tier_duchy = { value = 250 } tier_county = { value = 125 } } if = { limit = { is_ai = yes } multiply = 0.1 } } } is_shown = { government_has_flag = government_is_nomadic highest_held_title_tier < tier_empire } is_valid = { is_at_war = no is_landed = yes is_independent_ruler = yes is_confederation_member = no is_tributary = no switch = { trigger = root.highest_held_title_tier tier_kingdom = { custom_tooltip = { text = dominate_title_trigger_dominance_4 OR = { has_realm_law = nomadic_authority_5 has_realm_law = nomadic_authority_4 } } } tier_duchy = { custom_tooltip = { text = dominate_title_trigger_dominance_3 OR = { has_realm_law = nomadic_authority_5 has_realm_law = nomadic_authority_4 has_realm_law = nomadic_authority_3 } } } tier_county = { custom_tooltip = { text = dominate_title_trigger_dominance_2 OR = { has_realm_law = nomadic_authority_5 has_realm_law = nomadic_authority_4 has_realm_law = nomadic_authority_3 has_realm_law = nomadic_authority_2 } } } } } effect = { play_music_cue = mx_cue_the_khans_glory save_scope_as = root_scope root.primary_title.de_jure_liege ?= { save_scope_as = title_scope } if = { limit = { exists = scope:title_scope.holder } hidden_effect = { scope:title_scope.holder = { save_scope_as = main_defender } root = { if = { limit = { any_truce_target = { this = scope:main_defender } } cancel_truce_both_ways = scope:main_defender } } start_war = { cb = domination_cb target = scope:main_defender target_title = scope:title_scope } } custom_tooltip = domination_war_holder_custom_tooltip } else_if = { limit = { scope:title_scope ?= { NOT = { exists = holder } any_de_jure_county_holder = { is_landed = yes NOR = { top_liege ?= root top_suzerain ?= root is_allied_to = root government_has_flag = government_is_herder } is_independent_ruler = yes } } } hidden_effect = { scope:title_scope = { every_de_jure_county_holder = { limit = { is_landed = yes NOR = { top_liege ?= root top_suzerain ?= root is_allied_to = root government_has_flag = government_is_herder } is_independent_ruler = yes } add_to_list = war_targets } ordered_in_list = { list = war_targets order_by = current_military_strength save_scope_as = main_defender } } root = { if = { limit = { any_truce_target = { this = scope:main_defender } } cancel_truce_both_ways = scope:main_defender } } start_war = { cb = domination_cb target = scope:main_defender target_title = scope:title_scope } random_character_war = { limit = { primary_attacker = root primary_defender = scope:main_defender } every_in_list = { list = war_targets limit = { NOT = { is_participant_in_war = prev } } prev = { add_defender = prev } } } } custom_tooltip = domination_war_no_holder_custom_tooltip } else_if = { limit = { exists = scope:title_scope } scope:title_scope ?= { create_title_and_vassal_change = { type = created save_scope_as = change } change_title_holder = { holder = root change = scope:change } resolve_title_and_vassal_change = scope:change } } else = { custom_tooltip = nomad_higher_tier_title_decision_custom_tooltip } } ai_potential = { OR = { has_realm_law = nomadic_authority_5 has_realm_law = nomadic_authority_4 has_realm_law = nomadic_authority_3 } current_military_strength >= 2000 root.current_military_strength > dominate_title_current_enemy_strength } ai_will_do = { base = 50 } } #Transition from Gurkhan to GREATEST KHAN EVER mpo_become_greatest_of_khans_decision = { picture = { reference = "gfx/interface/illustrations/decisions/mpo_decision_great_khan.dds" } desc = { desc = mpo_become_greatest_of_khans_decision_desc triggered_desc = { trigger = { NOR = { #Playing as Genghis this = character:125501 #He came and went without becoming Genghis exists = global_var:genghis_died has_game_rule = never_mongol_invasion } } desc = mpo_become_greatest_of_khans_decision_genghis_warning } } cooldown = { years = 5 } ai_check_interval = 12 sort_order = 200 decision_group_type = nomad_major is_shown = { government_has_flag = government_is_nomadic exists = situation:the_great_steppe any_character_situation = { this = situation:the_great_steppe } is_playable_character = yes NOR = { has_trait = greatest_of_khans any_owned_story = { story_type = story_greatest_of_khans } } } is_valid = { custom_tooltip = { text = gok_mongols_disable_warning_tt NOT = { has_global_variable = mongol_empire_has_spawned } } custom_tooltip = { text = greatest_of_khans_disable_warning_tt NOT = { is_target_in_global_variable_list = { name = unavailable_unique_decisions target = flag:mpo_become_greatest_of_khans_decision } } } custom_tooltip = { text = greatest_of_khans_war_ongoing_tt NOT = { exists = global_var:mpo_gok_war_ongoing } } custom_tooltip = { text = is_nomadic_tt government_has_flag = government_is_nomadic } custom_tooltip = { text = in_great_steppe_tt any_character_situation = { this = situation:the_great_steppe } } is_at_war = no has_realm_law = nomadic_authority_5 prestige_level >= 4 highest_held_title_tier = tier_empire trigger_if = { # If you are player Temüjin we waive this requirements limit = { NOT = { this = character:125501 } } OR = { sub_realm_size >= mpo_greatest_of_khans_target_counties save_temporary_scope_value_as = { name = temp_gok_tributaries value = sub_realm_with_tributaries_size } custom_tooltip = { text = greatest_of_khans_tributary_req sub_realm_with_tributaries_size >= mpo_greatest_of_khans_target_counties_tributaries } } custom_tooltip = { text = greatest_of_khans_vassal_culture_req_tt OR = { any_vassal = { government_has_flag = government_is_nomadic culture = { save_temporary_scope_as = culture_1 } } any_tributary = { government_has_flag = government_is_nomadic culture = { save_temporary_scope_as = culture_1 } } } OR = { any_vassal = { government_has_flag = government_is_nomadic NOT = { culture = scope:culture_1 } culture = { save_temporary_scope_as = culture_2 } } any_tributary = { government_has_flag = government_is_nomadic NOT = { culture = scope:culture_1 } culture = { save_temporary_scope_as = culture_2 } } } OR = { any_vassal = { government_has_flag = government_is_nomadic NOR = { culture = scope:culture_1 culture = scope:culture_2 } culture = { save_temporary_scope_as = culture_3 } } any_tributary = { government_has_flag = government_is_nomadic NOR = { culture = scope:culture_1 culture = scope:culture_2 } culture = { save_temporary_scope_as = culture_3 } } } trigger_if = { limit = { is_ai = no } OR = { any_vassal = { government_has_flag = government_is_nomadic NOR = { culture = scope:culture_1 culture = scope:culture_2 culture = scope:culture_3 } culture = { save_temporary_scope_as = culture_4 } } any_tributary = { government_has_flag = government_is_nomadic NOR = { culture = scope:culture_1 culture = scope:culture_2 culture = scope:culture_3 } culture = { save_temporary_scope_as = culture_4 } } } OR = { any_vassal = { government_has_flag = government_is_nomadic NOR = { culture = scope:culture_1 culture = scope:culture_2 culture = scope:culture_3 culture = scope:culture_4 } culture = { save_temporary_scope_as = culture_5 } } any_tributary = { government_has_flag = government_is_nomadic NOR = { culture = scope:culture_1 culture = scope:culture_2 culture = scope:culture_3 culture = scope:culture_4 } } } } } } #AI cheat a little because they lack intent trigger_if = { limit = { is_ai = no } custom_tooltip = { text = greatest_of_khans_obedience_req_tt NOT = { any_powerful_vassal = { government_has_flag = government_is_nomadic obedience_target = root is_obedient = no is_ai = yes } } } } trigger_else = { NOT = { any_powerful_vassal = { is_ai = yes government_has_flag = government_is_nomadic has_dread_level_towards = { target = root level < 1 } AND = { obedience_target = root is_obedient = no is_ai = yes } opinion = { target = root value <= 50 } } } } trigger_if = { limit = { is_ai = no this = character:125501 # Temüjin has_variable = had_mpo_temujin_flavor_0020 } custom_tooltip = { text = temujin_jamukha_gok_requirement character:mpo_mongol_1 = { # Jamukha is_alive = no } } } } is_valid_showing_failures_only = { is_landed = yes is_adult = yes trigger_if = { limit = { is_ai = no } is_available = yes } trigger_else = { is_imprisoned = no is_incapable = no is_alive = yes NOT = { has_trait = infirm } } is_independent_ruler = yes } cost = { gold = { value = massive_gold_value } prestige = { value = massive_prestige_value } } effect = { custom_description_no_bullet = { text = mpo_gok_war_of_submission_will_happen_tt } custom_tooltip = mpo_gok_cravens_wont_fight_tt custom_tooltip = mpo_gok_obedient_vassals_join_war_tt add_character_modifier = { modifier = aspiring_great_khan_modifier years = 5 } custom_description_no_bullet = { text = mpo_gok_war_of_submission_victory_tt } custom_tooltip = greatest_of_khans_will_disable_warning_tt show_as_tooltip = { add_trait = greatest_of_khans } custom_tooltip = greatest_of_khans_prevents_mongol_invasion_tt custom_tooltip = mpo_gok_war_of_submission_vassals_tt custom_tooltip = mpo_gok_war_of_submission_truces_tt gain_heroic_legend_seed_tooltip_effect = yes show_as_tooltip = { custom_tooltip = greatest_of_khans_nickname_tt add_prestige = monumental_prestige_gain add_legitimacy = monumental_legitimacy_gain custom_tooltip = become_greatest_of_khans_decision_enable_gok_invasion_cb custom_tooltip = become_greatest_of_khans_decision_gok_armies_tt if = { limit = { culture = culture:mongol } custom_tooltip = become_greatest_of_khans_decision_gain_mongol_empire } else = { custom_tooltip = become_greatest_of_khans_decision_gain_gok_empire } if = { limit = { NOT = { has_realm_law = single_heir_succession_kurultai_law } } add_realm_law_skip_effects = single_heir_succession_kurultai_law } custom_tooltip = gain_gok_dynasty_modifier_tt } custom_description_no_bullet = { text = mpo_gok_war_of_submission_defeat_tt } custom_tooltip = mpo_gok_war_of_submission_defeat_imprisonment_tt custom_tooltip = mpo_gok_war_of_submission_defeat_lose_titles_tt custom_tooltip = mpo_gok_war_of_submission_defeat_lose_herd_tt show_as_tooltip = { add_legitimacy = monumental_legitimacy_loss if = { limit = { government_has_flag = government_is_nomadic has_realm_law = nomadic_authority_2 NOT = { has_realm_law = nomadic_authority_1 } } add_realm_law = nomadic_authority_1 } else_if = { limit = { government_has_flag = government_is_nomadic NOT = { has_realm_law = nomadic_authority_1 } } add_realm_law = nomadic_authority_2 } add_prestige_level = -1 } save_scope_as = genghis_khan hidden_effect = { #Make list of rulers who are willing to fight #All valid nomads in same steppes situation:the_great_steppe ?= { every_situation_sub_region = { limit = { any_situation_sub_region_participant = { this = root } } every_situation_sub_region_participant = { limit = { mpo_gok_coalition_member_trigger = yes } add_to_list = anti_gok_coalition_members } } #Add neighbors one region over if in just one region if = { limit = { any_situation_sub_region = { count <= 1 any_situation_sub_region_participant = { this = root } } } root = { every_land_neighboring_realm_with_tributaries_owner = { limit = { government_has_flag = government_is_nomadic mpo_gok_coalition_member_trigger = yes } if = { limit = { government_has_flag = government_is_nomadic } add_to_list = anti_gok_coalition_members } if = { limit = { is_tributary = yes top_suzerain = { government_has_flag = government_is_nomadic } } top_suzerain = { add_to_list = anti_gok_coalition_members } } if = { limit = { is_tributary = yes suzerain = { government_has_flag = government_is_nomadic } } suzerain = { add_to_list = anti_gok_coalition_members } } } } } } #Find the most powerful ruler in your vicinity mpo_find_powerful_opponent_for_gurkhan_effect = yes #People who hate you too, why not every_relation = { type = rival limit = { NOT = { is_in_list = anti_gok_coalition_members } is_ruler = yes mpo_gok_coalition_member_trigger = yes } add_to_list = anti_gok_coalition_members } #Make list of neighbors that will submit every_land_neighboring_realm_with_tributaries_owner = { limit = { mpo_gok_submitting_coward_trigger = yes } add_to_list = gok_submitters if = { limit = { is_in_list = anti_gok_coalition_members } remove_from_list = anti_gok_coalition_members } } } #add obedient vassals as war allies hidden_effect = { #Make list of obedient vassals that will join you every_vassal = { limit = { is_obedient = yes government_has_flag = government_is_nomadic is_ai = yes } add_to_list = obedient_nomad_vassals } } #Choose strongest coalition member if = { limit = { any_in_list = { list = anti_gok_coalition_members current_military_strength > 0 NOT = { this = root } is_landed = yes sub_realm_size >= 20 government_has_flag = government_is_nomadic is_independent_ruler = yes } } ordered_in_list = { list = anti_gok_coalition_members order_by = current_military_strength limit = { NOT = { this = root } is_landed = yes sub_realm_size >= 20 government_has_flag = government_is_nomadic is_independent_ruler = yes } save_scope_as = primary_coalition_defender } } else_if = { limit = { any_in_list = { list = anti_gok_coalition_members current_military_strength > 0 is_landed = yes sub_realm_size >= 12 NOT = { this = root } government_has_flag = government_is_nomadic is_independent_ruler = yes } } ordered_in_list = { list = anti_gok_coalition_members order_by = current_military_strength limit = { is_landed = yes NOT = { this = root } sub_realm_size >= 12 government_has_flag = government_is_nomadic is_independent_ruler = yes } save_scope_as = primary_coalition_defender } } else = { ordered_in_list = { list = anti_gok_coalition_members order_by = sub_realm_size limit = { highest_held_title_tier >= tier_duchy NOT = { this = root } is_independent_ruler = yes } save_scope_as = primary_coalition_defender } } #It's possible no one is in list... need to find someone worthy #In the WHOLE steppe if = { limit = { NOT = { exists = scope:primary_coalition_defender } } situation:the_great_steppe ?= { ordered_situation_participant = { order_by = current_military_strength limit = { is_ai = yes NOR = { this = root top_liege = root } highest_held_title_tier >= tier_duchy is_independent_ruler = yes } save_scope_as = primary_coalition_defender add_to_list = anti_gok_coalition_members } } } #And... root's strongest vassal, I guess if = { limit = { NOT = { exists = scope:primary_coalition_defender } } ordered_vassal = { order_by = current_military_strength limit = { is_ai = yes NOT = { is_obedient_to = root } NOR = { government_has_flag = government_is_herder is_imprisoned_by = root } is_allied_to = root NOT = { this = root } } save_scope_as = primary_coalition_defender } } #This great khan has been very thorough already #Adding all members of all steppe regions if = { limit = { NOT = { any_in_list = { count >= 4 list = anti_gok_coalition_members NOT = { this = scope:primary_coalition_defender } } } } situation:the_great_steppe ?= { every_situation_participant = { limit = { is_ai = yes NOT = { government_has_flag = government_is_herder } NOR = { is_allied_to = root this = root top_liege = root has_relation_friend = root has_relation_blood_brother = root is_imprisoned_by = root } } add_to_list = anti_gok_coalition_members } } } #Adding all non-loyal vassals if = { limit = { NOT = { any_in_list = { count >= 4 list = anti_gok_coalition_members NOT = { this = scope:primary_coalition_defender } } } } every_vassal = { limit = { is_ai = yes NOT = { is_obedient_to = root } NOR = { government_has_flag = government_is_herder is_imprisoned_by = root is_allied_to = root } NOT = { this = root } } add_to_list = anti_gok_coalition_members } } #Ok... hopefully now there DEFINITELY is a leader for root's enemies and at least a couple enemies to fight #hidden setup event trigger_event = mpo_greatest_of_khans.0100 } ai_potential = { has_realm_law = nomadic_authority_5 is_independent_ruler = yes government_has_flag = government_is_nomadic #Stronger than all neighbors NOT = { any_land_neighboring_realm_with_tributaries_owner = { mpo_gok_coalition_member_trigger = yes current_military_strength >= root.current_military_strength } } OR = { realm_size >= 70 sub_realm_with_tributaries_size >= 120 #Has an ally that can seriously help any_ally = { count >= 1 OR = { highest_held_title_tier >= tier_empire current_military_strength >= root.current_military_strength } is_at_war = no } #Has strong allies any_ally = { count >= 2 highest_held_title_tier >= tier_kingdom is_at_war = no } any_ally = { count >= 3 highest_held_title_tier >= tier_duchy is_at_war = no } #is conqueror already has_trait = conqueror #Is ballsy OR = { ai_boldness >= high_positive_ai_value ai_energy >= high_positive_ai_value ai_greed >= high_positive_ai_value } } health >= poor_health age <= 50 } ai_will_do = { base = 0 #NOT twice as strong as any neighbor or char in steppe region modifier = { add = -25 OR = { any_land_neighboring_realm_with_tributaries_owner = { mpo_gok_coalition_member_trigger = yes #THIS SHOULD CHECK THEIR STRENGTH IS MORE THAN HALF ROOT'S confederation_worthy_foe_strength_ratio_value_root < 2 } situation:the_great_steppe ?