### End Pious Investments ### end_investments_minor_decision = { picture = { reference = "gfx/interface/illustrations/decisions/decision_spend_money.dds" } sort_order = 1 is_shown = { has_character_modifier = church_investment_cost_modifier } effect = { remove_character_modifier = church_investment_modifier remove_character_modifier = church_investment_cost_modifier } ai_potential = { always = no } ai_check_interval = 0 } ### Designated Terrain ### choose_designated_terrain_decision = { ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 120 kingdom = 0 empire = 0 hegemony = 0 } picture = { reference = "gfx/interface/illustrations/decisions/ep3_decision_laamp_neutral_mountain.dds" } sort_order = 10 decision_group_type = major is_shown = { OR = { is_landed = no government_has_flag = government_is_nomadic } has_perk = mustering_the_troops_perk NOR = { landless_inspector_terrain_master_trigger = { TERRAIN = woodlands } landless_inspector_terrain_master_trigger = { TERRAIN = highlands } landless_inspector_terrain_master_trigger = { TERRAIN = lowlands } landless_inspector_terrain_master_trigger = { TERRAIN = drylands } } } widget = { gui = "decision_view_widget_option_list_generic" controller = decision_option_list_controller decision_to_second_step_button = "CHOOSE_DESIGNATED_TERRAIN_DECISION_NEXT_STEP_BUTTON" show_from_start = yes item = { # Woodlands value = master_forest_terrain current_description = designated_terrain_forest_decision localization = designated_terrain_forest_decision icon = "gfx/interface/icons/terrain_types/forest.dds" ai_chance = { value = 0 if = { limit = { location = { OR = { terrain = forest terrain = jungle terrain = taiga terrain = wetlands } } } add = 100 } } } item = { # Highlands value = master_mountain_terrain current_description = designated_terrain_mountain_decision localization = designated_terrain_mountain_decision icon = "gfx/interface/icons/terrain_types/mountains.dds" ai_chance = { value = 0 if = { limit = { location = { OR = { terrain = mountains terrain = hills terrain = desert_mountains terrain = terraced_hills } } } add = 100 } } } item = { # Lowlands value = master_plains_terrain current_description = designated_terrain_plains_decision localization = designated_terrain_plains_decision icon = "gfx/interface/icons/terrain_types/plains.dds" ai_chance = { value = 5 if = { limit = { location = { OR = { terrain = plains terrain = steppe terrain = farmlands terrain = floodplains } } } add = 100 } } } item = { # Drylands value = master_drylands_terrain current_description = designated_terrain_drylands_decision localization = designated_terrain_drylands_decision icon = "gfx/interface/icons/terrain_types/drylands.dds" ai_chance = { value = 0 if = { limit = { location = { OR = { terrain = drylands terrain = desert terrain = oasis } } } add = 100 } } } } effect = { switch = { trigger = yes scope:master_forest_terrain = { custom_tooltip = master_forest_terrain_effect_tooltip landless_inspector_assign_terrain_effect = { TERRAIN = woodlands } } scope:master_mountain_terrain = { custom_tooltip = master_mountain_terrain_effect_tooltip landless_inspector_assign_terrain_effect = { TERRAIN = highlands } } scope:master_plains_terrain = { custom_tooltip = master_plains_terrain_effect_tooltip landless_inspector_assign_terrain_effect = { TERRAIN = lowlands } } scope:master_drylands_terrain = { custom_tooltip = master_drylands_terrain_effect_tooltip landless_inspector_assign_terrain_effect = { TERRAIN = drylands } } } } ai_potential = { location = { NOR = { terrain = sea terrain = coastal_sea } } } ai_will_do = { base = 10 } } ### Master Terrain ### choose_master_terrain_decision = { ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 120 kingdom = 0 empire = 0 hegemony = 0 } picture = { reference = "gfx/interface/illustrations/decisions/ep3_decision_laamp_neutral_mountain.dds" } sort_order = 10 decision_group_type = major is_shown = { is_landed = no has_perk = personal_touch_perk NOR = { # Woodlands has_character_modifier = master_terrain_forest_modifier