#reclaim_britannia_decision_effect = { # every_sub_realm_county = { # limit = { # NOR = { # culture = { has_cultural_pillar = heritage_goidelic } # culture = { has_cultural_pillar = heritage_brythonic } # } # title_province = { geographical_region = world_europe_west_britannia } # } # custom = british_isles.0001.custom # add_county_modifier = { # modifier = reclaim_britannia_culture_modifier # days = 3650 # } # } # capital_county = { # set_county_culture = root.culture # } # if = { # limit = { # culture = { has_cultural_pillar = heritage_goidelic } # } # give_nickname = nick_the_tuatha_de_danann # } # else = { # give_nickname = nick_pendragon # } #} # #restore_the_danelaw_effect = { # hidden_effect = { #Should shift all dejure of all Empires owned at the time. # title:k_england = { # every_in_de_jure_hierarchy = { # limit = { tier = tier_duchy } # set_de_jure_liege_title = title:k_danelaw # } # } # title:k_danelaw = { # set_de_jure_liege_title = title:k_england.de_jure_liege # } # } # give_nickname = nick_the_dane # create_title_and_vassal_change = { # type = created # save_scope_as = change # add_claim_on_loss = no # } # title:k_danelaw = { # change_title_holder = { # holder = root # change = scope:change # } # } # resolve_title_and_vassal_change = scope:change # title:k_danelaw = { # add_title_law = scandinavian_elective_succession_law # } # # if = { # limit = { # NOT = { highest_held_title_tier = tier_empire } # NOT = { has_primary_title = title:k_danelaw } # } # set_primary_title_to = title:k_danelaw # } # # #Destroy england # destroy_title = title:k_england #} create_holy_order_effect = { hidden_effect = { if = { # set up currencies for the HO leader, has to be saved as scope:leader limit = { exists = scope:leader } scope:leader = { add_gold = 100 #So that they have some money to lend out add_piety_level = 2 add_gold = holy_order_starting_gold every_courtier = { add_trait = order_member } } # send messages send_interface_toast = { type = holy_order_founded_message desc = i_created_holy_order_message left_icon = scope:leader right_icon = scope:new_holy_order.title } } # send messages to relevant characters that HO got created save_scope_as = holy_order_creator every_player = { limit = { faith = scope:holy_order_creator.faith this != scope:holy_order_creator } send_interface_message = { type = holy_order_founded_message desc = someone_created_holy_order_message left_icon = scope:holy_order_creator right_icon = scope:new_holy_order.title } } every_neighboring_top_liege_realm_owner = { limit = { faith != scope:holy_order_creator.faith } send_interface_message = { type = enemy_holy_order_founded_message desc = other_faith_neighbor_created_holy_order_message left_icon = scope:holy_order_creator right_icon = scope:new_holy_order.title } } # get the achievements for creating a HO add_achievement_flag_effect = { FLAG = achievement_non_nobis_domine_flag } if = { limit = { exists = global_var:started_give_a_dog_a_bone_achievement } add_achievement_global_variable_effect = { VARIABLE = holy_order_give_a_dog_a_bone_achievement VALUE = yes } } } # gain opinion with your HoF, if you have one and it's not you if = { limit = { exists = faith.religious_head faith.religious_head != root } faith.religious_head = { add_opinion = { target = root modifier = founded_holy_order_opinion } } } # get a nice modifier if = { limit = { NOT = { has_character_modifier = founded_holy_order_modifier } } add_character_modifier = { modifier = founded_holy_order_modifier years = 5 } } # and boost the fervor faith = { change_fervor = { value = 10 desc = fervor_gain_holy_order_founded } } } #embrace_english_culture_effect = { # # Scopes saves for localization # root = { # save_scope_as = embracer # } # # # Prestige Bonus # add_prestige = medium_prestige_gain # # #Convert your, and your whole family's, culture # set_culture = culture:english # if = { # limit = { any_spouse = { is_playable_character = no } } # every_spouse = { # limit = { # is_playable_character = no # OR = { # culture = culture:norman # culture = culture:french # } # } # set_culture = culture:english # } # } # if = { # limit = { # any_close_family_member = { # is_playable_character = no # NOT = { is_spouse_of = root } # } # } # every_close_family_member = { # limit = { # is_playable_character = no # NOT = { is_spouse_of = root } # } # custom = all_unlanded_family_members # set_culture = culture:english # } # } # if = { # limit = { # any_child = { # NOT = { is_spouse_of = root } # } # } # every_child = { # limit = { # NOT = { is_spouse_of = root } # } # custom = all_children_custom # set_culture = culture:english # } # } # # #Convert appropriate vassals, and their family # if = { # limit = { # any_vassal_or_below = { # is_ai = yes # OR = { # culture = culture:norman # culture = culture:french # } # primary_title = { # OR = { # de_jure_liege = title:k_england # de_jure_liege.de_jure_liege = title:k_england # de_jure_liege.de_jure_liege.de_jure_liege = title:k_england # } # } # } # } # every_vassal_or_below = { # custom = embrace_english_culture_vassals_custom # limit = { # is_ai = yes # OR = { # culture = culture:norman # culture = culture:french # } # primary_title = { # OR = { # de_jure_liege = title:k_england # de_jure_liege.de_jure_liege = title:k_england # de_jure_liege.de_jure_liege.de_jure_liege = title:k_england # } # } # } # set_culture = culture:english # hidden_effect = { # if = { # limit = { any_spouse = { is_playable_character = no } } # every_spouse = { # limit = { # is_playable_character = no # OR = { # culture = culture:norman # culture = culture:french # } # } # set_culture = culture:english # } # } # if = { # limit = { # any_close_family_member = { # is_playable_character = no # NOT = { is_spouse_of = prev } # } # } # every_close_family_member = { # limit = { # is_playable_character = no # NOT = { is_spouse_of = prev } # } # custom = all_unlanded_family_members # set_culture = culture:english # } # } # if = { # limit = { # any_child = { # NOT = { is_spouse_of = prev } # } # } # every_child = { # limit = { # NOT = { is_spouse_of = prev } # } # custom = all_children_custom # set_culture = culture:english # } # } # if = { # limit = { # any_vassal_or_below = { # is_ai = yes # OR = { # culture = culture:norman # culture = culture:french # } # primary_title = { # OR = { # de_jure_liege = title:k_england # de_jure_liege.de_jure_liege = title:k_england # de_jure_liege.de_jure_liege.de_jure_liege = title:k_england # } # } # } # } # every_vassal_or_below = { # custom = embrace_english_culture_vassals_custom # limit = { # is_ai = yes # OR = { # culture = culture:norman # culture = culture:french # } # primary_title = { # OR = { # de_jure_liege = title:k_england # de_jure_liege.de_jure_liege = title:k_england # de_jure_liege.de_jure_liege.de_jure_liege = title:k_england # } # } # } # set_culture = culture:english # hidden_effect = { # if = { # limit = { any_spouse = { is_playable_character = no } } # every_spouse = { # limit = { # is_playable_character = no # OR = { # culture = culture:norman # culture = culture:french # } # } # set_culture = culture:english # } # } # if = { # limit = { # any_close_family_member = { # is_playable_character = no # NOT = { is_spouse_of = prev } # } # } # every_close_family_member = { # limit = { # is_playable_character = no # NOT = { is_spouse_of = prev } # } # custom = all_unlanded_family_members # set_culture = culture:english # } # } # if = { # limit = { # any_child = { # NOT = { is_spouse_of = prev } # } # } # every_child = { # limit = { # NOT = { is_spouse_of = prev } # } # custom = all_children_custom # set_culture = culture:english # } # } # } # } # } # } # } # } # # #Flip Counties # every_county_in_region = { # region = custom_england # custom = embrace_english_culture_counties_custom # limit = { # target_is_de_facto_liege_or_above = root.primary_title # } # random = { # chance = 40 # set_county_culture = culture:english # } # } # # culture:english = { # custom_tooltip = decision_embrace_english_culture_get_innovations # hidden_effect = { # reset_culture_creation_date = yes # get_all_innovations_from = culture:norman # get_all_innovations_from = culture:anglo_saxon # } # } # # remove_global_variable = harrying_of_the_north # every_player = { # limit = { # capital_province = { # geographical_region = world_europe_west_britannia # } # } # trigger_event = ep3_story_cycle_harrying.0004 # } # global_var:harrying_of_the_north = { end_story = yes } #} # #form_portugal_decision_effects = { # #Create the title and set proper de jure # hidden_effect = { # title:d_porto = { # save_scope_as = title_d_porto # set_de_jure_liege_title = title:k_portugal # } # title:d_coimbra = { # save_scope_as = title_d_coimbra # set_de_jure_liege_title = title:k_portugal # } # title:d_beja = { # save_scope_as = title_d_beja # set_de_jure_liege_title = title:k_portugal # } # title:d_algarve = { # save_scope_as = title_d_algarve # set_de_jure_liege_title = title:k_portugal # } # title:k_portugal = { # save_scope_as = title_k_portugal # } # } # custom_tooltip = form_portugal_decision_effects_de_jure_tt # # create_title_and_vassal_change = { # type = created # save_scope_as = title_change # add_claim_on_loss = no # } # title:k_portugal = { # change_title_holder = { # holder = root # change = scope:title_change # } # save_scope_as = title_k_portugal # } # resolve_title_and_vassal_change = scope:title_change # # if = { # limit = { # NOR = { # primary_title = { this = title:k_portugal } # highest_held_title_tier = tier_empire # } # } # set_primary_title_to = title:k_portugal # } # # hidden_effect = { # if = { # limit = { has_global_variable = fp2_struggle_compromise_ending } # title:k_portugal = { fp2_struggle_compromise_create_new_empire_effect = yes } # } # } # # #Covert self & court to portuguese culture # if = { # limit = { NOT = { has_culture = culture:portuguese } } # # every_courtier = { # limit = { has_same_culture_as = scope:portugal_former } # add_to_list = convert_list # } # #transfer over innovations from previous culture. # culture:portuguese = { # hidden_effect = { reset_culture_creation_date = yes } # get_all_innovations_from = scope:portugal_former.culture # } # set_culture = culture:portuguese # # every_in_list = { # list = convert_list # custom = portguese_convert_list #This says "every subject in the realm" even though vassals and their courts only covert later, through event # set_culture = culture:portuguese # } # } # # # Convert Iberian counties to Portugese culture # every_sub_realm_county = { # limit = { # tier = tier_county # culture = { has_cultural_pillar = heritage_iberian } # OR = { # de_jure_liege = title:d_porto # de_jure_liege = title:d_coimbra # de_jure_liege = title:d_beja # de_jure_liege = title:d_algarve # } # } # custom = portugese_convert_iberian_counties # set_county_culture = culture:portuguese # } # every_sub_realm_county = { # limit = { # tier = tier_county # NOT = { culture = { has_cultural_pillar = heritage_iberian } } # OR = { # de_jure_liege = title:d_porto # de_jure_liege = title:d_coimbra # de_jure_liege = title:d_beja # de_jure_liege = title:d_algarve # } # } # custom = portugese_convert_non_iberian_counties # random = { # chance = 50 # set_county_culture = culture:portuguese # } # } # # #Innovations # culture:portuguese = { # add_random_innovation = culture_group_military # add_random_innovation = culture_group_civic # } # # #Prestige # add_prestige = massive_prestige_gain #} # # #declare_canarias_decision_effects = { # #Create the title and set proper de jure # title:d_canarias = { # save_scope_as = d_canarias # set_de_jure_liege_title = title:k_canarias # } # title:k_canarias = { # save_scope_as = title_k_canarias # } # # create_title_and_vassal_change = { # type = created # save_scope_as = title_change # add_claim_on_loss = no # } # title:k_canarias = { # change_title_holder = { # holder = root # change = scope:title_change # } # save_scope_as = title_k_canarias # } # resolve_title_and_vassal_change = scope:title_change # # if = { # limit = { # NOR = { # primary_title = { this = title:k_canarias } # highest_held_title_tier = tier_empire # } # } # set_primary_title_to = title:k_canarias # } # # #Prestige # add_prestige = massive_prestige_gain #} # # # #unite_the_spanish_thrones_decision_effects = { # #Prestige # add_prestige = massive_prestige_gain # # #Laws # if = { # limit = { has_realm_law = crown_authority_0 } # add_realm_law_skip_effects = crown_authority_2 # } # else_if = { # limit = { # OR = { # has_realm_law = crown_authority_1 # has_realm_law = crown_authority_2 # } # } # add_realm_law_skip_effects = crown_authority_3 # } # # # Coat of Arms # if = { # limit = { scope:spain_uniter.primary_title = title:k_castille } # primary_title = { set_coa = k_castille_leon } # } # else_if = { # limit = { scope:spain_uniter.primary_title = title:k_leon } # primary_title = { set_coa = k_leon_castille } # } # # #Handle other Kingdom titles # title:k_castille = { add_to_list = spanish_kingdoms } # title:k_leon = { add_to_list = spanish_kingdoms } # title:k_spanish_galicia = { add_to_list = spanish_kingdoms } # title:k_portugal = { add_to_list = spanish_kingdoms } # title:k_aragon = { add_to_list = spanish_kingdoms } # title:k_navarra = { add_to_list = spanish_kingdoms } # title:k_andalusia = { add_to_list = spanish_kingdoms } # title:k_badajoz = { add_to_list = spanish_kingdoms } # title:k_valencia = { add_to_list = spanish_kingdoms } # title:k_toledo = { add_to_list = spanish_kingdoms } # # custom_tooltip = unite_the_spanish_thrones_decision_titles_tt # hidden_effect = { # every_in_list = { # list = spanish_kingdoms # limit = { # this != scope:spain_uniter.primary_title # scope:spain_uniter = { completely_controls = prev } # } # # #De jure shift all held spanish titles into your primary title # every_in_de_jure_hierarchy = { # limit = { tier = tier_duchy } # set_de_jure_liege_title = scope:spain_uniter.primary_title # } # # #Destroys them all! # scope:spain_uniter = { destroy_title = prev } # } # } #} # #unite_africa_decision_effects = { # #Prestige # add_prestige = massive_prestige_gain # # #Religion bonuses # if = { # limit = { # faith = { # OR = { # religion_tag = islam_religion # religion_tag = west_african_roog_religion # religion_tag = west_african_religion # religion_tag = west_african_bori_religion # this = faith:coptic # # } # } # } # add_piety = massive_piety_gain # faith = { # change_fervor = { # value = medium_fervor_gain # desc = fervor_gain_united_africa # } # } # # if = { # limit = { # any_vassal_or_below = { # faith != scope:africa_uniter.faith # is_ai = yes # capital_province ?= { geographical_region = world_africa } # } # } # every_vassal_or_below = { # custom = every_non_root_faith_vassal_africa # limit = { # faith != scope:africa_uniter.faith # is_ai = yes # capital_province ?= { geographical_region = world_africa } # } # random = { # chance = 33 # set_character_faith = scope:africa_uniter.faith # } # } # } # # if = { # limit = { # any_realm_province = { # faith != scope:africa_uniter.faith # geographical_region = world_africa # } # } # every_realm_province = { # limit = { # faith != scope:africa_uniter.faith # geographical_region = world_africa # } # county = { add_to_list = every_realm_county } # } # # every_in_list = { # list = every_realm_county # custom = every_non_root_faith_county_africa # random = { # chance = 33 # custom_tooltip = every_non_africa_uniter_faith_convert # hidden_effect = { set_county_faith = scope:africa_uniter.faith } # } # } # } # } #} # #avenge_the_battle_of_tours_decision_effects = { # # give_nickname = nick_the_avenger # add_character_modifier = { # modifier = avenger_of_the_martyrs # } # # add_prestige = massive_prestige_gain # # #Religious bonuses # add_piety = massive_piety_gain # faith = { # change_fervor = { # value = medium_fervor_gain # desc = fervor_gain_avenged_battle_of_tours # } # } # # add_achievement_flag_effect = { FLAG = achievement_al_andalus_flag } # # if = { # limit = { # any_vassal_or_below = { # faith != scope:avenger.faith # is_ai = yes # capital_province ?= { geographical_region = world_europe_west } # } # } # every_vassal_or_below = { # custom = every_non_root_faith_vassal_west_europe # limit = { # faith != scope:avenger.faith # is_ai = yes # capital_province ?= { geographical_region = world_europe_west } # } # random = { # chance = 33 # set_character_faith = scope:avenger.faith # } # } # } # # if = { # limit = { # any_realm_province = { # faith != scope:avenger.faith # geographical_region = world_europe_west # } # } # every_realm_province = { # limit = { # faith != scope:avenger.faith # geographical_region = world_europe_west # } # county = { # add_to_list = every_realm_county # } # } # # every_in_list = { # list = every_realm_county # custom = every_non_root_faith_county_west_europe # random = { # chance = 33 # custom_tooltip = every_non_avenger_faith_convert # hidden_effect = { set_county_faith = scope:avenger.faith } # } # } # } # # #Christian penalty # if = { # limit = { exists = scope:frankish_christian_faith } # scope:frankish_christian_faith = { # change_fervor = { # value = medium_fervor_loss # desc = fervor_loss_avenged_battle_of_tours # } # } # } # # # Rattach south of France to the e_hispania # title:e_france = { # every_in_de_jure_hierarchy = { # limit = { # tier = tier_kingdom # any_in_de_jure_hierarchy = { # tier = tier_county # title_province = { geographical_region = custom_south_francia } # } # } # set_de_jure_liege_title = title:e_spain # } # } #} # #unite_the_western_slavs_decision_effects = { # #Prestige # add_prestige = massive_prestige_gain # # #Innovations # culture = { # add_random_innovation = culture_group_military # add_random_innovation = culture_group_civic # } # # #Laws # if = { # limit = { has_realm_law = crown_authority_0 } # add_realm_law_skip_effects = crown_authority_2 # } # else_if = { # limit = { # OR = { # has_realm_law = crown_authority_1 # has_realm_law = crown_authority_2 # } # } # add_realm_law_skip_effects = crown_authority_3 # } # # #Handle de jure drift & destructions of other kingdom titles # title:k_poland = { add_to_list = west_slavic_kingdoms } # title:k_pomerania = { add_to_list = west_slavic_kingdoms } # title:k_bohemia = { add_to_list = west_slavic_kingdoms } # title:k_sorbia = { add_to_list = west_slavic_kingdoms } # title:k_moravia = { add_to_list = west_slavic_kingdoms } # # if = { # limit = { highest_held_title_tier = tier_kingdom } # custom_tooltip = unite_the_western_slavs_decision_titles_tt # } # custom_tooltip = unite_the_western_slavs_decision_titles_empire_tt # # If Saxony has been created, shift everything back into Polabia # if = { # limit = { # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_formed_saxony # } # } # title:k_saxony = { # every_in_de_jure_hierarchy = { # limit = { tier = tier_duchy } # set_de_jure_liege_title = title:k_sorbia # } # } # } # hidden_effect = { # every_duchy = { # limit = { # title_capital_county.title_province ?