####DECISIONS LIST### # ##unite_the_western_slavs_decision ##unite_the_southern_slavs_decision ##unite_the_slavs_decision ##promote_hungarian_settlement_decision ##revive_magyar_paganism_decision # #### Unite the West Slavs ### #unite_the_western_slavs_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_realm.dds" # } # decision_group_type = major # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 120 # kingdom = 120 # empire = 120 # hegemony = 120 # } # desc = unite_the_western_slavs_decision_desc # # is_shown = { # culture = { has_cultural_pillar = heritage_west_slavic } # NOT = { # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:unite_the_western_slavs_decision # } # } # } # # is_valid = { # culture = { has_cultural_pillar = heritage_west_slavic } # completely_controls_region = custom_west_slavia #Has de jure Lands # OR = { # custom_description = { # text = unite_the_western_slavs_decision_tt_1 # OR = { # has_primary_title = title:k_poland # has_primary_title = title:k_pomerania # has_primary_title = title:k_bohemia # has_primary_title = title:k_moravia # has_primary_title = title:k_sorbia # } # } # custom_description = { # text = unite_the_western_slavs_decision_tt_2 # AND = { # highest_held_title_tier = tier_empire # OR = { # has_title = title:k_poland # has_title = title:k_pomerania # has_title = title:k_bohemia # has_title = title:k_moravia # has_title = title:k_sorbia # } # } # } # } # } # # is_valid_showing_failures_only = { # is_landed = yes # } # # effect = { # gain_heroic_legend_seed_tooltip_effect = yes # save_scope_as = western_slav_uniter # # show_as_tooltip = { unite_the_western_slavs_decision_effects = yes } #Actually applied in east_europe.0001 - prestige, laws, title, innovation effects # # #Events # trigger_event = east_europe.0001 # every_player = { # limit = { # this != scope:western_slav_uniter # is_within_diplo_range = { CHARACTER = scope:western_slav_uniter } # } # trigger_event = east_europe.0002 # } # # #Can only be done once # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:unite_the_western_slavs_decision # } # set_global_variable = { # name = unite_the_western_slavs_decision # value = scope:western_slav_uniter # } # set_global_variable = { # name = unite_the_western_slavs_decision_title # value = scope:western_slav_uniter.primary_title # } # close_view = { # view = decisions # player = root # } # } # # # ai_potential = { # always = yes # } # # ai_will_do = { # base = 100 # } #} # # #### Unite the South Slavs ### #unite_the_southern_slavs_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_realm.dds" # } # decision_group_type = major # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 120 # kingdom = 120 # empire = 120 # hegemony = 120 # } # desc = unite_the_southern_slavs_decision_desc # # is_shown = { # culture = { has_cultural_pillar = heritage_south_slavic } # NOR = { # has_culture = culture:vlach # Not technically Slavic despite being in the South Slavic group. # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:unite_the_southern_slavs_decision # } # } # } # # is_valid = { # culture = { has_cultural_pillar = heritage_south_slavic } # completely_controls_region = custom_south_slavia #Has de jure Lands # OR = { # has_primary_title = title:k_croatia # has_primary_title = title:k_serbia # has_primary_title = title:k_bulgaria # has_primary_title = title:k_dacia # has_primary_title = title:k_moldavia # has_primary_title = title:k_bosnia # } # } # # is_valid_showing_failures_only = { # is_landed = yes # } # # effect = { # gain_heroic_legend_seed_tooltip_effect = yes # save_scope_as = southern_slav_uniter # # show_as_tooltip = { unite_the_southern_slavs_decision_effects = yes } #Actually applied in east_europe.0006 - prestige, laws, title, innovation effects # # #Events # trigger_event = east_europe.0005 # every_player = { # limit = { # this != scope:southern_slav_uniter # is_within_diplo_range = { CHARACTER = scope:southern_slav_uniter } # } # trigger_event = east_europe.0006 # } # # #Can only be done once # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:unite_the_southern_slavs_decision # } # set_global_variable = { # name = unite_the_southern_slavs_decision # value = scope:southern_slav_uniter # } # set_global_variable = { # name = unite_the_southern_slavs_decision_title # value = scope:southern_slav_uniter.primary_title # } # } # # # ai_potential = { # always = yes # } # # ai_will_do = { # base = 100 # } #} # # #### Unite the Slavs ### #unite_the_slavs_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_realm.dds" # } # decision_group_type = major # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 120 # kingdom = 120 # empire = 120 # hegemony = 120 # } # desc = unite_the_slavs_decision_desc # # is_shown = { # OR = { # culture = { has_cultural_pillar = heritage_west_slavic } # culture = { has_cultural_pillar = heritage_east_slavic } # culture = { has_cultural_pillar = heritage_south_slavic } # } # NOR = { # has_culture = culture:vlach # Not technically Slavic despite being in the South Slavic group. # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:unite_the_slavs_decision # } # } # } # # is_valid = { # OR = { # culture = { has_cultural_pillar = heritage_west_slavic } # culture = { has_cultural_pillar = heritage_east_slavic } # culture = { has_cultural_pillar = heritage_south_slavic } # } # completely_controls_region = custom_slavia # } # # is_valid_showing_failures_only = { # is_landed = yes # } # # effect = { # save_scope_as = slav_uniter # # show_as_tooltip = { unite_the_slavs_decision_effects = yes } #Actually applied in east_europe.0010 - prestige, laws, title, innovation effects # # #Events # trigger_event = east_europe.0010 # every_player = { # limit = { # this != scope:slav_uniter # is_within_diplo_range = { CHARACTER = scope:slav_uniter } # } # trigger_event = east_europe.0011 # } # # #Can only happen once # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:unite_the_slavs_decision # } # set_global_variable = { # name = unite_the_slavs_decision # value = scope:slav_uniter # } # } # # # cost = { # gold = { # value = 0 # if = { # limit = { # has_treasury = no # } # add = 600 # } # } # treasury = { # value = 0 # if = { # limit = { # has_treasury = yes # } # add = 600 # } # } # } # # ai_potential = { # always = yes # } # # ai_will_do = { # base = 100 # } #} # # #### Defenders of [ROOT.Char.GetFaith.HighGodName] ### #defenders_of_highgod_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds" # } # decision_group_type = major # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 120 # kingdom = 120 # empire = 120 # hegemony = 120 # } # desc = defenders_of_highgod_decision_desc # # is_shown = { # OR = { # faith = faith:baltic_pagan # faith = faith:chernobozhye # faith = faith:finnish_pagan # } # #Only once per faith # NOR = { # AND = { # faith = faith:baltic_pagan # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:defenders_of_highgod_baltic_decision # } # } # AND = { # faith = faith:chernobozhye # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:defenders_of_highgod_slavic_decision # } # } # AND = { # faith = faith:finnish_pagan # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:defenders_of_highgod_finnish_decision # } # } # } # } # # is_valid = { # #Holds a holy site # faith = { # any_holy_site = { # county = { # holder = root # title_province = { has_special_building = no } # } # } # } # piety_level >= 3 # #Have loyal powerful vassals # trigger_if = { # limit = { # OR = { # highest_held_title_tier = tier_county # highest_held_title_tier = tier_duchy # } # } # any_vassal = { # count >= 3 #Counts/dukes need 3 # is_powerful_vassal = yes # opinion = { # target = root # value >= high_positive_opinion # } # } # } # trigger_if = { # limit = { highest_held_title_tier = tier_kingdom } # any_vassal = { # count >= 4 #Kings need 4 # is_powerful_vassal = yes # opinion = { # target = root # value >= high_positive_opinion # } # } # } # trigger_if = { # limit = { highest_held_title_tier = tier_empire } # any_vassal = { # count >= 5 #Emperor need 5 # is_powerful_vassal = yes # opinion = { # target = root # value >= high_positive_opinion # } # } # } # } # # is_valid_showing_failures_only = { # top_liege = this # is_landed = yes # } # # # effect = { # save_scope_as = defender_of_highgod # # show_as_tooltip = { defenders_of_highgod_decision_effects = yes } #Actually applied in east_europe.0010 - prestige, laws, title, innovation effects # # #Events # if = { # limit = { # faith = { # any_holy_site = { # count > 1 # county.holder = root # title_province = { has_special_building = no } # } # } # } # trigger_event = east_europe.0015 # } # else = { # faith = { # random_holy_site = { # limit = { # county.holder = root # title_province = { has_special_building = no } # } # save_scope_as = holy_site # } # } # trigger_event = east_europe.0016 # } # #Event to every player (east_europe.0017) is actually send through east_europe.0016 to make sure the right holy