= { any_situation_sub_region = { any_situation_sub_region_participant = { this = root } any_situation_sub_region_participant = { NOT = { this = root } #THIS SHOULD CHECK ROOT'S STRENGTH IS DOUBLE THEIRS confederation_worthy_foe_strength_ratio_value_root < 2 } } } } } #Three times as strong as any neighbor or char in steppe region modifier = { add = 75 NOR = { any_land_neighboring_realm_with_tributaries_owner = { mpo_gok_coalition_member_trigger = yes #THIS SHOULD CHECK ROOT'S STRENGTH IS TRIPLE THEIRS confederation_worthy_foe_strength_ratio_value_root < 3 } situation:the_great_steppe ?= { any_situation_sub_region = { any_situation_sub_region_participant = { this = root } any_situation_sub_region_participant = { NOT = { this = root } #THIS SHOULD CHECK ROOT'S STRENGTH IS TRIPLE THEIRS confederation_worthy_foe_strength_ratio_value_root < 3 } } } } } modifier = { add = 25 OR = { ai_boldness > 0 ai_energy > 0 ai_greed > 0 } } modifier = { add = 25 ai_boldness > 0 ai_energy > 0 ai_greed > 0 } modifier = { add = -50 OR = { ai_boldness <= medium_negative_ai_value ai_energy <= medium_negative_ai_value ai_greed <= medium_negative_ai_value } } modifier = { add = 25 OR = { ai_boldness >= medium_positive_ai_value ai_energy >= medium_positive_ai_value ai_greed >= medium_positive_ai_value } } modifier = { add = 10 culture = { has_cultural_pillar = ethos_bellicose } } modifier = { add = -10 culture = { OR = { has_cultural_tradition = tradition_isolationist has_cultural_tradition = tradition_hereditary_hierarchy has_cultural_tradition = tradition_legalistic } } } # If young - go for it!!!! modifier = { add = 20 age <= 35 } #Want to make it less likely this happens early modifier = { add = -25 current_date <= 1000 } #Want to make it more likely this happens if game is getting late and Genghis didn't happen somehow modifier = { add = 100 current_date >= 1250 } } } #GREATEST OF KHANS HAS BECOME LORD OF ALL mpo_gok_world_conquest_decision = { picture = { reference = "gfx/interface/illustrations/decisions/mpo_decision_great_khan.dds" } decision_group_type = nomad_major desc = mpo_gok_world_conquest_decision_desc ai_check_interval = 36 sort_order = 300 is_shown = { exists = global_var:first_gok.dynasty exists = global_var:greatest_of_khans_title has_mpo_dlc_trigger = yes any_owned_story = { story_type = story_greatest_of_khans } is_playable_character = yes } is_valid = { NOT = { current_year >= global_var:gok_empire_crumble_date } dynasty = global_var:first_gok.dynasty global_var:greatest_of_khans_title = { holder = root } is_independent_ruler = yes custom_tooltip = { text = is_nomadic_tt government_has_flag = government_is_nomadic } has_realm_law = nomadic_authority_5 #Legitimace is hamstrung a bit if you don't own legends trigger_if = { limit = { has_dlc_feature = legends is_ai = no } legitimacy_level >= 5 } trigger_else_if = { limit = { NOT = { has_dlc_feature = legends } is_ai = yes } legitimacy_level >= 3 } trigger_else = { legitimacy_level >= 4 } trigger_if = { limit = { is_ai = no } prestige_level >= 5 } trigger_else = { prestige_level >= 4 } highest_held_title_tier = tier_empire OR = { sub_realm_size >= mpo_gok_world_conquest_target_counties save_temporary_scope_value_as = { name = temp_gok_tributaries value = sub_realm_with_tributaries_size } custom_tooltip = { text = gok_world_conquest_tributary_req sub_realm_with_tributaries_size >= mpo_gok_world_conquest_target_counties_tributaries } } #AI cheat a little because they lack intent trigger_if = { limit = { is_ai = no } custom_tooltip = { text = greatest_of_khans_obedience_req_tt NOT = { any_powerful_vassal = { government_has_flag = government_is_nomadic obedience_target = root is_obedient = no is_ai = yes } } } } trigger_else = { NOT = { any_powerful_vassal = { is_ai = yes government_has_flag = government_is_nomadic has_dread_level_towards = { target = root level < 1 } AND = { obedience_target = root is_obedient = no is_ai = yes } opinion = { target = root value <= 50 } } } } } is_valid_showing_failures_only = { is_at_war = no is_landed = yes is_adult = yes trigger_if = { limit = { is_ai = no } is_available = yes } trigger_else = { is_imprisoned = no is_incapable = no is_alive = yes NOT = { has_trait = infirm } } } cost = { prestige = { value = 5000 } gold = { value = 5000 if = { limit = { is_ai = no } #Realm size if = { limit = { root.realm_size >= 3000 } multiply = 3 } else_if = { limit = { root.realm_size >= 2500 } multiply = 2.5 } else_if = { limit = { root.realm_size >= 2000 } multiply = 2 } else_if = { limit = { root.realm_size >= 1500 } multiply = 1.5 } } } } effect = { save_scope_value_as = { name = gok_empire_crumble_date value = global_var:gok_empire_crumble_date } save_scope_as = actor save_scope_as = gok gok_final_decision_list_setup = yes #SHOW GENERAL EFFECTS THAT HAPPEN REGARDLESS OF OPTION CHOICE custom_tooltip = gok_reform_never_available_again_tt custom_tooltip = gok_reform_invalides_gok_stuff_tt custom_tooltip = gok_lose_succession_protection_tt custom_tooltip = gok_avoid_timing_out_tt show_as_tooltip = { gok_world_conquest_generic_rewards_effect = yes } custom_tooltip = gok_remain_nomadic_tt if = { limit = { has_dlc_feature = admin_gov } custom_tooltip = gok_choose_government_switch_tt } else = { custom_tooltip = gok_choose_government_switch_no_admin_tt } #SHOW SUPER NOMADIC EFFECTS custom_description_no_bullet = { text = gok_gov_if_super_nomadic_tt } custom_tooltip = gok_super_nomad_dread_and_gold_tt custom_tooltip = gok_counties_become_nomad_counties_tt custom_tooltip = gok_new_nomad_counties_lose_development_tt custom_tooltip = gok_other_counties_lose_development_tt custom_tooltip = gok_non_nomads_become_nomad_tt custom_tooltip = gok_city_state_creation #SHOW GOVERNMENT CHANGE EFFECTS custom_description_no_bullet = { text = gok_gov_switch_options_tt } show_as_tooltip = { nomad_domicile_refund_effect = yes nomad_convert_herds_to_gold_special_troops_effect = yes gok_upgrade_realm_and_government_effect = yes } #Gain innovations if ya need em if = { limit = { culture = { NOT = { has_cultural_era_or_later = culture_era_early_medieval } } } ordered_realm_county = { order_by = development_level limit = { culture = { has_cultural_era_or_later = culture_era_early_medieval save_temporary_scope_as = realm_culture NOT = { this = root.culture } } root.culture = { can_get_innovation_from = scope:realm_culture } } culture = {save_scope_as = realm_culture_1 } } } if = { limit = { culture = { NOT = { has_cultural_era_or_later = culture_era_high_medieval } } } ordered_realm_county = { order_by = development_level limit = { trigger_if = { limit = { exists = scope:realm_culture_1 } NOT = { culture = scope:realm_culture_1 } } culture = { NOT = { this = root.culture } has_cultural_era_or_later = culture_era_high_medieval save_temporary_scope_as = realm_culture } root.culture = { can_get_innovation_from = scope:realm_culture } } culture = { save_scope_as = realm_culture_2 } } } if = { limit = { culture = { NOT = { has_cultural_era_or_later = culture_era_late_medieval } } } ordered_realm_county = { order_by = development_level limit = { culture = { trigger_if = { limit = { exists = scope:realm_culture_1 } NOT = { this = scope:realm_culture_1 } } trigger_if = { limit = { exists = scope:realm_culture_2 } NOT = { this = scope:realm_culture_2 } } NOT = { this = root.culture } has_cultural_era_or_later = culture_era_late_medieval save_temporary_scope_as = realm_culture } root.culture = { can_get_innovation_from = scope:realm_culture } } culture = { save_scope_as = realm_culture_3 } } } if = { limit = { exists = scope:realm_culture_1 exists = scope:realm_culture_2 exists = scope:realm_culture_3 } custom_tooltip = gok_3_innovation_gain } else_if = { limit = { exists = scope:realm_culture_1 exists = scope:realm_culture_2 } custom_tooltip = gok_2_innovation_gain } else_if = { limit = { exists = scope:realm_culture_1 } custom_tooltip = gok_1_innovation_gain } #Fires event that lets you choose new government type trigger_event = { id = mpo_greatest_of_khans.0030 days = 1 } } ai_potential = { any_owned_story = { story_type = story_greatest_of_khans } sub_realm_size >= mpo_gok_world_conquest_target_counties is_independent_ruler = yes } ai_will_do = { base = 100 } } settle_people_decision = { picture = { reference = "gfx/interface/illustrations/holding_types/city_western.dds" } decision_group_type = nomad_major ai_check_interval = 36 desc = settle_people_decision_desc selection_tooltip = settle_people_decision_tooltip is_shown = { has_mpo_dlc_trigger = yes government_has_flag = government_is_nomadic is_playable_character = yes } is_valid = { OR = { has_realm_law = nomadic_authority_3 has_realm_law = nomadic_authority_4 has_realm_law = nomadic_authority_5 } custom_tooltip = { text = step_away_from_the_steppe_decision_holding_tt any_sub_realm_county = { title_province = { NOR = { has_holding_type = nomad_holding has_holding_type = herder_holding } } } } } is_valid_showing_failures_only = { is_at_war = no is_available = yes } cost = { prestige = { value = medium_prestige_value } } effect = { save_scope_as = nomad_settling_down domicile.domicile_culture = { save_scope_as = invading_culture } domicile.domicile_faith = { save_scope_as = invading_faith } save_scope_value_as = { name = invading_herd_value value = domicile.herd } nomad_domicile_refund_effect = yes nomad_convert_herds_to_gold_special_troops_effect = yes every_sub_realm_county = { limit = { title_province = { NOR = { has_holding_type = nomad_holding has_holding_type = herder_holding } } } add_to_list = potential_new_capitals } every_held_title = { limit = { tier = tier_county title_province = { NOR = { has_holding_type = nomad_holding has_holding_type = herder_holding } } } add_to_list = potential_new_capitals } ordered_in_list = { order_by = development_level list = potential_new_capitals save_scope_as = new_capital } if = { limit = { capital_county = { title_province = { NOR = { has_holding_type = nomad_holding has_holding_type = herder_holding } } } } capital_county = { save_scope_as = new_capital } } if = { limit = { exists = scope:new_capital capital_county != scope:new_capital } if = { limit = { scope:new_capital.holder != root } create_title_and_vassal_change = { type = usurped save_scope_as = change add_claim_on_loss = yes } scope:new_capital = { change_title_holder = { holder = root change = scope:change } } resolve_title_and_vassal_change = scope:change } set_realm_capital = scope:new_capital } scope:new_capital.duchy = { save_scope_as = nomad_duchy_for_name } #Should gain target title, if possible if = { limit = { OR = { scope:new_capital.kingdom.holder ?= root is_independent_ruler = no } } # Already holds it, or is a vassal } else_if = { limit = { scope:new_capital.kingdom = { NOT = { exists = holder } } } create_title_and_vassal_change = { type = created save_scope_as = change add_claim_on_loss = yes } scope:new_capital.kingdom = { save_scope_as = new_primary change_title_holder = { holder = scope:attacker change = scope:change } } resolve_title_and_vassal_change = scope:change } else = { #Gain capital duchy, if possible if = { limit = { scope:new_capital.duchy = { NOT = { exists = holder } } } hidden_effect = { create_title_and_vassal_change = { type = created save_scope_as = change_1 add_claim_on_loss = yes } scope:new_capital.duchy = { change_title_holder = { holder = root change = scope:change_1 } } resolve_title_and_vassal_change = scope:change_1 } } #Gain titular kingdom if = { limit = { OR = { highest_held_title_tier < tier_kingdom NOT = { any_held_title = { tier = tier_kingdom any_in_de_jure_hierarchy = { tier = tier_county holder.top_liege = root title_province = { NOR = { has_holding_type = nomad_holding has_holding_type = herder_holding } } } } } } } custom_tooltip = overrunning_gain_titular_kingdom_tt hidden_effect = { create_dynamic_title = { tier = kingdom name = SETTLED_NOMAD_KINGDOM_NAME adj = SETTLED_NOMAD_KINGDOM_NAME_ADJ } scope:new_title = { save_scope_as = new_primary set_definitive_form = yes } create_title_and_vassal_change = { type = created save_scope_as = change_2 add_claim_on_loss = no } scope:new_title = { set_can_be_named_after_dynasty = yes change_title_holder = { holder = root change = scope:change_2 } } resolve_title_and_vassal_change = scope:change_2 scope:new_title = { generate_coa = yes } } } } #Make this their primary title, if highest tier hidden_effect = { if = { limit = { exists = scope:new_primary NOT = { highest_held_title_tier > scope:new_primary.tier } } set_primary_title_to = scope:new_primary } # Destroy kingdoms you no longer have land in every_held_title = { limit = { tier = tier_kingdom is_titular = no NOT = { any_in_de_jure_hierarchy = { tier = tier_county holder.top_liege = root title_province = { NOR = { has_holding_type = nomad_holding has_holding_type = herder_holding } } } } } root = { destroy_title = prev } } } every_held_title = { limit = { tier >= tier_county title_province = { OR = { has_holding_type = nomad_holding has_holding_type = herder_holding } } } save_temporary_scope_as = nomadic_county create_character = { location = scope:nomadic_county.title_province template = nomadic_chieftain_character save_scope_as = new_nomadic_chieftain } if = { limit = { root = { is_independent_ruler = yes is_tributary = no } } #Assign the seceding titles to the new nomadic chieftain create_title_and_vassal_change = { type = independency save_scope_as = change add_claim_on_loss = no } change_title_holder = { holder = scope:new_nomadic_chieftain change = scope:change take_baronies = yes } #And give the chieftain their independence. scope:new_nomadic_chieftain = { becomes_independent = { change = scope:change } } resolve_title_and_vassal_change = scope:change scope:new_nomadic_chieftain = { hidden_effect = { change_government = nomad_government } } } else_if = { limit = { root = { is_independent_ruler = yes is_tributary = yes } } #Assign the seceding titles to the new nomadic chieftain create_title_and_vassal_change = { type = independency save_scope_as = change add_claim_on_loss = no } change_title_holder = { holder = scope:new_nomadic_chieftain change = scope:change take_baronies = yes } #And make the chieftain a tributary of root's suzerain start_tributary_interaction_effect = { TRIBUTARY = scope:new_nomadic_chieftain SUZERAIN = root.suzerain } resolve_title_and_vassal_change = scope:change scope:new_nomadic_chieftain = { hidden_effect = { change_government = nomad_government } } } else = { # root = { is_independent_ruler = no }, i.e. a vassal #Assign the seceding titles to the new nomadic chieftain create_title_and_vassal_change = { type = independency save_scope_as = change add_claim_on_loss = no } change_title_holder = { holder = scope:new_nomadic_chieftain change = scope:change take_baronies = yes } #And make the chieftain vassal of root's liege scope:new_nomadic_chieftain = { change_liege = { liege = root.liege change = scope:change } } resolve_title_and_vassal_change = scope:change scope:new_nomadic_chieftain = { hidden_effect = { change_government = nomad_government } } } } if = { limit = { scope:new_capital.title_province ?= { has_holding_type = tribal_holding } } change_government = tribal_government if = { limit = { NOT = { has_realm_law = tribal_authority_3 } } hidden_effect = { add_realm_law_skip_effects = tribal_authority_3 } } } else_if = { limit = { ep3_is_clan_inclined_trigger = yes } change_government = clan_government if = { limit = { NOT = { has_realm_law = crown_authority_3 } } hidden_effect = { add_realm_law_skip_effects = crown_authority_3 } } } else = { change_government = feudal_government if = { limit = { NOT = { has_realm_law = crown_authority_3 } } hidden_effect = { add_realm_law_skip_effects = crown_authority_3 } } } if = { limit = { any_held_title = { is_nomad_title = yes } } every_held_title = { limit = { is_nomad_title = yes } root = { destroy_title = prev } } } if = { limit = { any_vassal = { OR = { has_government = nomad_government has_government = herder_government } capital_county = { title_province = { NOR = { has_holding_type = nomad_holding has_holding_type = herder_holding } } } } } custom_tooltip = { text = step_away_from_the_steppe_decision_vassal_convert every_vassal = { limit = { OR = { has_government = nomad_government has_government = herder_government } capital_county = { title_province = { NOR = { has_holding_type = nomad_holding has_holding_type = herder_holding } } } } nomad_domicile_refund_effect = yes nomad_convert_herds_to_gold_special_troops_effect = yes if = { limit = { scope:new_capital.title_province = { has_holding_type = tribal_holding } } change_government = tribal_government if = { limit = { NOT = { has_realm_law = tribal_authority_1 } } hidden_effect = { add_realm_law_skip_effects = tribal_authority_1 } } } else_if = { limit = { ep3_is_clan_inclined_trigger = yes } change_government = clan_government if = { limit = { NOT = { has_realm_law = crown_authority_1 } } hidden_effect = { add_realm_law_skip_effects = crown_authority_1 } } } else = { change_government = feudal_government if = { limit = { NOT = { has_realm_law = crown_authority_1 } } hidden_effect = { add_realm_law_skip_effects = crown_authority_1 } } } if = { limit = { any_held_title = { is_nomad_title = yes } } every_held_title = { limit = { is_nomad_title = yes } root = { destroy_title = prev } } } every_vassal = { limit = { OR = { has_government = nomad_government