= { # geographical_region = custom_west_slavia # } # kingdom ?= { # NOR = { # this = title:k_poland # this = title:k_pomerania # this = title:k_bohemia # this = title:k_moravia # this = title:k_sorbia # } # } # } # set_de_jure_liege_title = title:k_sorbia # } # scope:western_slav_uniter = { # #If king-tier, give them the West-Slavia title # if = { # limit = { highest_held_title_tier = tier_kingdom } # create_title_and_vassal_change = { # type = created # save_scope_as = title_change # add_claim_on_loss = no # } # title:e_west_slavia = { # change_title_holder = { # holder = scope:western_slav_uniter # change = scope:title_change # } # } # resolve_title_and_vassal_change = scope:title_change # } # # Drift kingdoms to empire # every_in_list = { # list = west_slavic_kingdoms # set_de_jure_liege_title = scope:western_slav_uniter.primary_title # } # } # } #} # #unite_the_southern_slavs_decision_effects = { # #Prestige # add_prestige = massive_prestige_gain # # #Innovations # culture = { # add_random_innovation = culture_group_military # add_random_innovation = culture_group_civic # } # # #Handle de jure drift & destructions of other kingdom titles # title:k_croatia = { add_to_list = south_slavic_kingdoms } # title:k_serbia = { add_to_list = south_slavic_kingdoms } # title:k_bulgaria = { add_to_list = south_slavic_kingdoms } # title:k_dacia = { add_to_list = south_slavic_kingdoms } # title:k_moldavia = { add_to_list = south_slavic_kingdoms } # # custom_tooltip = unite_the_southern_slavs_decision_titles_tt # hidden_effect = { # every_in_list = { # list = south_slavic_kingdoms # limit = { # this != scope:southern_slav_uniter.primary_title # scope:southern_slav_uniter = { completely_controls = prev } # } # # #De jure shift all held west slavic titles into your primary title # every_in_de_jure_hierarchy = { # limit = { tier = tier_duchy } # set_de_jure_liege_title = scope:southern_slav_uniter.primary_title # } # # #Destroys them all! # scope:southern_slav_uniter = { destroy_title = prev } # } # } #} # #unite_the_slavs_decision_effects = { # #Prestige # add_prestige = massive_prestige_gain # # #Innovations # custom_tooltip = unite_the_slavs_decision_effects_innovations_tt # hidden_effect = { # #Add all Slavic cultures in the realm in a list # every_vassal_or_below = { # limit = { # OR = { # culture = { has_cultural_pillar = heritage_west_slavic } # culture = { has_cultural_pillar = heritage_east_slavic } # culture = { has_cultural_pillar = heritage_south_slavic } # } # save_temporary_scope_as = slavic_vassal # NOT = { # any_in_list = { # list = slavic_cultures # this = scope:slavic_vassal.culture # } # } # } # culture = { # add_to_list = slavic_cultures # } # } # #Add innovations from 3 random cultures # every_in_list = { # list = slavic_cultures # save_scope_as = culture_getting_innovations # # set_while_counter_variable_effect = yes # while = { # limit = { var:while_counter < 3 } # random_in_list = { # limit = { scope:culture_getting_innovations = { can_get_innovation_from = prev } } # list = slavic_cultures # scope:culture_getting_innovations = { get_random_innovation_from = prev } # } # increase_while_counter_variable_effect = yes # } # remove_while_counter_variable_effect = yes # } # } # # #Create the title and make it primary # create_title_and_vassal_change = { # type = created # save_scope_as = title_change # add_claim_on_loss = no # } # title:e_slavia = { # change_title_holder = { # holder = root # change = scope:title_change # } # } # resolve_title_and_vassal_change = scope:title_change # # set_primary_title_to = title:e_slavia # title:e_slavia = { save_scope_as = slavia } #For localisation # # #Destroy the other three empires if I have them # if = { # limit = { has_title = title:e_russia } # destroy_title = title:e_russia # } # if = { # limit = { has_title = title:e_wendish_empire } # destroy_title = title:e_wendish_empire # } # if = { # limit = { has_title = title:e_carpathia } # destroy_title = title:e_carpathia # } # # ###Handle de jure drift and empire destruction### # # #First: add all the kingdoms # title:k_poland = { add_to_list = slavic_kingdoms } # title:k_pomerania = { add_to_list = slavic_kingdoms } # title:k_bohemia = { add_to_list = slavic_kingdoms } # title:k_moravia = { add_to_list = slavic_kingdoms } # title:k_croatia = { add_to_list = slavic_kingdoms } # title:k_serbia = { add_to_list = slavic_kingdoms } # title:k_bulgaria = { add_to_list = slavic_kingdoms } # title:k_dacia = { add_to_list = slavic_kingdoms } # title:k_moldavia = { add_to_list = slavic_kingdoms } # title:k_white_rus = { add_to_list = slavic_kingdoms } # title:k_galicia-volhynia = { add_to_list = slavic_kingdoms } # title:k_ruthenia = { add_to_list = slavic_kingdoms } # title:k_novgorod = { add_to_list = slavic_kingdoms } # title:k_opolye = { add_to_list = slavic_kingdoms } # title:k_hungary = { add_to_list = slavic_kingdoms } # title:k_bosnia = { add_to_list = slavic_kingdoms } # # # Inform players of the de jure drift # title:e_slavia = { custom_tooltip = unite_the_slavs_decision_titles_tt } #Scope change for tooltip formatting. # # if = { # limit = { has_dlc_feature = legends } # create_legend_seed = { # type = legitimizing # quality = illustrious # chronicle = new_title # properties = { # title = title:e_slavia # founder = root # } # } # } # # Actually do the de jure drift # hidden_effect = { # every_in_list = { # list = slavic_kingdoms # # set_de_jure_liege_title = scope:slav_uniter.primary_title # } # } #} # #unite_india_decision_effect = { # #Create the title and make it primary # create_title_and_vassal_change = { # type = created # save_scope_as = title_change # add_claim_on_loss = no # } # title:h_india = { # change_title_holder = { # holder = root # change = scope:title_change # } # } # resolve_title_and_vassal_change = scope:title_change # set_primary_title_to = title:h_india # # title:e_rajastan = { set_de_jure_liege_title = title:h_india } # title:e_deccan = { set_de_jure_liege_title = title:h_india } # title:e_bengal = { set_de_jure_liege_title = title:h_india } # # hidden_effect = { # if = { # limit = { has_title = title:e_rajastan } # destroy_title = title:e_rajastan # } # if = { # limit = { has_title = title:e_deccan } # destroy_title = title:e_deccan # } # if = { # limit = { has_title = title:e_bengal } # destroy_title = title:e_bengal # } # } #} # #become_saoshyant_decision_effect = { # set_nickname_effect = { NICKNAME = nick_the_saoshyant } # add_trait = saoshyant # custom_tooltip = become_saoshyant_decision_decendant_trait_tooltip # dynasty = { # add_dynasty_modifier = { # modifier = resurging_saoshyant # years = 25 # } # } # if = { # limit = { # any_held_title = { # title_tier = county # faith != root.faith # } # } # every_held_title = { # custom = all_held_counties # title_tier = county # limit = { # faith != root.faith # } # random = { # chance = 35 # set_county_faith = root.faith # } # } # } # faith = { # change_fervor = { # value = 15 # desc = fervor_gain_saoshyant # } # } #} build_grand_church_decision_effect = { #faith = { activate_holy_site = segrada_familia } if = { limit = { prestige_level < 5 } add_prestige_level = 1 } } accept_cannibalism_decision_effect = { custom_tooltip = faith_accept_cannibalism root.faith = { set_variable = { name = accepted_cannibalism value = yes } } root = { if = { limit = { any_spouse = { is_cannibal_trigger = no is_ai = yes } } every_spouse = { limit = { is_cannibal_trigger = no is_ai = yes } add_trait = cannibal } } if = { limit = { any_close_family_member = { is_cannibal_trigger = no is_playable_character = no is_ai = yes } } every_close_family_member = { limit = { is_cannibal_trigger = no is_playable_character = no is_ai = yes } custom = all_my_family_members add_trait = cannibal } } if = { limit = { any_vassal = { is_cannibal_trigger = no is_ai = yes dread_modified_ai_boldness = { #all vassals that are intimidated