site scope is set # # #Can only happen once per faith # if = { # limit = { faith = faith:baltic_pagan } # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:defenders_of_highgod_baltic_decision # } # } # else_if = { # limit = { faith = faith:chernobozhye } # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:defenders_of_highgod_slavic_decision # } # } # else_if = { # limit = { faith = faith:finnish_pagan } # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:defenders_of_highgod_finnish_decision # } # } # } # # cost = { # gold = { # value = 0 # if = { # limit = { # has_treasury = no # } # add = 100 # } # } # treasury = { # value = 0 # if = { # limit = { # has_treasury = yes # } # add = 100 # } # } # } # # ai_potential = { # always = yes # } # # ai_will_do = { # base = 100 # } #} # ##Hungary: historical re-settlement program. #### Promote Christian Settlements ### #promote_hungarian_settlement_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_realm.dds" # } # desc = promote_hungarian_settlement_decision_desc # selection_tooltip = promote_hungarian_settlement_decision_tooltip # decision_group_type = major # ai_goal = yes # # is_shown = { # is_ruler = yes # is_playable_character = yes # game_start_date < 1066.1.1 # culture = { has_cultural_pillar = heritage_magyar } # NOT = { #Can only do it once. # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_promoted_hungarian_settlement # } # } # NOT = { #Can only do either or. # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_revived_magyar_paganism # } # } # OR = { # has_title = title:k_hungary # has_title = title:e_carpathia # } # any_neighboring_top_liege_realm_owner = { #There are same reli neighboring Realms/Empires to take people from. # OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } # count >= 2 # } # } # # is_valid = { # # Must be an Ecumenical Christian # custom_description = { # text = promote_hungarian_settlement_decision_ecumenical_christian # faith = { #Denomination of Faith must not be a heresy and must have some degree of control over its core regions. # OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } # has_doctrine = special_doctrine_ecumenical_christian # } # } # # #Must completely control the Carpathian Basin (Hungary De Jure) # completely_controls = title:k_hungary # # # Capital is Hungarian culture group # capital_province = { culture = { has_cultural_pillar = heritage_magyar } } # } # # is_valid_showing_failures_only = { # is_landed = yes # is_capable_adult = yes # is_imprisoned = no # top_liege = this # is_at_war = no # } # # cost = { # prestige = 2000 # piety = 500 # } # # effect = { # show_as_tooltip = { # promote_hungarian_settlement_decision_scripted_effect = yes # } # trigger_event = { # id = east_europe.0030 # } # hidden_effect = { # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_promoted_hungarian_settlement # } # } # } # # ai_potential = { # always = yes # } # # ai_will_do = { # base = 50 # ai_value_modifier = { # ai_zeal = 1.0 # ai_greed = 1.0 # } # } #} # ########################################## ## Return to Magyar Paganism # ## by Flavio Verna & Ewan Cowhig Croft # ########################################## #### Revive Táltosism ### #revive_magyar_paganism_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" # } # desc = revive_magyar_paganism_decision_desc # selection_tooltip = revive_magyar_paganism_decision_tooltip # decision_group_type = major # ai_check_interval = 0 # # is_shown = { # is_landed = yes # #Must be some flavour of Magyar. # culture = { has_cultural_pillar = heritage_magyar } # #Should be done early. # custom_tooltip = { # text = revive_taltoism_decision_before_last_date # current_date <= 1100.1.1 # } # NOR = { # #Can only do it once. # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_revived_magyar_paganism # } # } # #Must be the ruler of the Carpathian Basin. # any_sub_realm_county = { # title_province = { geographical_region = custom_hungary } # } # #Must be feudalised. # OR = { # government_has_flag = government_is_feudal # government_allows = administrative # } # #Must be something other than pagan. # NOT = { # faith.religion = { is_in_family = rf_pagan } # } # #Magyar Paganism must not have been reformed. # religion:hungaric_religion = { # any_faith = { # count = all # has_doctrine_parameter = unreformed # } # } # } # # is_valid = { # #Must be suitably prestigious. # prestige_level >= high_prestige_level # #Either you hold k_hungary directly, or your vassal does. # OR = { # has_title = title:k_hungary # AND = { # has_title = title:e_carpathia # any_vassal = { has_title = title:k_hungary } # } # } # #Must control at least 80% of de jure Hungary (usually we'd use a region, but if Hungary has shrunk/grown for some reason, the people and title are more important than the actual area). # any_realm_county = { # count >= 30 # culture = { has_cultural_pillar = heritage_magyar } # } # #Must be a noted scholar of theology (and thus filled out the entire Theologian tree). # OR = { # piety_level >= high_piety_level # has_trait = theologian # } # #Should be done early: reiterate this here so the player isn't surprised by losing the decision when shifting up an era. # custom_tooltip = { # text = revive_taltoism_decision_before_last_date # current_date <= 1100.1.1 # } # } # # is_valid_showing_failures_only = { # is_capable_adult = yes # is_imprisoned = no # is_at_war = no # top_liege = this # } # # cost = { # piety = 2000 # } # # effect = { # gain_holy_legend_seed_tooltip_effect = yes # custom_tooltip = revive_magyar_paganism_decision.adjust_the_faith.tt # show_as_tooltip = { revive_magyar_paganism_decision_scripted_effect = yes } # trigger_event = { id = east_europe.0032 } # hidden_effect = { # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_revived_magyar_paganism # } # } # } # # ai_potential = { # always = no # } #} # ################################## ## Found the Kingdom of Bosnia # ## by Ewan Cowhig Croft # ################################## #### Found Kingdom of Bosnia ### #found_kingdom_of_bosnia_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds" # } # decision_group_type = major # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 120 # kingdom = 0 # empire = 0 # hegemony = 0 # } # # desc = found_kingdom_of_bosnia_decision_desc # selection_tooltip = found_kingdom_of_bosnia_decision_tooltip # # is_shown = { # is_ruler = yes # is_playable_character = yes # exists = dynasty # OR = { # #Must be a Serb or Croat within the Bosnian highlands. # AND = { # OR = { # culture = culture:serbian # culture = culture:croatian # } # capital_county = { # OR = { # this = title:c_vodica # this = title:c_pset # this = title:c_vrbas # this = title:c_donjikraji # this = title:c_usora # this = title:c_rama # this = title:c_soli # this = title:c_sarajevo # this = title:c_zavrsje # this = title:c_zachlumia # this = title:c_pagania # } # } # } # #Or just be Bosnian. # culture = culture:bosnian # } # NOT = { #You can only do it once. # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_founded_kingdom_of_bosnia # } # } # NOR = { # government_has_flag = government_is_mercenary # government_has_flag = government_is_holy_order # } # highest_held_title_tier <= tier_duchy # } # # is_valid = { # #You must have sufficient clout. # top_liege = this # # #You must control the kingdom's heartlands. # has_title = title:d_bosna # has_title = title:d_lower_bosna # has_title = title:d_usora # completely_controls = title:d_bosna # completely_controls = title:d_lower_bosna # completely_controls = title:d_usora # # #You must be sufficiently advanced to conceive of having a separate kingdom, rather than being Croatian or Serbian. # culture = { has_cultural_era_or_later = culture_era_early_medieval } # } # # is_valid_showing_failures_only = { # is_landed = yes # is_available_adult = yes # } # # effect = { # save_scope_as = founder # show_as_tooltip = { found_kingdom_of_bosnia_decision_scripted_effect = yes } # gain_heroic_legend_seed_tooltip_effect = yes # trigger_event = { id = east_europe.0101 } # #Notify other players. # every_player = { # limit = { # this != scope:founder # top_liege = { # OR = { # this = scope:founder # any_neighboring_and_across_water_top_liege_realm_owner = { this = scope:founder } # } # } # } # trigger_event = east_europe.0102 # } # hidden_effect = { # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_founded_kingdom_of_bosnia # } # set_global_variable = { # name = flag_founded_kingdom_of_bosnia # value = scope:founder # } # } # } # # cost = { # gold = { # value = 0 # if = { # limit = { # has_treasury = no # } # add = 300 # } # } # treasury = { # value = 0 # if = { # limit = { # has_treasury = yes # } # add = 300 # } # } # prestige = 200 # } # # ai_potential = { # always = yes # } # # ai_will_do = { # base = 100 # } #} # ################################## ## Accuse the Krstjani of Heresy # ## by Ewan Cowhig Croft # ################################## #### Accuse the Krstjani of Heresy ### #accuse_krstjani_of_heresy_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" # } # decision_group_type = major # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 120 # kingdom = 120 # empire = 120 # hegemony = 120 # } # # desc = accuse_krstjani_of_heresy_decision_desc # selection_tooltip = accuse_krstjani_of_heresy_decision_tooltip # # is_shown = { # top_liege = this # is_landed_or_landless_administrative = yes # exists = dynasty # #Gotta be an ecumenical Christian... # faith = { # OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } # has_doctrine = special_doctrine_ecumenical_christian # } # #... with an existing Head of Faith. # exists = faith.religious_head # #Shouldn't be possible, but, just in case: you also can't be a Krstjani yourself. # NOT = { faith = faith:bosnian_church } # #The world mustn't already consider the Krstjani to be heretics. # faith:bosnian_church = { has_doctrine = special_doctrine_ecumenical_christian } # #Aaaaand you need an independent Krstjani neighbour of at least a notable level (i.e., at least the size of a fully-independent d_bosnia). # any_neighboring_top_liege_realm_owner = { accuse_krstjani_of_heresy_decision_suitable_krstjani_realm_owner_trigger = yes } # NOT = { #It mustn't have been done recently (this is removed in a hidden cooldown event after the chain is finished, if it fails). # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_krstjani_accused_of_heresy # } # } # #Should always be a playable government, ideally. # OR = { # government_has_flag = government_is_feudal # government_has_flag = government_is_clan # government_allows = administrative # } # } # # is_valid = { # #You must have sufficient clout. # piety_level >= high_piety_level # highest_held_title_tier >= tier_duchy # } # # is_valid_showing_failures_only = { # is_available_adult = yes # NOT = { has_trait = excommunicated } # } # # effect = { # save_scope_as = accuser # faith.religious_head = { save_scope_as = hof } # random_neighboring_top_liege_realm_owner = { # limit = { accuse_krstjani_of_heresy_decision_suitable_krstjani_realm_owner_trigger = yes } # save_scope_as = heretic # } # custom_tooltip = accuse_krstjani_of_heresy_flavour_effect.tt # #Begin the chain. # trigger_event = { id = east_europe.0111 } # hidden_effect = { # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_krstjani_accused_of_heresy # } # } # } # # cost = { # piety = major_piety_value # } # # ai_potential = { # always = yes # } # # ai_will_do = { # base = 50 # #Weight up for zealous characters. # modifier = { # add = 25 # has_trait = zealous # } # #Ironically, weight up for cynical characters: they stand to gain the most. # modifier = { # add = 15 # has_trait = cynical # } # #Mildly weight up crusaders, who would be more likely to see/look for heresy. # modifier = { # add = 10 # has_trait = faith_warrior # } # #Mildly weight up order members, who would be more likely to see/look for heresy. # modifier = { # add = 10 # has_trait = order_member # } # #Mildly weight up theologians, who would understand the theological problems of their neighbours best. # modifier = { # add = 10 # has_trait = theologian # } # #Exempt if any friend is Krstjani. # modifier = { # add = -100 # any_relation = { # type = friend # faith = faith:bosnian_church # } # } # #Exempt if any lover is Krstjani. # modifier = { # add = -100 # any_relation = { # type = lover # faith = faith:bosnian_church # } # } # #Exempt if any formal partner (spouse or concubine) is Krstjani. # modifier = { # add = -100 # any_consort = { faith = faith:bosnian_church } # } # #Exempt if any ally is Krstjani. # modifier = { # add = -100 # any_ally = { faith = faith:bosnian_church } # } # #Exempt the HRE: they're not fussed about some remote Balkan peasants. # modifier = { # add = -100 # any_held_title = { this = title:e_hre } # } # #Exempt the ERE: they almost certainly have bigger fish to fry. # modifier = { # add = -100 # any_held_title = { this = title:e_byzantium } # } # #Exempt characters who are at war: they're too busy. # modifier = { # add = -100 # is_at_war = yes # } # } #} # ###################################### ## Last Gasp of the Great Migrations # ## by Ewan Cowhig Croft # ###################################### #### Prepare to Cross the Carpathians ### #launch_hungarian_migration_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds" # } # decision_group_type = major # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 60 # kingdom = 60 # empire = 0 # hegemony = 0 # } # # desc = launch_hungarian_migration_decision_desc # selection_tooltip = launch_hungarian_migration_decision_tooltip # # is_shown = { # is_ruler = yes # is_landed = yes # exists = dynasty # #Either be independent, or else not beneath another Mogyer. # OR = { # top_liege = this # NOT = { liege = { culture = culture:mogyer } } # } # #Must be a steppe Hungarian. # culture = culture:mogyer # #Must not already control a large chunk of Pannonia. # NOT = { # any_county_in_region = { # region = custom_hungary # count >= 12 # OR = { # holder = root # holder = { # any_liege_or_above = { this = root } # } # } # } # } # #You can only do it once. # NOT = { # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_launched_hungarian_migration # } # } # #And the moment for the migration must not have passed. # current_date <= 911.1.1 # } # # is_valid = { # #An emperor does not voluntarily lose a tier. # highest_held_title_tier <= tier_kingdom # #Reshow this here so that players realise they're on a timer. # custom_description = { # text = launch_hungarian_migration_decision_before_last_date # current_date <= 911.1.1 # } # } # # is_valid_showing_failures_only = { # is_available_adult = yes # #Can't be fighting elsewhere. # is_at_war = no # } # # effect = { # save_scope_as = invader # custom_tooltip = launch_hungarian_migration_decision_flavour_effect # add_character_flag = undertaking_hungarian_migration # trigger_event = east_europe.0141 # hidden_effect = { # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_launched_hungarian_migration # } # } # } # # cost = { # #Charge a reasonable lump of prestige. # prestige = 1000 # } # # ai_potential = { # #AI decision making is governed via event. # always = no # } # # ai_will_do = { # #AI decision making is governed via event. # base = 0 # } #} # ################################## ## Found the Kingdom of Livonia # ## by James Beaumont # ################################## #### Proclaim Terra Mariana ### #found_kingdom_of_livonia_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds" # } # decision_group_type = major # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 120 # kingdom = 0 # empire = 0 # hegemony = 0 # } # # desc = found_kingdom_of_livonia_decision_desc # selection_tooltip = found_kingdom_of_livonia_decision_tooltip # # is_shown = { # is_ruler = yes # is_playable_character = yes # exists = dynasty # OR = { # #Must be a Latvian or Christian in Livonia # AND = { # NOT = { # culture = culture:estonian #Estonians already have their Kingdom. # } # OR = { # #Considers themselves to be a "Balt" # root.culture = { has_cultural_pillar = heritage_baltic } # root.faith = { # religion_tag = baltic_religion # } # #Is a Crusader founding the Kingdom # root.faith = { # NOT = { religion_tag = baltic_religion } # NOT = { has_doctrine_parameter = unreformed } # } # } # capital_province = { # geographical_region = ghw_region_baltic # } # } # #Or just be Latvian. # culture = culture:latvian # } # NOT = { #You can only do it once. # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_founded_kingdom_of_livonia # } # } # highest_held_title_tier <= tier_duchy # } # # is_valid = { # OR = { #Independent or vassal of an Emperor # top_liege = this # top_liege.primary_title.tier >= tier_empire # } # prestige_level >= medium_prestige_level # # #You must control the kingdom's heartlands. # has_title = title:d_latgalia # has_title = title:d_courland # has_title = title:d_livonia # completely_controls_region = custom_latvia # } # # is_valid_showing_failures_only = { # is_landed = yes # is_available_adult = yes # } # # effect = { # save_scope_as = founder # show_as_tooltip = { found_kingdom_of_livonia_decision_scripted_effect = yes } # gain_heroic_legend_seed_tooltip_effect = yes # trigger_event = { id = east_europe.0200 } # #Notify other players. # every_player = { # limit = { # this != scope:founder # top_liege = { # OR = { # this = scope:founder # any_neighboring_and_across_water_top_liege_realm_owner = { this = scope:founder } # } # } # } # trigger_event = east_europe.0201 # } # hidden_effect = { # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_founded_kingdom_of_livonia # } # } # } # # cost = { # gold = { # value = 0 # if = { # limit = { # has_treasury = no # } # add = major_gold_value # } # } # treasury = { # value = 0 # if = { # limit = { # has_treasury = yes # } # add = major_gold_value # } # } # } # # ai_potential = { # always = yes # } # # ai_will_do = { # base = 100 # } #} #