has_government = herder_government } capital_county = { title_province = { NOR = { has_holding_type = nomad_holding has_holding_type = herder_holding } } } } nomad_domicile_refund_effect = yes nomad_convert_herds_to_gold_special_troops_effect = yes if = { limit = { scope:new_capital.title_province = { has_holding_type = tribal_holding } } change_government = tribal_government if = { limit = { NOT = { has_realm_law = tribal_authority_1 } } hidden_effect = { add_realm_law_skip_effects = tribal_authority_1 } } } else_if = { limit = { ep3_is_clan_inclined_trigger = yes } change_government = clan_government if = { limit = { NOT = { has_realm_law = crown_authority_1 } } hidden_effect = { add_realm_law_skip_effects = crown_authority_1 } } } else = { change_government = feudal_government if = { limit = { NOT = { has_realm_law = crown_authority_1 } } hidden_effect = { add_realm_law_skip_effects = crown_authority_1 } } } if = { limit = { any_held_title = { is_nomad_title = yes } } every_held_title = { limit = { is_nomad_title = yes } root = { destroy_title = prev } } } every_vassal = { limit = { OR = { has_government = nomad_government has_government = herder_government } capital_county = { title_province = { NOR = { has_holding_type = nomad_holding has_holding_type = herder_holding } } } } nomad_domicile_refund_effect = yes nomad_convert_herds_to_gold_special_troops_effect = yes if = { limit = { scope:new_capital.title_province = { has_holding_type = tribal_holding } } change_government = tribal_government if = { limit = { NOT = { has_realm_law = tribal_authority_1 } } hidden_effect = { add_realm_law_skip_effects = tribal_authority_1 } } } else_if = { limit = { ep3_is_clan_inclined_trigger = yes } change_government = clan_government if = { limit = { NOT = { has_realm_law = crown_authority_1 } } hidden_effect = { add_realm_law_skip_effects = crown_authority_1 } } } else = { change_government = feudal_government if = { limit = { NOT = { has_realm_law = crown_authority_1 } } hidden_effect = { add_realm_law_skip_effects = crown_authority_1 } } } if = { limit = { any_held_title = { is_nomad_title = yes } } every_held_title = { limit = { is_nomad_title = yes } root = { destroy_title = prev } } } } } } } } custom_tooltip = { text = settle_people_decision_usurp_until_domain_limit hidden_effect = { while = { limit = { domain_size <= domain_limit any_sub_realm_county = { holder != root holder = { is_ai = yes } OR = { target_is_de_jure_liege_or_above = root.capital_county.kingdom any_neighboring_county = { holder = root } } title_province = { NOR = { has_holding_type = nomad_holding has_holding_type = herder_holding } } } } random_sub_realm_county = { limit = { holder != root holder = { is_ai = yes } OR = { target_is_de_jure_liege_or_above = root.capital_county.kingdom any_neighboring_county = { holder = root } } title_province = { NOR = { has_holding_type = nomad_holding has_holding_type = herder_holding } } } weight = { base = 1 modifier = { add = { every_neighboring_county = { limit = { holder = root } add = 100 } } any_neighboring_county = { holder = root } } modifier = { add = 10000 any_neighboring_county = { this = root.capital_county } } } create_title_and_vassal_change = { type = revoked save_scope_as = change add_claim_on_loss = yes } change_title_holder = { holder = root change = scope:change } resolve_title_and_vassal_change = scope:change } } } } custom_tooltip = { text = settle_people_decision_culture_shift hidden_effect = { capital_county = { set_county_culture = scope:invading_culture set_county_faith = scope:invading_faith } every_vassal = { limit = { culture = root.culture highest_held_title_tier >= tier_duchy } #Convert capital to their culture capital_county = { set_county_culture = scope:invading_culture set_county_faith = scope:invading_faith } } while = { limit = { scope:invading_herd_value >= 2500 any_sub_realm_county = { NOT = { culture = scope:invading_culture } } } random_sub_realm_county = { limit = { NOT = { culture = scope:invading_culture } } weight = { base = 1 modifier = { add = { every_neighboring_county = { limit = { culture = scope:invading_culture } add = 100 } } any_neighboring_county = { culture = scope:invading_culture } } modifier = { add = 10000 any_neighboring_county = { this = root.capital_county } } } set_county_culture = scope:invading_culture set_county_faith = scope:invading_faith } save_scope_value_as = { name = invading_herd_value value = { add = scope:invading_herd_value subtract = 2500 } } } } } custom_tooltip = { text = step_away_from_the_steppe_decision_vassal_loss every_vassal = { limit = { OR = { has_government = nomad_government has_government = herder_government } NOT = { capital_county = { title_province = { NOR = { has_holding_type = nomad_holding has_holding_type = herder_holding } } } } } create_title_and_vassal_change = { type = independency save_scope_as = change add_claim_on_loss = no } becomes_independent = { change = scope:change } resolve_title_and_vassal_change = scope:change } every_tributary = { # all tributaries end end_tributary = yes } } } ai_potential = { NOR = { has_trait = greatest_of_khans has_trait = conqueror } OR = { has_trait = content domicile.herd <= 500 is_independent_ruler = no AND = { culture = { has_cultural_pillar = heritage_magyar } OR = { has_title = title:k_hungary has_title = title:e_carpathia } } NOT = { any_sub_realm_county = { title_province = { has_holding_type = nomad_holding } } } } } ai_will_do = { base = 0 # different holdings are valued more or less modifier = { add = 100 any_sub_realm_county = { count >= 3 title_province = { has_holding_type = castle_holding } } } modifier = { add = 10 any_sub_realm_county = { count >= 3 title_province = { has_holding_type = tribal_holding } } } modifier = { add = 20 any_sub_realm_county = { count >= 3 title_province = { NOT = { has_holding_type = nomad_holding } } } } # development checks modifier = { add = 25 any_sub_realm_county = { count >= 3 root.capital_county != this title_province = { NOT = { has_holding_type = nomad_holding } } development_level >= root.capital_county.development_level } } modifier = { add = 25 any_held_title = { count >= 5 tier = tier_county title_province = { NOT = { has_holding_type = nomad_holding } } } } # traits modifier = { add = 10 OR = { highest_skill = learning highest_skill = stewardship } } modifier = { add = 10 OR = { has_trait = craven has_trait = lazy has_trait = greedy has_trait = reclusive } } modifier = { add = -25 OR = { highest_skill = martial has_trait = athletic } } modifier = { add = -50 has_trait = ambitious } # Hungarians want to settle modifier = { add = 1000 culture = { has_cultural_pillar = heritage_magyar } OR = { has_title = title:k_hungary has_title = title:e_carpathia } } # Nomadic Vassals of non-Nomads want to settle down modifier = { add = 100 top_liege != root NOT = { top_liege = { government_has_flag = government_is_nomadic } } } # Nomadic Vassals of Nomads do NOT want to settle down modifier = { factor = 0 top_liege != root top_liege = { government_has_flag = government_is_nomadic } } modifier = { factor = 0 top_liege = { government_has_flag = government_is_nomadic } highest_held_title_tier >= tier_kingdom NOR = { has_title = title:k_hungary has_title = title:e_carpathia any_sub_realm_county = { count >= 10 title_province = { OR = { has_holding_type = castle_holding has_holding_type = tribal_holding } } } } } } } step_away_from_the_steppe_decision = { picture = { reference = "gfx/interface/illustrations/event_scenes/mpo_rural_village_asian.dds" } decision_group_type = nomad_minor ai_check_interval = 36 desc = step_away_from_the_steppe_decision_desc selection_tooltip = step_away_from_the_steppe_decision_tooltip is_shown = { has_mpo_dlc_trigger = yes government_has_flag = government_is_nomadic is_playable_character = yes } is_valid = { custom_tooltip = { text = step_away_from_the_steppe_decision_holding_tt any_sub_realm_county = { title_province = { NOR = { has_holding_type = nomad_holding has_holding_type = herder_holding } } } } } is_valid_showing_failures_only = { is_at_war = no is_available = yes } cost = { prestige = { value = medium_prestige_value } } effect = { nomad_domicile_refund_effect = yes nomad_convert_herds_to_gold_special_troops_effect = yes every_sub_realm_county = { limit = { title_province = { NOR = { has_holding_type = nomad_holding has_holding_type = herder_holding } } } add_to_list = potential_new_capitals } every_held_title = { limit = { tier = tier_county title_province = { NOR = { has_holding_type = nomad_holding has_holding_type = herder_holding } } } add_to_list = potential_new_capitals } ordered_in_list = { order_by = development_level list = potential_new_capitals save_scope_as = new_capital } if = { limit = { capital_county = { title_province = { NOR = { has_holding_type = nomad_holding has_holding_type = herder_holding } } } } capital_county = { save_scope_as = new_capital } } if = { limit = { exists = scope:new_capital capital_county != scope:new_capital } if = { limit = { scope:new_capital.holder != root } create_title_and_vassal_change = { type = usurped save_scope_as = change add_claim_on_loss = yes } scope:new_capital = { change_title_holder = { holder = root change = scope:change } } resolve_title_and_vassal_change = scope:change } set_realm_capital = scope:new_capital } every_held_title = { limit = { tier >= tier_county title_province = { OR = { has_holding_type = nomad_holding has_holding_type = herder_holding } } } save_temporary_scope_as = nomadic_county create_character = { location = scope:nomadic_county.title_province template = nomadic_chieftain_character save_scope_as = new_nomadic_chieftain } if = { limit = { root = { is_independent_ruler = yes is_tributary = no } } #Assign the seceding titles to the new nomadic chieftain create_title_and_vassal_change = { type = independency save_scope_as = change add_claim_on_loss = no } change_title_holder = { holder = scope:new_nomadic_chieftain change = scope:change take_baronies = yes } #And give the chieftain their independence. scope:new_nomadic_chieftain = { becomes_independent = { change = scope:change } } resolve_title_and_vassal_change = scope:change scope:new_nomadic_chieftain = { hidden_effect = { change_government = nomad_government } } } else_if = { limit = { root = { is_independent_ruler = yes is_tributary = yes } } #Assign the seceding titles to the new nomadic chieftain create_title_and_vassal_change = { type = independency save_scope_as = change add_claim_on_loss = no } change_title_holder = { holder = scope:new_nomadic_chieftain change = scope:change take_baronies = yes } #And make the chieftain a tributary of root's suzerain start_tributary_interaction_effect = { TRIBUTARY = scope:new_nomadic_chieftain SUZERAIN = root.suzerain } resolve_title_and_vassal_change = scope:change scope:new_nomadic_chieftain = { hidden_effect = { change_government = nomad_government } } } else = { # root = { is_independent_ruler = no }, i.e. a vassal #Assign the seceding titles to the new nomadic chieftain create_title_and_vassal_change = { type = independency save_scope_as = change add_claim_on_loss = no } change_title_holder = { holder = scope:new_nomadic_chieftain change = scope:change take_baronies = yes } #And make the chieftain vassal of root's liege scope:new_nomadic_chieftain = { change_liege = { liege = root.liege change = scope:change } } resolve_title_and_vassal_change = scope:change scope:new_nomadic_chieftain = { hidden_effect = { change_government = nomad_government } } } } if = { limit = { scope:new_capital.title_province ?= { has_holding_type = tribal_holding } } change_government = tribal_government if = { limit = { NOT = { has_realm_law = tribal_authority_1 } } hidden_effect = { add_realm_law_skip_effects = tribal_authority_1 } } } else_if = { limit = { ep3_is_clan_inclined_trigger = yes } change_government = clan_government if = { limit = { NOT = { has_realm_law = crown_authority_1 } } hidden_effect = { add_realm_law_skip_effects = crown_authority_1 } } } else = { change_government = feudal_government if = { limit = { NOT = { has_realm_law = crown_authority_1 } } hidden_effect = { add_realm_law_skip_effects = crown_authority_1 } } } if = { limit = { any_held_title = { is_nomad_title = yes } } every_held_title = { limit = { is_nomad_title = yes } root = { destroy_title = prev } } } if = { limit = { any_vassal = { OR = { has_government = nomad_government has_government = herder_government } capital_county = { title_province = { NOR = { has_holding_type = nomad_holding has_holding_type = herder_holding } } } } } custom_tooltip = { text = step_away_from_the_steppe_decision_vassal_convert every_vassal = { limit = { OR = { has_government = nomad_government has_government = herder_government } capital_county = { title_province = { NOR = { has_holding_type = nomad_holding has_holding_type = herder_holding } } } } nomad_domicile_refund_effect = yes nomad_convert_herds_to_gold_special_troops_effect = yes if = { limit = { scope:new_capital.title_province = { has_holding_type = tribal_holding } } change_government = tribal_government if = { limit = { NOT = { has_realm_law = tribal_authority_1 } } hidden_effect = { add_realm_law_skip_effects = tribal_authority_1 } } } else_if = { limit = { ep3_is_clan_inclined_trigger = yes } change_government = clan_government if = { limit = { NOT = { has_realm_law = crown_authority_1 } } hidden_effect = { add_realm_law_skip_effects = crown_authority_1 } } } else = { change_government = feudal_government if = { limit = { NOT = { has_realm_law = crown_authority_1 } } hidden_effect = { add_realm_law_skip_effects = crown_authority_1 } } } if = { limit = { any_held_title = { is_nomad_title = yes } } every_held_title = { limit = { is_nomad_title = yes } root = { destroy_title = prev } } } every_vassal = { limit = { OR = { has_government = nomad_government has_government = herder_government } capital_county = { title_province = { NOR = { has_holding_type = nomad_holding has_holding_type = herder_holding } } } } nomad_domicile_refund_effect = yes nomad_convert_herds_to_gold_special_troops_effect = yes if = { limit = { scope:new_capital.title_province = { has_holding_type = tribal_holding } } change_government = tribal_government if = { limit = { NOT = { has_realm_law = tribal_authority_1 } } hidden_effect = { add_realm_law_skip_effects = tribal_authority_1 } } } else_if = { limit = { ep3_is_clan_inclined_trigger = yes } change_government = clan_government if = { limit = { NOT = { has_realm_law = crown_authority_1 } } hidden_effect = { add_realm_law_skip_effects = crown_authority_1 } } } else = { change_government = feudal_government if = { limit = { NOT = { has_realm_law = crown_authority_1 } } hidden_effect = { add_realm_law_skip_effects = crown_authority_1 } } } if = { limit = { any_held_title = { is_nomad_title = yes } } every_held_title = { limit = { is_nomad_title = yes } root = { destroy_title = prev } } } every_vassal = { limit = { OR = { has_government = nomad_government has_government = herder_government } capital_county = { title_province = { NOR = { has_holding_type = nomad_holding has_holding_type = herder_holding } } } } nomad_domicile_refund_effect = yes nomad_convert_herds_to_gold_special_troops_effect = yes if = { limit = { scope:new_capital.title_province = { has_holding_type = tribal_holding } } change_government = tribal_government if = { limit = { NOT = { has_realm_law = tribal_authority_1 } } hidden_effect = { add_realm_law_skip_effects = tribal_authority_1 } } } else_if = { limit = { ep3_is_clan_inclined_trigger = yes } change_government = clan_government if = { limit = { NOT = { has_realm_law = crown_authority_1 } } hidden_effect = { add_realm_law_skip_effects = crown_authority_1 } } } else = { change_government = feudal_government if = { limit = { NOT = { has_realm_law = crown_authority_1 } } hidden_effect = { add_realm_law_skip_effects = crown_authority_1 } } } if = { limit = { any_held_title = { is_nomad_title = yes } } every_held_title = { limit = { is_nomad_title = yes } root = { destroy_title = prev } } } } } } } } custom_tooltip = { text = step_away_from_the_steppe_decision_vassal_loss every_vassal = { limit = { OR = { has_government = nomad_government has_government = herder_government } NOT = { capital_county = { title_province = { NOR = { has_holding_type = nomad_holding has_holding_type = herder_holding } } } } } # they hate you add_opinion = { target = root modifier = forsook_nomadic_life_opinion } # also, they're leaving create_title_and_vassal_change = { type = independency save_scope_as = change add_claim_on_loss = no } becomes_independent = { change = scope:change } resolve_title_and_vassal_change = scope:change } every_tributary = { # nomadic and herder tributaries will hate you if = { limit = { OR = { has_government = nomad_government has_government = herder_government } } add_opinion = { target = root modifier = forsook_nomadic_life_opinion } } # all tributaries end end_tributary = yes } } } ai_potential = { NOR = { has_trait = greatest_of_khans has_trait = conqueror has_realm_law = nomadic_authority_3 has_realm_law = nomadic_authority_4 has_realm_law = nomadic_authority_5 } OR = { has_trait = content domicile.herd <= 500 is_independent_ruler = no AND = { culture = { has_cultural_pillar = heritage_magyar } OR = { has_title = title:k_hungary has_title = title:e_carpathia } } NOT = { any_sub_realm_county = { title_province = { has_holding_type = nomad_holding } } } } } ai_will_do = { base = 0 # different holdings are valued more or less modifier = { add = 100 any_sub_realm_county = { count >= 3 title_province = { has_holding_type = castle_holding } } } modifier = { add = 10 any_sub_realm_county = { count >= 3 title_province = { has_holding_type = tribal_holding } } } modifier = { add = 20 any_sub_realm_county = { count >= 3 title_province = { NOT = { has_holding_type = nomad_holding } } } } # development checks modifier = { add = 25 any_sub_realm_county = { count >= 3 root.capital_county != this title_province = { NOT = { has_holding_type = nomad_holding } } development_level >= root.capital_county.development_level } } modifier = { add = 25 any_held_title = { count >= 5 tier = tier_county title_province = { NOT = { has_holding_type = nomad_holding } } } } # traits modifier = { add = 10 OR = { highest_skill = learning highest_skill = stewardship } } modifier = { add = 10 OR = { has_trait = craven has_trait = lazy has_trait = greedy has_trait = reclusive } } modifier = { add = -25 OR = { highest_skill = martial has_trait = athletic } } modifier = { add = -50 has_trait = ambitious } # Hungarians want to settle modifier = { add = 1000 culture = { has_cultural_pillar = heritage_magyar } OR = { has_title = title:k_hungary has_title = title:e_carpathia } } # Nomadic Vassals of non-Nomads want to settle down modifier = { add = 100 top_liege != root NOT = { top_liege = { government_has_flag = government_is_nomadic } } } # Nomadic Vassals of Nomads do NOT want to settle down modifier = { factor = 0 top_liege != root top_liege = { government_has_flag = government_is_nomadic } } modifier = { factor = 0 top_liege = { government_has_flag = government_is_nomadic } highest_held_title_tier >= tier_kingdom NOR = { has_title = title:k_hungary has_title = title:e_carpathia any_sub_realm_county = { count >= 10 title_province = { OR = { has_holding_type = castle_holding has_holding_type = tribal_holding } } } } } } } confederation_kingdom_decision = { picture = { reference = "gfx/interface/illustrations/decisions/mpo_decision_confederation.dds" } decision_group_type = major ai_check_interval = 12 desc = confederation_kingdom_decision_desc is_shown = { is_confederation_member = yes is_landed = yes is_playable_character = yes } is_valid = { prestige_level >= 3 is_independent_ruler = yes custom_description = { text = confederation_kingdom_decision_vassal_req confederation = { any_confederation_member = { highest_held_title_tier >= tier_county count >= 5 } } } custom_tooltip = { text = confederation_kingdom_decision_vassal_opinion_req NOT = { confederation = { any_confederation_member = { this != root opinion = { target = root value < 25 } } } } } custom_tooltip = { text = confederation_kingdom_decision_vassal_prestige_level_req NOT = { confederation = { any_confederation_member = { this != root prestige_level >= root.prestige_level } } } } } is_valid_showing_failures_only = { is_available_adult = yes is_at_war = no is_tributary = no custom_tooltip = { text = confederation_kingdom_decision_vassal_wars_req NOT = { confederation = { any_confederation_member = { is_at_war = yes } } } } } cost = { prestige = { value = { add = 0 if = { limit = { government_has_flag = government_is_tribal } add = medium_prestige_value } } } herd = { value = { add = 0 if = { limit = { government_has_flag = government_is_nomadic } add = medium_herd_value_static } } } } effect = { custom_tooltip = confederation_kingdom_creation_tt custom_tooltip = confederation_succession_tt custom_tooltip = confederation_king_modifier_tt custom_tooltip = confederation_vassal_modifier_tt custom_tooltip = confederation_county_modifier_tt save_scope_as = new_king_ruler hidden_effect = { confederation = { every_confederation_member = { add_to_list = confederation_vassals every_tributary = { limit = { highest_held_title_tier <= tier_duchy } add_to_list = confederation_vassals } } } primary_title = { save_scope_as = old_title } save_scope_as = confederation_offerer create_dynamic_title = { tier = kingdom name = CONFEDERATION_CULTURE_NAME adj = CONFEDERATION_CULTURE_NAME_ADJ pre = article_CONFEDERATION_CULTURE_NAME } scope:new_title = { set_variable = { name = confederation_culture value = scope:confederation_offerer.culture } } scope:new_title = { set_color_from_title = root.capital_county set_definitive_form = yes } create_title_and_vassal_change = { type = created save_scope_as = change add_claim_on_loss = no } scope:new_title = { set_destroy_on_gain_same_tier = yes set_no_automatic_claims = yes set_can_be_named_after_dynasty = no set_can_use_nomadic_naming = no change_title_holder = { holder = root change = scope:change } } every_in_list = { list = confederation_vassals change_liege = { liege = root change = scope:change } } resolve_title_and_vassal_change = scope:change create_title_and_vassal_change = { type = swear_fealty save_scope_as = change add_claim_on_loss = no } every_in_list = { list = confederation_vassals limit = { NOT = { this = root } } if = { limit = { has_government = herder_government } every_held_title = { limit = { tier = tier_county title_province = { has_holding_type = herder_holding } } title_province = { set_holding_type = nomad_holding } } change_government = nomad_government } change_liege = { liege = root change = scope:change } } resolve_title_and_vassal_change = scope:change scope:new_title = { generate_coa = yes add_title_law = confederation_elective_succession_law set_capital_county = root.capital_county } set_primary_title_to = scope:new_title confederation = { disband_confederation = yes } every_in_list = { list = confederation_vassals limit = { this != root } trigger_event = mpo_decisions_events.0004 } trigger_event = mpo_decisions_events.0005 } } ai_potential = { is_confederation_member = yes } ai_will_do = { base = 100 } } settle_the_steppe_decision = { picture = { reference = "gfx/interface/illustrations/event_story/mpo_steppe_region.dds" } decision_group_type = nomad_major ai_check_interval = 360 desc = settle_the_steppe_decision_desc selection_tooltip = settle_the_steppe_decision_tooltip is_shown = { has_mpo_dlc_trigger = yes government_has_flag = government_is_nomadic is_playable_character = yes } is_valid = { is_independent_ruler = yes OR = { has_realm_law = nomadic_authority_3 has_realm_law = nomadic_authority_4 has_realm_law = nomadic_authority_5 } capital_county = { title_province = { OR = { has_holding_type = nomad_holding has_holding_type = herder_holding } } } custom_tooltip = { text = step_away_from_the_steppe_decision_holding_tt any_sub_realm_county = { title_province = { OR = { has_holding_type = nomad_holding has_holding_type = herder_holding } } } } } is_valid_showing_failures_only = { is_at_war = no is_available = yes } widget = { gui = "decision_view_widget_option_list_generic" controller = decision_option_list_controller decision_to_second_step_button = "CHOOSE_GOVERNMENT_NEXT_STEP_BUTTON" show_from_start = yes item = { value = become_tribal_decision current_description = become_tribal_decision localization = become_tribal_decision icon = "gfx/interface/icons/government_types/tribal_government.dds" ai_chance = { value = 0 } } item = { value = become_feudal_decision current_description = become_feudal_decision localization = become_feudal_decision icon = "gfx/interface/icons/government_types/feudal_government.dds" is_valid = { trigger_if = { limit = { NOR = { has_realm_law = nomadic_authority_4 has_realm_law = nomadic_authority_5 } } has_realm_law = nomadic_authority_4 has_realm_law = nomadic_authority_5 } } ai_chance = { value = 100 } } item = { value = become_clan_decision current_description = become_clan_decision localization = become_clan_decision icon = "gfx/interface/icons/government_types/clan_government.dds" is_valid = { trigger_if = { limit = { NOR = { has_realm_law = nomadic_authority_4 has_realm_law = nomadic_authority_5 } } has_realm_law = nomadic_authority_4 has_realm_law = nomadic_authority_5 } trigger_if = { limit = { NOR = { faith.religion = religion:islam_religion culture = { has_cultural_pillar = heritage_arabic } culture = { has_cultural_pillar = heritage_iranian } culture = { has_cultural_pillar = heritage_turkic } } } faith.religion = religion:islam_religion culture = { has_cultural_pillar = heritage_arabic } culture = { has_cultural_pillar = heritage_iranian } culture = { has_cultural_pillar = heritage_turkic } } } ai_chance = { value = 100 } } } cost = { gold = { value = { if = { limit = { scope:become_tribal_decision = yes } every_sub_realm_county = { limit = { title_province = { OR = { has_holding_type = nomad_holding has_holding_type = herder_holding } } } add = 5 } } else_if = { limit = { OR = { scope:become_feudal_decision = yes scope:become_clan_decision = yes } } every_sub_realm_county = { limit = { title_province = { OR = { has_holding_type = nomad_holding has_holding_type = herder_holding } } } add = 25 } } } } prestige = { value = major_prestige_value } } effect = { # MPO ACHIEVEMENT Settling In if = { limit = { is_ai = no } add_achievement_global_variable_effect = { VARIABLE = mpo_settling_in_achievement_unlocked VALUE = yes } } save_scope_as = nomad_settling_down domicile.domicile_culture = { save_scope_as = invading_culture } domicile.domicile_faith = { save_scope_as = invading_faith } save_scope_value_as = { name = invading_herd_value value = domicile.herd } save_scope_value_as = { name = development_herd_value value = domicile.herd } nomad_domicile_refund_effect = yes nomad_convert_herds_to_gold_special_troops_effect = yes show_as_tooltip = { if = { limit= { scope:become_tribal_decision = yes } change_government = tribal_government } else_if = { limit= { scope:become_feudal_decision = yes } change_government = feudal_government } else_if = { limit= { scope:become_clan_decision = yes } change_government = clan_government } } custom_tooltip = nomad_holdings_convert_tt custom_tooltip = nomad_vassals_convert_tt custom_tooltip = buildings_based_on_herd_tt custom_tooltip = development_based_on_herd_tt hidden_effect = { #Nuke tribal authorities. if = { limit = { has_realm_law = nomadic_authority_1 } remove_realm_law = nomadic_authority_1 } if = { limit = { has_realm_law = nomadic_authority_2 } remove_realm_law = nomadic_authority_2 } if = { limit = { has_realm_law = nomadic_authority_3 } remove_realm_law = nomadic_authority_3 } if = { limit = { has_realm_law = nomadic_authority_4 } remove_realm_law = nomadic_authority_4 } if = { limit = { has_realm_law = nomadic_authority_5 } remove_realm_law = nomadic_authority_5 } if = { limit = { scope:become_tribal_decision = yes } every_sub_realm_county = { limit = { title_province = { OR = { has_holding_type = nomad_holding has_holding_type = herder_holding } } } title_province = { set_holding_type = tribal_holding } add_to_list = holding_conversion } change_government = tribal_government every_vassal_or_below = { limit = { has_government = nomad_government } #Nuke tribal authorities. if = { limit = { has_realm_law = nomadic_authority_1 } remove_realm_law = nomadic_authority_1 } if = { limit = { has_realm_law = nomadic_authority_2 } remove_realm_law = nomadic_authority_2 } if = { limit = { has_realm_law = nomadic_authority_3 } remove_realm_law = nomadic_authority_3 } if = { limit = { has_realm_law = nomadic_authority_4 } remove_realm_law = nomadic_authority_4 } if = { limit = { has_realm_law = nomadic_authority_5 } remove_realm_law = nomadic_authority_5 } change_government = tribal_government if = { limit = { NOT = { has_realm_law = tribal_authority_1 } } add_realm_law_skip_effects = tribal_authority_1 } } #Start off tribal authorities. if = { limit = { NOT = { has_realm_law = tribal_authority_2 } } add_realm_law_skip_effects = tribal_authority_2 } } if = { limit = { OR = { scope:become_feudal_decision = yes scope:become_clan_decision = yes } } every_sub_realm_county = { limit = { title_province = { OR = { has_holding_type = nomad_holding has_holding_type = herder_holding } } } title_province = { set_holding_type = castle_holding } add_to_list = holding_conversion random_county_province = { limit = { has_holding = no barony_cannot_construct_holding = no } random = { chance = 50 modifier = { add = 50 this.county = root.capital_county } modifier = { add = 25 scope:become_feudal_decision = yes } modifier = { add = { value = scope:invading_herd_value divide = 1000 } } set_holding_type = city_holding } } random_county_province = { limit = { has_holding = no barony_cannot_construct_holding = no } random = { chance = 50 modifier = { add = 50 this.county = root.capital_county } modifier = { add = 50 barony = { is_holy_site_of = root.faith } } modifier = { add = 25 scope:become_clan_decision = yes } modifier = { add = { value = scope:invading_herd_value divide = 1000 } } set_holding_type = church_holding } } } if = { limit = { scope:become_feudal_decision = yes } change_government = feudal_government } else_if = { limit = { scope:become_clan_decision = yes } change_government = clan_government } every_vassal_or_below = { limit = { has_government = nomad_government } #Nuke tribal authorities. if = { limit = { has_realm_law = nomadic_authority_1 } remove_realm_law = nomadic_authority_1 } if = { limit = { has_realm_law = nomadic_authority_2 } remove_realm_law = nomadic_authority_2 } if = { limit = { has_realm_law = nomadic_authority_3 } remove_realm_law = nomadic_authority_3 } if = { limit = { has_realm_law = nomadic_authority_4 } remove_realm_law = nomadic_authority_4 } if = { limit = { has_realm_law = nomadic_authority_5 } remove_realm_law = nomadic_authority_5 } if = { limit = { scope:become_feudal_decision = yes } change_government = feudal_government } else_if = { limit = { scope:become_clan_decision = yes } change_government = clan_government } #Start off crown authorities. if = { limit = { NOT = { has_realm_law = crown_authority_1 } } add_realm_law_skip_effects = crown_authority_1 } } #Start off crown authorities. if = { limit = { NOT = { has_realm_law = crown_authority_2 } } add_realm_law_skip_effects = crown_authority_2 } } while = { limit = { scope:invading_herd_value >= 2000 } every_in_list = { list = holding_conversion every_county_province = { generate_building = yes } } save_scope_value_as = { name = invading_herd_value value = { add = scope:invading_herd_value subtract = 2000 } } } if = { limit = { scope:become_tribal_decision = yes } while = { limit = { scope:development_herd_value >= 2000 } random_sub_realm_county = { weight = { base = 1 modifier = { add = 9 this = root.capital_county } modifier = { add = 6 any_neighboring_county = { this = root.capital_county } } modifier = { factor = 1 is_coastal_county = yes } } change_development_level = 1 } save_scope_value_as = { name = development_herd_value value = { add = scope:development_herd_value subtract = 2000 } } } } else = { while = { limit = { scope:development_herd_value >= 1000 } random_sub_realm_county = { weight = { base = 1 modifier = { add = 9 this = root.capital_county } modifier = { add = 6 any_neighboring_county = { this = root.capital_county } } modifier = { factor = 1 is_coastal_county = yes } } change_development_level = 1 } save_scope_value_as = { name = development_herd_value value = { add = scope:development_herd_value subtract = 1000 } } } } } } ai_potential = { NOR = { has_trait = greatest_of_khans has_trait = conqueror } OR = { has_realm_law = nomadic_authority_4 has_realm_law = nomadic_authority_5 } culture = { has_cultural_tradition = tradition_ruling_caste } NOT = { any_vassal_or_below = { is_ai = no } } } ai_will_do = { base = 10 } } become_nomadic_decision = { picture = { reference = "gfx/interface/illustrations/event_story/mpo_steppe_region.dds" } desc = become_nomadic_decision_desc selection_tooltip = become_nomadic_decision_tooltip ai_check_interval = 0 is_shown = { has_mpo_dlc_trigger = yes NOT = { government_has_flag = government_is_nomadic } is_playable_character = yes capital_county = { any_county_situation = { OR = { situation:the_great_steppe ?= this situation:game_rule_extra_nomads_arabs ?= this situation:game_rule_extra_nomads_sami ?= this situation:game_rule_extra_nomads_tibet ?= this situation:game_rule_extra_nomads_sahel ?= this situation:game_rule_extra_nomads_horn ?= this } } } } is_valid = { is_independent_ruler = yes is_landed = yes has_government = tribal_government realm_size < 10 } is_valid_showing_failures_only = { is_at_war = no is_available = yes } cost = { prestige = { value = major_prestige_value } } effect = { every_sub_realm_county = { limit = { title_province = { has_holding_type = tribal_holding } } title_province = { set_holding_type = nomad_holding } } change_government = nomad_government every_vassal_or_below = { limit = { has_government = tribal_government highest_held_title_tier >= tier_county } change_government = nomad_government } } ai_potential = { always = no } ai_will_do = { base = 0 } }