dreaded_character = root value <= -50 } } } every_vassal = { limit = { is_cannibal_trigger = no is_ai = yes dread_modified_ai_boldness = { dreaded_character = root value <= -50 } } custom = all_my_intimidated_vassals add_trait = cannibal } } } give_nickname = nick_the_devourer } found_university_decision_event_effect = { if = { limit = { OR = { has_bad_nickname = yes has_any_nickname = no } } give_nickname = nick_the_scholar } hidden_effect = { #Event that gives you highly skilled courtier trigger_event = { id = major_decisions.2011 days = { 50 365 } } } } found_university_decision_effect = { found_university_decision_event_effect = yes if = { limit = { NOT = { has_variable = university } } show_as_tooltip = { every_held_title = { custom = decision_found_university_custom title_tier = barony title_capital_county.title_province = { add_special_building_slot = generic_university } } } } } lunatic_building_decision_effect = { capital_province = { set_variable = { #To unlock the building name = variable_greenhouse value = yes } add_special_building_slot = special_greenhouse_01 add_special_building = special_greenhouse_01 #add_province_modifier = extra_building_slot #add_building = special_greenhouse_01 } give_nickname = nick_the_glass } found_witch_coven_decision_effects = { save_scope_as = founder custom_tooltip = found_witch_coven_decision_effects.children.tt custom_tooltip = found_witch_coven_decision_effects.convert.tt custom_tooltip = found_witch_coven_decision_effects.grand_rite.tt house = { add_house_modifier = { modifier = witch_coven } } # Check for the Volva achievement. if = { limit = { # DLC check. has_fp1_dlc_trigger = yes fp1_achievement_religious_norse_trigger = yes } add_achievement_flag_effect = { FLAG = volva_achievement_flag } } } convert_whole_realm_to_feudalism_effect = { #TOOLTIP INFO #PLAYER EFFECTS hidden_effect = { ## Spawn holdings in tribal counties every_sub_realm_county = { # Spawn temples in your holy sites limit = { any_county_province = { has_holding_type = tribal_holding } NOT = { any_county_province = { has_holding_type = church_holding } } any_county_province = { has_holding = no barony = { is_holy_site_of = root.faith } } } random_county_province = { limit = { has_holding = no barony_cannot_construct_holding = no barony = { is_holy_site_of = root.faith } } set_holding_type = church_holding } hidden_effect = { if = { limit = { has_county_modifier = mpo_siberian_permafrost_modifier } remove_county_modifier = mpo_siberian_permafrost_modifier } else_if = { limit = { has_county_modifier = mpo_siberian_permafrost_modifier_bad } remove_county_modifier = mpo_siberian_permafrost_modifier_bad } } } every_sub_realm_county = { # Spawn a City limit = { any_county_province = { has_holding_type = tribal_holding } any_county_province = { has_holding = no } NOT = { any_county_province = { has_holding_type = city_holding } } } random_county_province = { limit = { has_holding = no OR = { terrain = floodplains terrain = oasis terrain = farmlands terrain = terraced_hills } is_coastal = yes has_special_building_slot = no barony_cannot_construct_holding = no } alternative_limit = { has_holding = no OR = { terrain = floodplains terrain = oasis terrain = farmlands terrain = terraced_hills } has_special_building_slot = no barony_cannot_construct_holding = no } alternative_limit = { has_holding = no OR = { terrain = floodplains terrain = oasis terrain = farmlands terrain = terraced_hills } barony_cannot_construct_holding = no } alternative_limit = { has_holding = no barony_cannot_construct_holding = no } random = { chance = 60 modifier = { add = county.development_level } modifier = { add = 50 this.county = root.capital_county } modifier = { add = 20 OR = { terrain = floodplains terrain = oasis terrain = farmlands terrain = terraced_hills } } set_holding_type = city_holding } } hidden_effect = { if = { limit = { has_county_modifier = mpo_siberian_permafrost_modifier } remove_county_modifier = mpo_siberian_permafrost_modifier } else_if = { limit = { has_county_modifier = mpo_siberian_permafrost_modifier_bad } remove_county_modifier = mpo_siberian_permafrost_modifier_bad } } } every_sub_realm_county = { # Spawn a Temple limit = { any_county_province = { has_holding_type = tribal_holding } any_county_province = { has_holding = no } NOT = { any_county_province = { has_holding_type = church_holding } } } random_county_province = { limit = { has_holding = no OR = { terrain = floodplains terrain = oasis terrain = farmlands terrain = terraced_hills } is_coastal = yes has_special_building_slot = no barony_cannot_construct_holding = no } alternative_limit = { has_holding = no OR = { terrain = floodplains terrain = oasis terrain = farmlands terrain = terraced_hills } has_special_building_slot = no barony_cannot_construct_holding = no } alternative_limit = { has_holding = no OR = { terrain = floodplains terrain = oasis terrain = farmlands terrain = terraced_hills } barony_cannot_construct_holding = no } alternative_limit = { has_holding = no barony_cannot_construct_holding = no } random = { chance = 50 modifier = { add = county.development_level } modifier = { add = 50 this.county = root.capital_county } modifier = { add = 20 OR = { terrain = floodplains terrain = oasis terrain = farmlands terrain = terraced_hills } } set_holding_type = church_holding } } hidden_effect = { if = { limit = { has_county_modifier = mpo_siberian_permafrost_modifier } remove_county_modifier = mpo_siberian_permafrost_modifier } else_if = { limit = { has_county_modifier = mpo_siberian_permafrost_modifier_bad } remove_county_modifier = mpo_siberian_permafrost_modifier_bad } } } ##Sort out new buildings for liege and all vassals every_realm_province = { limit = { has_holding_type = tribal_holding NOT = { is_in_list = feudal_conversion } } add_to_list = feudal_conversion } every_vassal_or_below = { every_realm_province = { limit = { has_holding_type = tribal_holding NOT = { is_in_list = feudal_conversion } } add_to_list = feudal_conversion } } every_in_list = { list = feudal_conversion set_variable = { name = tribal_to_feudal_building_level value = combined_building_level days = 1 } set_holding_type = castle_holding while = { limit = { var:tribal_to_feudal_building_level > 1 } generate_building = yes change_variable = { name = tribal_to_feudal_building_level subtract = 1 } } remove_variable = tribal_to_feudal_building_level remove_from_list = feudal_conversion hidden_effect = { county = { if = { limit = { has_county_modifier = mpo_siberian_permafrost_modifier } remove_county_modifier = mpo_siberian_permafrost_modifier } else_if = { limit = { has_county_modifier = mpo_siberian_permafrost_modifier_bad } remove_county_modifier = mpo_siberian_permafrost_modifier_bad } } } } } ##Liege has Soryo? Convert to Soryo! if = { limit = { has_tgp_dlc_trigger = yes top_liege != this liege = { government_has_flag = government_is_japan_feudal } } change_government = japan_feudal_government if = { limit = { is_house_head = yes } save_scope_as = new_head house = { set_house_name = japanese_dynasty_name save_scope_as = new_house } create_noble_family_effect = { GOVERNMENT_GIVER = this } scope:new_title = { #set_title_name_dynamic = japanese_noble_family_name set_coa = scope:new_house } } } ##Liege has clan? Convert to clan! else_if = { limit = { top_liege != this OR = { liege = { government_has_flag = government_is_clan } AND = { liege = { government_has_flag = government_is_tribal } religion = religion:islam_religion } } } change_government = clan_government } ##Liege has feudal? Convert to feudal! else_if = { limit = { top_liege != this OR = { liege = { government_has_flag = government_is_feudal } AND = { liege = { government_has_flag = government_is_tribal } NOT = { religion = religion:islam_religion } } } } change_government = feudal_government } ##You're an independent Japanese Heritage Character? Convert to Soryo! else_if = { limit = { has_tgp_dlc_trigger = yes top_liege = this culture.culture_head ?