has_character_modifier = master_terrain_jungle_modifier has_character_modifier = master_terrain_taiga_modifier has_character_modifier = master_terrain_wetlands_modifier # Highlands has_character_modifier = master_terrain_mountains_modifier has_character_modifier = master_terrain_hills_modifier has_character_modifier = master_terrain_desert_mountains_modifier # Lowlands has_character_modifier = master_terrain_plains_modifier has_character_modifier = master_terrain_steppe_modifier has_character_modifier = master_terrain_farmlands_modifier has_character_modifier = master_terrain_floodplains_modifier # Drylands has_character_modifier = master_terrain_drylands_modifier has_character_modifier = master_terrain_desert_modifier has_character_modifier = master_terrain_oasis_modifier } OR = { landless_inspector_terrain_master_trigger = { TERRAIN = woodlands } landless_inspector_terrain_master_trigger = { TERRAIN = highlands } landless_inspector_terrain_master_trigger = { TERRAIN = lowlands } landless_inspector_terrain_master_trigger = { TERRAIN = drylands } } } widget = { gui = "decision_view_widget_option_list_generic" controller = decision_option_list_controller decision_to_second_step_button = "CHOOSE_MASTER_TERRAIN_DECISION_NEXT_STEP_BUTTON" show_from_start = yes ### Woodlands item = { # Forest value = master_terrain_forest_terrain current_description = master_terrain_forest_decision localization = master_terrain_forest_decision icon = "gfx/interface/icons/terrain_types/forest.dds" is_shown = { landless_inspector_terrain_master_trigger = { TERRAIN = woodlands } } ai_chance = { value = 0 if = { limit = { location = { terrain = forest } } add = 100 } } } item = { # Jungle value = master_terrain_jungle_terrain current_description = master_terrain_jungle_decision localization = master_terrain_jungle_decision icon = "gfx/interface/icons/terrain_types/jungle.dds" is_shown = { landless_inspector_terrain_master_trigger = { TERRAIN = woodlands } } ai_chance = { value = 0 if = { limit = { location = { terrain = jungle } } add = 100 } } } item = { # Taiga value = master_terrain_taiga_terrain current_description = master_terrain_taiga_decision localization = master_terrain_taiga_decision icon = "gfx/interface/icons/terrain_types/taiga.dds" is_shown = { landless_inspector_terrain_master_trigger = { TERRAIN = woodlands } } ai_chance = { value = 0 if = { limit = { location = { terrain = taiga } } add = 100 } } } item = { # Wetlands value = master_terrain_wetlands_terrain current_description = master_terrain_wetlands_decision localization = master_terrain_wetlands_decision icon = "gfx/interface/icons/terrain_types/wetlands.dds" is_shown = { landless_inspector_terrain_master_trigger = { TERRAIN = woodlands } } ai_chance = { value = 0 if = { limit = { location = { terrain = wetlands } } add = 100 } } } ### Highlands item = { # Mountains value = master_terrain_mountains_terrain current_description = master_terrain_mountains_decision localization = master_terrain_mountains_decision icon = "gfx/interface/icons/terrain_types/mountains.dds" is_shown = { landless_inspector_terrain_master_trigger = { TERRAIN = highlands } } ai_chance = { value = 0 if = { limit = { location = { terrain = mountains } } add = 100 } } } item = { # Hills value = master_terrain_hills_terrain current_description = master_terrain_hills_decision localization = master_terrain_hills_decision icon = "gfx/interface/icons/terrain_types/hills.dds" is_shown = { landless_inspector_terrain_master_trigger = { TERRAIN = highlands } } ai_chance = { value = 0 if = { limit = { location = { terrain = hills } } add = 100 } } } item = { # Desert Mountains value = master_terrain_desert_mountains_terrain current_description = master_terrain_desert_mountains_decision localization = master_terrain_desert_mountains_decision icon = "gfx/interface/icons/terrain_types/desert_mountains.dds" is_shown = { landless_inspector_terrain_master_trigger = { TERRAIN = highlands } } ai_chance = { value = 0 if = { limit = { location = { terrain = desert_mountains } } add = 100 } } } ### Lowlands item = { # Plains value = master_terrain_plains_terrain current_description = master_terrain_plains_decision localization = master_terrain_plains_decision icon = "gfx/interface/icons/terrain_types/plains.dds" is_shown = { landless_inspector_terrain_master_trigger = { TERRAIN = lowlands } } ai_chance = { value = 0 if = { limit = { location = { terrain = plains } } add = 100 } } } item = { # Steppe value = master_terrain_steppe_terrain current_description = master_terrain_steppe_decision localization = master_terrain_steppe_decision icon = "gfx/interface/icons/terrain_types/steppe.dds" is_shown = { landless_inspector_terrain_master_trigger = { TERRAIN = lowlands } } ai_chance = { value = 0 if = { limit = { location = { terrain = steppe } } add = 100 } } } item = { # Farmlands value = master_terrain_farmlands_terrain current_description = master_terrain_farmlands_decision localization = master_terrain_farmlands_decision icon = "gfx/interface/icons/terrain_types/farmlands.dds" is_shown = { landless_inspector_terrain_master_trigger = { TERRAIN = lowlands } } ai_chance = { value = 0 if = { limit = { location = { terrain = farmlands } } add = 100 } } } item = { # Floodplains value = master_terrain_floodplains_terrain current_description = master_terrain_floodplains_decision localization = master_terrain_floodplains_decision icon = "gfx/interface/icons/terrain_types/floodplains.dds" is_shown = { landless_inspector_terrain_master_trigger = { TERRAIN = lowlands } } ai_chance = { value = 0 if = { limit = { location = { terrain = floodplains } } add = 100 } } } ### Drylands item = { # Drylands value = master_terrain_drylands_terrain current_description = master_terrain_drylands_decision localization = master_terrain_drylands_decision icon = "gfx/interface/icons/terrain_types/drylands.dds" is_shown = { landless_inspector_terrain_master_trigger = { TERRAIN = drylands } } ai_chance = { value = 0 if = { limit = { location = { terrain = drylands } } add = 100 } } } item = { # Desert value = master_terrain_desert_terrain current_description = master_terrain_desert_decision localization = master_terrain_desert_decision icon = "gfx/interface/icons/terrain_types/desert.dds" is_shown = { landless_inspector_terrain_master_trigger = { TERRAIN = drylands } } ai_chance = { value = 0 if = { limit = { location = { terrain = desert } } add = 100 } } } item = { # Oasis value = master_terrain_oasis_terrain current_description = master_terrain_oasis_decision localization = master_terrain_oasis_decision icon = "gfx/interface/icons/terrain_types/oasis.dds" is_shown = { landless_inspector_terrain_master_trigger = { TERRAIN = drylands } } ai_chance = { value = 0 if = { limit = { location = { terrain = oasis } } add = 100 } } } } effect = { if = { limit = { landless_inspector_terrain_master_trigger = { TERRAIN = woodlands } } switch = { trigger = yes scope:master_terrain_forest_terrain = { landless_inspector_master_terrain_effect = { TERRAIN = forest } } scope:master_terrain_jungle_terrain = { landless_inspector_master_terrain_effect = { TERRAIN = jungle } } scope:master_terrain_taiga_terrain = { landless_inspector_master_terrain_effect = { TERRAIN = taiga } } scope:master_terrain_wetlands_terrain = { landless_inspector_master_terrain_effect = { TERRAIN = wetlands } } } } else_if = { limit = { landless_inspector_terrain_master_trigger = { TERRAIN = highlands } } switch = { trigger = yes scope:master_terrain_mountains_terrain = { landless_inspector_master_terrain_effect = { TERRAIN = mountains } } scope:master_terrain_hills_terrain = { landless_inspector_master_terrain_effect = { TERRAIN = hills } } scope:master_terrain_desert_mountains_terrain = { landless_inspector_master_terrain_effect = { TERRAIN = desert_mountains } } } } else_if = { limit = { landless_inspector_terrain_master_trigger = { TERRAIN = lowlands } } switch = { trigger = yes scope:master_terrain_plains_terrain = { landless_inspector_master_terrain_effect = { TERRAIN = plains } } scope:master_terrain_steppe_terrain = { landless_inspector_master_terrain_effect = { TERRAIN = steppe } } scope:master_terrain_farmlands_terrain = { landless_inspector_master_terrain_effect = { TERRAIN = farmlands } } scope:master_terrain_floodplains_terrain = { landless_inspector_master_terrain_effect = { TERRAIN = floodplains } } } } else_if = { limit = { landless_inspector_terrain_master_trigger = { TERRAIN = drylands } } switch = { trigger = yes scope:master_terrain_drylands_terrain = { landless_inspector_master_terrain_effect = { TERRAIN = drylands } } scope:master_terrain_desert_terrain = { landless_inspector_master_terrain_effect = { TERRAIN = desert } } scope:master_terrain_oasis_terrain = { landless_inspector_master_terrain_effect = { TERRAIN = oasis } } } } } ai_potential = { location = { NOR = { terrain = sea terrain = coastal_sea } } } ai_will_do = { base = 10 } } ## Form Bosporan Kingdom #### Restore the Bosporan Kingdom ### #form_bosporan_kingdom_decision = { # picture = { # reference = "gfx/interface/illustrations/event_scenes/ep3_medi_estate.dds" # } # decision_group_type = major # sort_order = 50 # # is_shown = { # NOT = { # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_bosporan_kingdom # } # } # culture = { # OR = { # has_cultural_pillar = heritage_central_germanic # has_cultural_pillar = heritage_byzantine # } # } # highest_held_title_tier <= tier_kingdom # any_held_title = { # OR = { # de_jure_liege = title:d_crimea # de_jure_liege = title:d_azov # this = title:d_crimea # this = title:d_azov # } # } # } # # is_valid = { # completely_controls = title:d_crimea # completely_controls = title:d_azov # top_liege = this # prestige_level >= 3 # } # # is_valid_showing_failures_only = { # is_landed = yes # } # # effect = { # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_bosporan_kingdom # } # # house = { # add_house_modifier = { # modifier = bp3_bosporan_kingdom_modifier # years = 100 # } # } # # custom_tooltip = unlocks_black_sea_naval_conquest # # hidden_effect = { # title:k_bosporan_kingdom = { set_de_jure_liege_title = title:d_crimea.empire } # } # # create_title_and_vassal_change = { # type = created # save_scope_as = title_change # add_claim_on_loss = yes # } # title:k_bosporan_kingdom = { # change_title_holder = { # holder = root # change = scope:title_change # } # } # resolve_title_and_vassal_change = scope:title_change # # add_character_modifier = bp3_conqueror_black_sea_modifier # # title:d_crimea = { set_de_jure_liege_title = title:k_bosporan_kingdom } # title:d_azov = { set_de_jure_liege_title = title:k_bosporan_kingdom } # # Additional DeJures # adjust_de_jure_effect = { # TITLE = title:d_bugeac # DE_JURE = title:k_bosporan_kingdom # } # adjust_de_jure_effect = { # TITLE = title:d_dnipro # DE_JURE = title:k_bosporan_kingdom # } # adjust_de_jure_effect = { # TITLE = title:d_kharkiv # DE_JURE = title:k_bosporan_kingdom # } # adjust_de_jure_effect = { # TITLE = title:d_don_valley # DE_JURE = title:k_bosporan_kingdom # } # adjust_de_jure_effect = { # TITLE = title:d_kherson # DE_JURE = title:k_bosporan_kingdom # } # adjust_de_jure_effect = { # TITLE = title:d_zaporizhzhia # DE_JURE = title:k_bosporan_kingdom # } # adjust_de_jure_effect = { # TITLE = title:d_tana # DE_JURE = title:k_bosporan_kingdom # } # if = { # limit = { # province:5330 = { # has_holding_type = castle_holding # } # province:5277 = { # has_holding = no # } # } # province:5277 = { # begin_create_holding = castle_holding # } # } # } # # cost = { # gold = { # value = 0 # if = { # limit = { # has_treasury = no # } # add = 250 # } # } # treasury = { # value = 0 # if = { # limit = { # has_treasury = yes # } # add = 250 # } # } # prestige = { # value = 2000 # } # } # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 60 # kingdom = 0 # empire = 0 # hegemony = 0 # } # # ai_potential = { # is_ruler = yes # short_term_gold >= { # value = major_gold_value # multiply = 1.5 # round = yes # } # prestige >= { # value = major_prestige_gain # multiply = 3 # round = yes # } # } # # ai_will_do = { # base = 100 # } #} # ## Merging France and Aquitaine #### France as One ### #merge_aquitaine_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds" # } # title = { # first_valid = { # triggered_desc = { # trigger = { # primary_title = title:k_aquitaine # } # desc = merge_aquitaine_decision_alt # } # desc = merge_aquitaine_decision # } # } # desc = { # first_valid = { # triggered_desc = { # trigger = { # primary_title = title:k_aquitaine # } # desc = merge_aquitaine_decision_desc_aquitaine # } # desc = merge_aquitaine_decision_desc # } # desc = merge_aquitaine_decision_desc_outro # } # decision_group_type = major # sort_order = 50 # # is_shown = { # NOT = { # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:merged_aquitaine # } # } # culture = { has_cultural_pillar = heritage_frankish } # OR = { # has_title = title:k_aquitaine # has_title = title:k_france # } # NOR = { # title:k_aquitaine = { is_titular = yes } # title:k_france = { is_titular = yes } # } # } # # is_valid = { # has_title = title:k_aquitaine # has_title = title:k_france # top_liege = this # prestige_level >= 3 # } # # effect = { # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:merged_aquitaine # } # # save_scope_as = rightful_liege # # add_legitimacy_effect = { LEGITIMACY = massive_legitimacy_gain } # dynasty ?= { add_dynasty_prestige = massive_dynasty_prestige_value } # # if = { # limit = { # primary_title = { this = title:k_aquitaine} # } # merge_aquitaine_effect = { # PRIMARY = k_aquitaine # SECONDARY = k_france # TEXT = alt # } # } # else = { # merge_aquitaine_effect = { # PRIMARY = k_france # SECONDARY = k_aquitaine # TEXT = original # } # } # # trigger_event = major_decisions.3200 # every_vassal_or_below = { # trigger_event = major_decisions.3200 # } # } # # cost = { # prestige = { # if = { # limit = { # is_ai = no # } # value = 1000 # } # else = { # value = 0 # } # } # } # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 60 # empire = 60 # hegemony = 60 # } # # ai_potential = { # is_ruler = yes # } # # ai_will_do = { # base = 100 # } #} # The Legacy of the Adventurer # By Ariana Tranumn ### Legacy of [GetPlayer.GetHouse.GetBaseNameNoTooltip] ### enact_legacy_of_adventurer_decision = { picture = { # pic reference = "gfx/interface/illustrations/decisions/ep3_decision_laamp_neutral_mountain.dds" } desc = enact_legacy_of_adventurer_decision_desc decision_group_type = adventurer ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 36 kingdom = 0 empire = 0 hegemony = 0 } ai_potential = { government_has_flag = government_is_landless_adventurer } is_shown = { # DLC check. has_ep3_dlc_trigger = yes is_landless_adventurer = yes NOT = { has_trait = gallowsbait } NOT = { house = { has_house_modifier = legacy_adventurer_house_modifier } } } is_valid = { prestige_level >= 4 custom_tooltip = { text = have_enough_followers_tt any_courtier = { count >= 15 } } custom_tooltip = { text = have_enough_patrons_tt any_contact = { count >= 5 } } custom_tooltip = { text = has_max_level_pavilion_tt domicile = { has_domicile_building_or_higher = camp_main_04 } } trigger_if = { limit = { has_variable = laamp_total_noncrim_contracts_successfully_completed } save_temporary_scope_value_as = { name = contract_tally value = var:laamp_total_noncrim_contracts_successfully_completed } } trigger_else = { save_temporary_scope_value_as = { name = contract_tally value = 0 } } custom_tooltip = { text = has_enough_contracts_tt has_variable = laamp_total_noncrim_contracts_successfully_completed var:laamp_total_noncrim_contracts_successfully_completed >= 50 } } is_valid_showing_failures_only = { is_alive = yes is_available_adult = yes } cost = { prestige = 1000 } effect = { custom_tooltip = criminal_contracts_blocked_tt show_as_tooltip = { house = { add_house_modifier = { modifier = legacy_adventurer_house_modifier } } } custom_tooltip = legacy_adventurer_legitimacy_on_landing trigger_event = bp3_decisions.0100 } ai_will_do = { base = 100 modifier = { factor = 0.5 has_trait = ambitious } modifier = { factor = 1.5 has_trait = lifestyle_traveler } } }