= { government_is_japanese_trigger = yes } } add_character_flag = can_become_japanese_feudal # Used in the can_get_government of japan_feudal_government change_government = japan_feudal_government if = { limit = { is_house_head = yes } save_scope_as = new_head house = { set_house_name = japanese_dynasty_name save_scope_as = new_house } create_noble_family_effect = { GOVERNMENT_GIVER = this } scope:new_title = { #set_title_name_dynamic = japanese_noble_family_name set_coa = scope:new_house } } } ##You're an independent Muslim? Convert to clan! else_if = { limit = { top_liege = this faith = { religion_tag = islam_religion } } change_government = clan_government } ##You're an independent anything else? Convert to feudal! else = { change_government = feudal_government } if = { limit = { government_has_flag = government_is_tribal } ##General custom_tooltip = all_holding_will_change if = { limit = { any_sub_realm_county = { OR = { has_county_modifier = mpo_siberian_permafrost_modifier has_county_modifier = mpo_siberian_permafrost_modifier_bad } } } custom_tooltip = all_permafrost_will_clear } ##Liege has clan? Convert to clan! if = { limit = { top_liege != this liege = { government_has_flag = government_is_clan } } custom_tooltip = clan_liege_vassals_will_convert } #Liege has feudal? Convert to feudal! if = { limit = { top_liege != this liege = { government_has_flag = government_is_feudal } } custom_tooltip = feudal_liege_vassals_will_convert } ##If I am Islamic, we will become clan. if = { limit = { top_liege = this faith = { religion_tag = islam_religion } } custom_tooltip = islamic_vassals_will_convert } ##If I am not Islamic, we will become feudal. else_if = { limit = { top_liege = this } custom_tooltip = other_vassals_will_convert } } hidden_effect = { #Nuke tribal authorities. if = { limit = { has_realm_law = tribal_authority_0 } remove_realm_law = tribal_authority_0 } if = { limit = { has_realm_law = tribal_authority_1 } remove_realm_law = tribal_authority_1 } if = { limit = { has_realm_law = tribal_authority_2 } remove_realm_law = tribal_authority_2 } if = { limit = { has_realm_law = tribal_authority_3 } remove_realm_law = tribal_authority_3 } #Start off crown authorities. if = { limit = { NOT = { has_realm_law = crown_authority_0 } } add_realm_law_skip_effects = crown_authority_0 } #Also convert every vassal. #Liege has taken soryo, so become soryo. if = { limit = { government_has_flag = government_is_japan_feudal } every_vassal_or_below = { limit = { government_has_flag = government_is_tribal } add_character_flag = can_become_japanese_feudal # Used in the can_get_government of japan_feudal_government change_government = japan_feudal_government if = { limit = { is_house_head = yes } save_scope_as = new_head house = { set_house_name = japanese_dynasty_name save_scope_as = new_house } if = { limit = { highest_held_title_tier >= tier_county } create_noble_family_effect = { GOVERNMENT_GIVER = this } scope:new_title = { #set_title_name_dynamic = japanese_noble_family_name set_coa = scope:new_house } } } #Nuke tribal authorities. if = { limit = { has_realm_law = tribal_authority_0 } remove_realm_law = tribal_authority_0 } if = { limit = { has_realm_law = tribal_authority_1 } remove_realm_law = tribal_authority_1 } if = { limit = { has_realm_law = tribal_authority_2 } remove_realm_law = tribal_authority_2 } if = { limit = { has_realm_law = tribal_authority_3 } remove_realm_law = tribal_authority_3 } if = { limit = { NOT = { has_realm_law = japanese_bureaucracy_0 } } add_realm_law_skip_effects = japanese_bureaucracy_0 } } } #Liege has taken clan, so become clan. else_if = { limit = { government_has_flag = government_is_clan } every_vassal_or_below = { limit = { government_has_flag = government_is_tribal } change_government = clan_government #Nuke tribal authorities. if = { limit = { has_realm_law = tribal_authority_0 } remove_realm_law = tribal_authority_0 } if = { limit = { has_realm_law = tribal_authority_1 } remove_realm_law = tribal_authority_1 } if = { limit = { has_realm_law = tribal_authority_2 } remove_realm_law = tribal_authority_2 } if = { limit = { has_realm_law = tribal_authority_3 } remove_realm_law = tribal_authority_3 } if = { limit = { NOT = { has_realm_law = crown_authority_0 } } add_realm_law_skip_effects = crown_authority_0 } } } #Liege is not clan, become feudal. else = { every_vassal_or_below = { limit = { government_has_flag = government_is_tribal } change_government = feudal_government #Nuke tribal authorities. if = { limit = { has_realm_law = tribal_authority_0 } remove_realm_law = tribal_authority_0 } if = { limit = { has_realm_law = tribal_authority_1 } remove_realm_law = tribal_authority_1 } if = { limit = { has_realm_law = tribal_authority_2 } remove_realm_law = tribal_authority_2 } if = { limit = { has_realm_law = tribal_authority_3 } remove_realm_law = tribal_authority_3 } if = { limit = { NOT = { has_realm_law = crown_authority_0 } } add_realm_law_skip_effects = crown_authority_0 } } } } } ################################################## # Add Special Succession Effects special_succession_witengamot_effect = { if = { limit = { highest_held_title_tier = tier_empire } every_held_title = { title_tier = empire limit = { NOR = { has_title_law_flag = advanced_succession_law has_title_law_flag = elective_succession_law } } add_title_law = saxon_elective_succession_law } every_vassal = { limit = { special_succession_witengamot_trigger = yes } add_opinion = { modifier = implemented_traditional_succession_law_opinion years = 20 target = root } custom = major_decisions.3100.tt_opinion_witengamot } } else = { every_held_title = { title_tier = kingdom limit = { NOR = { has_title_law_flag = advanced_succession_law has_title_law_flag = elective_succession_law } } add_title_law = saxon_elective_succession_law } every_vassal = { limit = { special_succession_witengamot_trigger = yes } add_opinion = { modifier = implemented_traditional_succession_law_opinion years = 20 target = root } custom = major_decisions.3100.tt_opinion_witengamot } } } special_succession_thing_effect = { if = { limit = { highest_held_title_tier = tier_empire } every_held_title = { title_tier = empire limit = { NOR = { has_title_law_flag = advanced_succession_law has_title_law_flag = elective_succession_law } } add_title_law = scandinavian_elective_succession_law } every_vassal = { limit = { special_succession_thing_trigger = yes } add_opinion = { modifier = implemented_traditional_succession_law_opinion years = 20 target = root } custom = major_decisions.3100.tt_opinion_thing } } else = { every_held_title = { title_tier = kingdom limit = { NOR = { has_title_law_flag = advanced_succession_law has_title_law_flag = elective_succession_law } } add_title_law = scandinavian_elective_succession_law } every_vassal = { limit = { special_succession_thing_trigger = yes } add_opinion = { modifier = implemented_traditional_succession_law_opinion years = 20 target = root } custom = major_decisions.3100.tt_opinion_thing } } } special_succession_tanistry_effect = { if = { limit = { highest_held_title_tier = tier_empire } every_held_title = { title_tier = empire limit = { NOR = { has_title_law_flag = advanced_succession_law has_title_law_flag = elective_succession_law } } add_title_law = gaelic_elective_succession_law } every_vassal = { limit = { special_succession_tanistry_trigger = yes } add_opinion = { modifier = implemented_traditional_succession_law_opinion years = 20 target = root } custom = major_decisions.3100.tt_opinion_tanistry } } else = { every_held_title = { title_tier = kingdom limit = { NOR = { has_title_law_flag = advanced_succession_law has_title_law_flag = elective_succession_law } } add_title_law = gaelic_elective_succession_law } every_vassal = { limit = { special_succession_tanistry_trigger = yes } add_opinion = { modifier = implemented_traditional_succession_law_opinion years = 20 target = root } custom = major_decisions.3100.tt_opinion_tanistry } } } special_succession_jirga_effect = { if = { limit = { highest_held_title_tier = tier_empire } every_held_title = { title_tier = empire limit = { NOR = { has_title_law_flag = advanced_succession_law has_title_law_flag = elective_succession_law } } add_title_law = tribal_elective_succession_law } every_vassal = { limit = { special_succession_jirga_trigger = yes } add_opinion = { modifier = implemented_traditional_succession_law_opinion years = 20 target = root } custom = major_decisions.3100.tt_opinion_thing } } else = { every_held_title = { title_tier = kingdom limit = { NOR = { has_title_law_flag = advanced_succession_law has_title_law_flag = elective_succession_law } } add_title_law = tribal_elective_succession_law } every_vassal = { limit = { special_succession_jirga_trigger = yes } add_opinion = { modifier = implemented_traditional_succession_law_opinion years = 20 target = root } custom = major_decisions.3100.tt_opinion_jirga } } } # ################################################### ## Launch Hungarian Migration Effects # #launch_hungarian_migration_scripted_effect = { # $INVADER$ = { # #If Hungary already exists, just tell us it's getting a name change. # if = { # limit = { # title:k_hungary = { is_title_created = yes } # } # custom_tooltip = launch_hungarian_migration_scripted_effect.tt.pannonia_renamed # title:k_hungary = { set_title_name = k_hungary } # } # #Otherwise, if Hungary doesn't exist, create & acquire it _whilst_ giving it a name change. # else_if = { # limit = { # title:k_hungary = { is_title_created = no } # } # custom_tooltip = launch_hungarian_migration_scripted_effect.tt.pannonia_renamed_and_usurped # hidden_effect = { # create_title_and_vassal_change = { # type = created # save_scope_as = change # add_claim_on_loss = no # } # title:k_hungary = { # change_title_holder = { # holder = $INVADER$ # change = scope:change # } # } # resolve_title_and_vassal_change = scope:change # title:k_hungary = { set_title_name = k_hungary } # } # } # # #If $INVADER$ has both k_hungary & any other kingdom-tier title, destroy the excess titles. # custom_tooltip = launch_hungarian_migration_scripted_effect.tt.destroy_other_kingdoms # hidden_effect = { # if = { # limit = { # has_title = title:k_hungary # any_held_title = { # title_tier >= kingdom # count >= 2 # } # } # every_held_title = { # title_tier >= kingdom # limit = { # NOT = { this = title:k_hungary } # } # save_temporary_scope_as = excess_kingdom # $INVADER$ = { destroy_title = scope:excess_kingdom } # } # } # } # # #Replace all Avar territories within Pannonia with Mogyer, excepting Keve & Krasso. # custom_tooltip = launch_hungarian_migration_scripted_effect.tt.mogyers_move_to_pannonia # hidden_effect = { # every_sub_realm_county = { # limit = { # title_capital_county.title_province = { geographical_region = custom_hungary } # culture = culture:avar # NOR = { # this = title:c_keve # this = title:c_krasso # holder = { # AND = { # is_ai = no # has_culture = prev.culture # } # } # } # } # set_county_culture = culture:mogyer # #Switch 'em to $INVADER$'s faith if unreformed & $INVADER$ is any Magyar pagan. # if = { # limit = { # $INVADER$.faith.religion = religion:magyar_religion # faith = { has_doctrine_parameter = unreformed } # } # set_county_faith = $INVADER$.faith # } # } # } # # #Replace all Mogyer territories outside of the Pannonian Basin # custom_tooltip = launch_hungarian_migration_scripted_effect.tt.mogyers_outside_pannonia # hidden_effect = { # every_sub_realm_county = { # limit = { # NOT = { # title_capital_county.title_province = { geographical_region = custom_hungary } # } # culture = culture:mogyer # } # set_county_culture = culture:pecheneg # } # #Switch 'em to Tengri if Magyar pagan. # every_sub_realm_county = { # limit = { # NOT = { # title_capital_county.title_province = { geographical_region = custom_hungary } # } # culture = culture:pecheneg # religion = religion:magyar_religion # } # set_county_faith = faith:tengri_pagan # } # } # # #All territory outside Pannonia is given to new holders and/or made independent. # custom_tooltip = launch_hungarian_migration_scripted_effect.tt.territory_outside_pannonia.non_mogyer_vassals # custom_tooltip = launch_hungarian_migration_scripted_effect.tt.territory_outside_pannonia.mogyer_vassals # custom_tooltip = launch_hungarian_migration_scripted_effect.tt.territory_outside_pannonia.former_territories # hidden_effect = { # #All direct vassal non-Mogyers are given their independence, unless they hold land within Pannonia. # every_vassal = { # limit = { # NOT = { culture = culture:mogyer } # highest_held_title_tier >= tier_county # any_held_title = { # count = all # NOT = { # title_capital_county.title_province = { geographical_region = custom_hungary } # } # } # } # 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 # } # #... And catch the stragglers. Has to be a separate effect block, or we'll ruin the de facto structure. # every_vassal_or_below = { # limit = { # NOT = { culture = culture:mogyer } # highest_held_title_tier >= tier_county # any_held_title = { # count = all # NOT = { # title_capital_county.title_province = { geographical_region = custom_hungary } # } # } # } # 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 # } # #Reserve a duchy, preferring the capital, for $INVADER$. # if = { # limit = { title:k_hungary.title_capital_county.duchy.holder = $INVADER$ } # title:k_hungary.title_capital_county.duchy = { save_scope_as = reserved_title } # } # #... Of course, if we can't have the capital for some reason, grab any random duchy in Pannonia. # else = { # random_held_title = { # title_tier = duchy # #Filter out Syrmia, because Syrmia sucks. # limit = { # title_capital_county.title_province = { geographical_region = custom_hungary } # NOT = { this = title:d_syrmia } # } # #But if we have no other choice, Syrmia is better than no duchy. # alternative_limit = { # title_capital_county.title_province = { geographical_region = custom_hungary } # tier = tier_duchy # } # #If we have no possible duchy, make sure to reserve at least *one* county within Pannonia. # alternative_limit = { # title_capital_county.title_province = { geographical_region = custom_hungary } # } # save_scope_as = reserved_title # } # } # #Find all Mogyer vassals outside of Pannonia. # every_vassal_or_below = { # limit = { # culture = culture:mogyer # highest_held_title_tier >= tier_county # } # add_to_list = mogyer_vassals_list # } # #Find all Pannonian titles held by $INVADER$ that aren't reserved. # every_held_title = { # limit = { # title_capital_county.title_province = { geographical_region = custom_hungary } # #Technically we could use any_this_title_or_de_jure_above for the following two checks, but it was being problematic and this does the same thing (just more cumbersomely). # OR = { # tier = tier_county # tier = tier_duchy # } # exists = scope:reserved_title # this != scope:reserved_title # } # add_to_list = spare_pannonian_titles_list # } # #Attempt to give out Pannonian holdings to the vassals who are about to lose land, prioritising players by tier, then NPCs by tier. # ##Now, process duchy title assignment. # every_in_list = { # list = mogyer_vassals_list # #Players first. # limit = { # is_ai = no # launch_hungarian_migration_ducal_processing_trigger = yes # } # #NPCs after that. # alternative_limit = { # is_ai = yes # launch_hungarian_migration_ducal_processing_trigger = yes # } # #Grab the appropriate vassal. # save_temporary_scope_as = receiving_vassal # #If $INVADER$ has a suitable spare ducal title, hand it over. # if = { # limit = { # any_in_list = { # list = spare_pannonian_titles_list # tier = tier_duchy # holder = $INVADER$ # } # } # #Save the suitable title. # random_in_list = { # list = spare_pannonian_titles_list # limit = { # tier = tier_duchy # holder = $INVADER$ # } # every_in_de_jure_hierarchy = { # limit = { # holder = $INVADER$ # tier >= tier_county # } # add_to_list = multiple_donated_titles # } # } # #Hand it to the receiving vassal. # create_title_and_vassal_change = { # type = granted # save_scope_as = change # add_claim_on_loss = no # } # every_in_list = { # list = multiple_donated_titles # save_temporary_scope_as = donated_title # scope:donated_title = { # change_title_holder = { # holder = scope:receiving_vassal # change = scope:change # } # } # remove_from_list = multiple_donated_titles # } # resolve_title_and_vassal_change = scope:change # } # } # ##Finally, process county title assignment. # ###First, attempt to pair de facto sub-vassals to their lieges. # every_in_list = { # list = mogyer_vassals_list # #Players first. # limit = { # is_ai = no # launch_hungarian_migration_count_processing_trigger = yes # } # #NPCs after that. # alternative_limit = { # is_ai = yes # launch_hungarian_migration_count_processing_trigger = yes # } # #Grab the appropriate vassal. # save_temporary_scope_as = receiving_vassal # #If $INVADER$ has a suitable spare county title, hand it over. # if = { # #Try to pair vassals with their lieges first. # limit = { # #Direct vassals shouldn't bother to try pairing. # NOT = { liege = $INVADER$ } # any_in_list = { # list = spare_pannonian_titles_list # launch_hungarian_migration_sub_vassal_liege_pairing_trigger = yes # } # } # #Save the suitable title. # random_in_list = { # list = spare_pannonian_titles_list # limit = { # #Direct vassals shouldn't bother to try pairing. # NOT = { scope:receiving_vassal.liege = $INVADER$ } # #Run the stock trigger. # launch_hungarian_migration_sub_vassal_liege_pairing_trigger = yes # #Don't give away the new liege's primary title's capital county. # this != holder.primary_title.title_capital_county # } # save_temporary_scope_as = donated_title # } # #Hand it to the receiving vassal. # create_title_and_vassal_change = { # type = granted # save_scope_as = change # add_claim_on_loss = no # } # scope:donated_title = { # change_title_holder = { # holder = scope:receiving_vassal # change = scope:change # } # } # resolve_title_and_vassal_change = scope:change # } # } # ###Then, filter through any remaining direct vassals. # every_in_list = { # list = mogyer_vassals_list # #Players first. # limit = { # is_ai = no # launch_hungarian_migration_count_processing_trigger = yes # } # #NPCs after that. # alternative_limit = { # is_ai = yes # launch_hungarian_migration_count_processing_trigger = yes # } # #Grab the appropriate vassal. # save_temporary_scope_as = receiving_vassal # #If $INVADER$ has a suitable spare county title, hand it over. # if = { # #Otherwise, grab any spare valid title that $INVADER$ has lying around. # limit = { # any_in_list = { # list = spare_pannonian_titles_list # launch_hungarian_migration_direct_vassal_requirements_trigger = { INVADER = $INVADER$ } # } # } # #Save the suitable title. # random_in_list = { # list = spare_pannonian_titles_list # limit = { # launch_hungarian_migration_direct_vassal_requirements_trigger = { INVADER = $INVADER$ } # } # save_temporary_scope_as = donated_title # } # #Hand it to the receiving vassal. # create_title_and_vassal_change = { # type = granted # save_scope_as = change # add_claim_on_loss = no # } # scope:donated_title = { # change_title_holder = { # holder = scope:receiving_vassal # change = scope:change # } # } # resolve_title_and_vassal_change = scope:change # } # } # ##Clean-up: any landless characters should move to $INVADER$'s court. # every_in_list = { # list = mogyer_vassals_list # limit = { is_ruler = no} # save_temporary_scope_as = landless_mogyer_vassal # $INVADER$ = { add_courtier = scope:landless_mogyer_vassal } # } # #Sum all remaining territory outside of Pannonia & give that territory to created local characters. # ##Start by trying to group duchies. # every_sub_realm_title = { # #First we try to make duchy power blocks. # if = { # #Grab duchies outside of Pannonia. # limit = { # NOT = { # title_capital_county.title_province = { geographical_region = custom_hungary } # } # tier = tier_duchy # } # save_temporary_scope_as = seceding_duchy # #Now grab the duchy & any sub-realm counties beneath it outside of Pannonia, and filter them to a list for processing. # scope:seceding_duchy = { # every_in_de_jure_hierarchy = { # limit = { # tier >= tier_county # OR = { # holder = $INVADER$ # holder = { # any_liege_or_above = { this = $INVADER$ } # } # } # } # add_to_temporary_list = seceding_duchy_list # } # } # #Create a local peasant warlord for the duchy & counties. # create_character = { # location = scope:seceding_duchy.title_capital_county.title_province # template = post_migration_local_warlord_template # save_scope_as = local_warlord # } # #Assign the seceding titles to the new peasant warlord. # create_title_and_vassal_change = { # type = usurped # save_scope_as = change # add_claim_on_loss = no # } # every_in_list = { # list = seceding_duchy_list # limit = { # NAND = { # tier = tier_county # title_province = { geographical_region = custom_hungary } # } # } # change_title_holder = { # holder = scope:local_warlord # change = scope:change # take_baronies = yes # } # remove_from_list = seceding_duchy_list # } # resolve_title_and_vassal_change = scope:change # #And give the warlord their independence. # create_title_and_vassal_change = { # type = independency # save_scope_as = change # add_claim_on_loss = no # } # scope:local_warlord = { # becomes_independent = { change = scope:change } # } # resolve_title_and_vassal_change = scope:change # #If any vassals within Pannonia have gotten mixed up, shunt them back to $INVADER$, and try to find a suitable duke. # ##Start off by assembling a suitable list of affected vassals (should only ever be the one, but you never know). # scope:local_warlord = { # every_vassal = { # limit = { # #We're only interested in counts... # highest_held_title_tier = tier_county # #... Within Panonnia. # any_held_title = { launch_hungarian_migration_county_is_within_custom_hungary_trigger = yes } # } # add_to_list = vassals_to_shunt # } # } # ##Sort through the list, see who should be the new liege of the misplaced vassals. # every_in_list = { # list = vassals_to_shunt # #First off, check if there's a valid duke to hand 'em over to. # if = { # limit = { # any_held_title = { # launch_hungarian_migration_misplaced_count_suitable_liege_trigger = { INVADER = $INVADER$ } # } # } # #If there is, we make a note of them for liege determination. # random_held_title = { # limit = { # launch_hungarian_migration_misplaced_count_suitable_liege_trigger = { INVADER = $INVADER$ } # } # duchy.holder = { save_scope_as = appropriate_liege } # } # } # #Otherwise, we just grab $INVADER$ as a solid fallback. # else = { # $INVADER$ = { save_scope_as = appropriate_liege } # } # #Reassign the errant vassal back to their rightful Pannonian realm. # create_title_and_vassal_change = { # type = conquest # save_scope_as = change # add_claim_on_loss = no # } # change_liege = { # liege = scope:appropriate_liege # change = scope:change # } # resolve_title_and_vassal_change = scope:change # } # } # } # ##... Then we catch the straggler counties. # every_sub_realm_title = { # #First we try to make duchy power blocks. # if = { # #Grab duchies outside of Pannonia. # limit = { # NOT = { # title_capital_county.title_province = { geographical_region = custom_hungary } # } # tier = tier_county # } # save_temporary_scope_as = seceding_county # #Create a local peasant warlord for the county. # create_character = { # location = scope:seceding_county.title_province # template = post_migration_minor_warlord_template # save_scope_as = minor_warlord # } # #Assign the seceding title to the new peasant warlord. # create_title_and_vassal_change = { # type = usurped # save_scope_as = change # add_claim_on_loss = no # } # scope:seceding_county = { # change_title_holder = { # holder = scope:minor_warlord # change = scope:change # take_baronies = yes # } # } # resolve_title_and_vassal_change = scope:change # #And give the warlord their independence. # create_title_and_vassal_change = { # type = independency # save_scope_as = change # add_claim_on_loss = no # } # scope:minor_warlord = { # becomes_independent = { change = scope:change } # } # resolve_title_and_vassal_change = scope:change # } # } # } # } #} tribal_transfer_liege_title_effect = { create_title_and_vassal_change = { type = usurped save_scope_as = change add_claim_on_loss = no } scope:title_being_fought_over = { change_title_holder = { holder = scope:challenger change = scope:change } } resolve_title_and_vassal_change = scope:change if = { limit = { root = scope:challenger } scope:liege_to_challenge = { add_opinion = { target = scope:challenger modifier = usurped_title } } } else = { hidden_effect = { scope:liege_to_challenge = { add_opinion = { target = scope:challenger modifier = usurped_title } } } } } tribal_challenger_lost_effect = { if = { limit = { root = scope:liege_to_challenge } scope:liege_to_challenge = { add_prestige = medium_prestige_gain } } else = { hidden_effect = { scope:liege_to_challenge = { add_prestige = medium_prestige_gain } } } add_prestige_level = -1 if = { limit = { root = scope:challenger } scope:liege_to_challenge = { add_opinion = { target = scope:challenger modifier = tried_to_usurped_title } } } else = { hidden_effect = { scope:liege_to_challenge = { add_opinion = { target = scope:challenger modifier = tried_to_usurped_title } } } } } ################################################### ## Negotiate the Danelaw Effects # #negotiate_the_danelaw_accept_effect = { # # Mark the partition as being active. # custom_tooltip = negotiate_the_danelaw_accept_effect.partition_active.tt # set_global_variable = { # name = partition_active_danelaw # value = title:k_england # } # # Kingdoms for all! # ## Scope:ntd_brit receives k_england. # scope:ntd_brit = { # create_title_and_vassal_change = { # type = created # save_scope_as = change # } # title:k_england = { # change_title_holder = { # holder = scope:ntd_brit # change = scope:change # } # } # resolve_title_and_vassal_change = scope:change # title:k_england = { add_title_law = saxon_elective_succession_law } # } # ## Whilst scope:ntd_nord receives k_danelaw. # scope:ntd_nord = { # create_title_and_vassal_change = { # type = created # save_scope_as = change # } # title:k_danelaw = { # change_title_holder = { # holder = scope:ntd_nord # change = scope:change # } # } # resolve_title_and_vassal_change = scope:change # title:k_danelaw = { # add_title_law = scandinavian_elective_succession_law # # And make sure it follows appropriate de jures. # hidden_effect = { set_de_jure_liege_title = title:k_england.de_jure_liege } # } # } # # Give k_danelaw various de jures. # ## Firstly, any duchy that it has at least one county in which isn't scope:ntd_brit's capital duchy. # custom_tooltip = negotiate_the_danelaw_accept_effect.de_jure_holdings_recognised.tt # hidden_effect = { # scope:ntd_nord = { # every_sub_realm_county = { # limit = { # kingdom = title:k_england # duchy != scope:ntd_brit.capital_county.duchy # } # duchy = { set_de_jure_liege_title = title:k_danelaw } # } # } # } # ## Then, any independent duchy held by a Scandi-side ruler (again exempting scope:ntd_brit's capital, just in case). # custom_tooltip = negotiate_the_danelaw_accept_effect.independent_holdings_recognised.tt # hidden_effect = { # every_county_in_region = { # region = world_europe_west_britannia # limit = { # kingdom = title:k_england # exists = duchy.holder # duchy.holder = { negotiate_the_danelaw_norse_side_trigger = yes } # duchy != scope:ntd_brit.capital_county.duchy # } # duchy = { set_de_jure_liege_title = title:k_danelaw } # } # } # # Set up a ceasefire & some opinion gain between the two rulers. # scope:ntd_brit = { # add_truce_both_ways = { # character = scope:ntd_nord # years = 25 # name = TRUCE_SIGNED_PARTITION # } # add_opinion = { # target = scope:ntd_nord # modifier = respect_opinion # opinion = 50 # } # reverse_add_opinion = { # target = scope:ntd_nord # modifier = respect_opinion # opinion = 50 # } # } # # Independent rulers on both sides are extremely unimpressed with this divvying. # ## First, grab everyone applicable. # title:k_england = { # every_in_de_jure_hierarchy = { # limit = { # holder ?= { # top_liege = this # NOR = { # this = scope:ntd_actor # this = scope:ntd_recipient # } # } # } # holder = { add_to_list = riled_danelaw_independents_list } # } # } # ## Then, apply opinion & hidden rivalry effects. # every_in_list = { # list = riled_danelaw_independents_list # custom = negotiate_the_danelaw_accept_effect.riled_independents_list # add_opinion = { # target = scope:ntd_brit # modifier = weak_opinion # opinion = -40 # } # add_opinion = { # target = scope:ntd_nord # modifier = weak_opinion # opinion = -40 # } # # We hide the rivalry stuff, both to make it seem less unappealing, and to encourage valid-feeling drama without deliberately signalling it. # hidden_effect = { # if = { # limit = { # can_set_relation_potential_rival_trigger = { CHARACTER = scope:ntd_brit } # } # set_relation_potential_rival = scope:ntd_brit # } # if = { # limit = { # can_set_relation_potential_rival_trigger = { CHARACTER = scope:ntd_nord } # } # set_relation_potential_rival = scope:ntd_nord # } # } # } #} # #negotiate_the_danelaw_reject_effect = { # scope:ntd_actor = { # # If possible, scope:ntd_actor & scope:ntd_recipient immediately become nemeses. # if = { # limit = { # can_set_relation_nemesis_trigger = { CHARACTER = scope:ntd_recipient } # } # set_relation_nemesis = { # reason = nemesis_danelaw_rejection # copy_reason = rival # target = scope:ntd_recipient # } # } # else = { # add_opinion = { # target = scope:ntd_recipient # modifier = humiliated_opinion # opinion = -75 # } # } # # Scope:ntd_actor loses a huge amount of prestige. # add_prestige = massive_prestige_loss # # Scope:ntd_actor gets a derrogatory nickname. # give_nickname = nick_the_weak # } #} # #negotiate_the_danelaw_each_way_effect = { # random_list = { # # The offer is accepted. # 100 = { # show_chance = no # desc = negotiate_the_danelaw_each_way_effect.accepted # negotiate_the_danelaw_accept_effect = yes # } # # The offier is rejected. # 100 = { # show_chance = no # desc = negotiate_the_danelaw_each-way_effect.rejected # negotiate_the_danelaw_reject_effect = yes # } # } #} # #resolve_danelaw_partition_effect = { # # Drift all k_danelaw cores into England. # custom_tooltip = resolve_danelaw_partition_effect.adjust_de_jures.tt # hidden_effect = { # title:k_danelaw = { # every_in_de_jure_hierarchy = { # limit = { tier = tier_duchy } # set_de_jure_liege_title = title:k_england # } # } # } # # If k_danelaw is victorious, take care of various bits'n'pieces. # if = { # limit = { scope:partition_winner = title:k_danelaw } # # If appropriate, create k_england. # if = { # limit = { # NOT = { exists = title:k_england.holder } # } # create_title_and_vassal_change = { # type = created # save_scope_as = title_change # } # title:k_england = { # change_title_holder = { # holder = scope:victor # change = scope:title_change # } # } # resolve_title_and_vassal_change = scope:title_change # } # # Else usurp k_england. # else_if = { # limit = { # NOT = { title:k_england.holder = scope:victor } # } # create_title_and_vassal_change = { # type = usurped # save_scope_as = title_change # add_claim_on_loss = yes # } # title:k_england = { # change_title_holder = { # holder = scope:victor # change = scope:title_change # } # } # resolve_title_and_vassal_change = scope:title_change # } # # Sundry cosmetic changes. # title:k_england = { # if = { # Only do Scandinavian things for Scandinavians # limit = { # holder.culture = { has_cultural_pillar = heritage_north_germanic } # } # # Set k_england's CoA to k_danelaw's. # custom_tooltip = resolve_danelaw_partition_effect.coa_changed.tt # title:k_england = { set_coa = title:k_danelaw } # # Give k_england the appropriate succession law. # add_title_law = scandinavian_elective_succession_law # } # # Use k_danelaw's title history, as they won the cold war. # copy_title_history = title:k_danelaw # # And make York the de jure capital. # set_capital_county = title:c_north_riding # } # # Remove k_danelaw. # destroy_title = title:k_danelaw # # All claims on k_danelaw become claims on k_england. # title:k_danelaw = { # every_claimant = { # custom = resolve_danelaw_partition_effect.all_claimants # remove_claim = title:k_danelaw # add_unpressed_claim = title:k_england # } # } # # Finally, mark that this has happened for HKotNS purposes. # set_global_variable = { # name = danelaw_became_england # value = yes # } # } # # If k_england is victorious, we also have a few little things to do. # if = { # limit = { scope:partition_winner = title:k_england } # # If it still exists, destroy k_danelaw. # if = { # limit = { exists = title:k_danelaw.holder } # destroy_title = title:k_danelaw # } # # All claims on k_danelaw are removed. # title:k_danelaw = { # every_claimant = { # custom = resolve_danelaw_partition_effect.all_claimants # remove_claim = title:k_danelaw # } # } # } #} # #formalise_the_daneland_effect = { # # To start with, remove the partition variable (so that we don't calculate partition resolution whilst taking the alternate route). # remove_global_variable = partition_active_danelaw # # Clarify the status of the partition for the player. # custom_tooltip = formalise_the_daneland_effect.partition_status.tt # # Sort the title swap. # ## First, flip everything in k_danelaw to k_daneland. # custom_tooltip = formalise_the_daneland_effect.adjust_de_jures.tt # hidden_effect = { # title:k_danelaw = { # every_in_de_jure_hierarchy = { # limit = { tier = tier_duchy } # set_de_jure_liege_title = title:k_daneland # } # } # # Add k_daneland to whatever empire k_danelaw is part of. # title:k_daneland = { set_de_jure_liege_title = title:k_danelaw.de_jure_liege } # } # ## Then, swap the two titles out. # ### Give k_daneland to scope:founder. # create_title_and_vassal_change = { # type = created # save_scope_as = title_change # } # title:k_daneland = { # change_title_holder = { # holder = scope:founder # change = scope:title_change # } # } # resolve_title_and_vassal_change = scope:title_change # ### Do some assorted aesthetic prep-work on k_daneland. # hidden_effect = { # title:k_daneland = { # # Give them k_danelaw's CoA. # set_coa = title:k_danelaw # # & title history. # copy_title_history = title:k_danelaw # } # } # ### Destroy k_danelaw. # destroy_title = title:k_danelaw # # All claims on k_danelaw become claims on k_daneland # title:k_danelaw = { # every_claimant = { # custom = formalise_the_daneland_effect.all_claimants # remove_claim = title:k_danelaw # add_unpressed_claim = title:k_daneland # } # } # # Step a rivalry with scope:england. # scope:founder = { # progress_towards_rival_effect = { # CHARACTER = scope:england # OPINION = -75 # REASON = rival_daneland # } # } #} ################################################## # Found Cadet House Effects found_cadet_house_decision_effect = { $CHARACTER$ = { save_scope_as = new_head save_scope_as = new_house_head # don't ask hidden_effect = { house.house_head = { save_scope_as = former_house_head } house = { save_scope_as = former_house } add_achievement_flag_effect = { FLAG = achievement_a_house_of_my_own_flag } #Cultural variation for Cadet Branch Naming: if = { # Prefixed Primary Title - (PREFIX) (TITLE) limit = { is_landed = yes highest_held_title_tier <= tier_duchy OR = { culture = { has_cultural_pillar = heritage_frankish } top_liege = { has_title = title:k_france culture = { has_cultural_pillar = heritage_frankish } } } } create_cadet_branch = { prefix = dynnp_de name = cadet_name_style_primary_title save_scope_as = new_house } } else_if = { # Barony Dynasty - (BARONY) (DYNASTY) limit = { is_landed = yes culture = { OR = { # India has_cultural_pillar = heritage_indo_aryan has_cultural_pillar = heritage_dravidian # Vietnam has_cultural_pillar = heritage_viet has_name_list = name_list_vietnamese # Khmer has_name_list = name_list_khmer # Mon has_name_list = name_list_mon # Cham has_name_list = name_list_cham # Tai has_name_list = name_list_tai # China has_cultural_pillar = heritage_chinese has_name_list = name_list_han # Korea has_cultural_pillar = heritage_korean has_name_list = name_list_korean # Buyeo has_cultural_pillar = heritage_buyeo has_name_list = name_list_balhae } } NOT = { faith.religion = religion:islam_religion } } create_cadet_branch = { name = cadet_name_style_barony_dynasty save_scope_as = new_house } scope:new_house = { generate_coa = yes } # Avoid western style cadet CoA } else_if = { # County Dynasty - (COUNTY) (DYNASTY) limit = { is_landed = yes culture = { OR = { # Malaysia has_name_list = name_list_malay } } } create_cadet_branch = { name = cadet_name_style_county_dynasty save_scope_as = new_house } scope:new_house = { generate_coa = yes } # Avoid western style cadet CoA } else_if = { # Japanese - (PLACE) limit = { exists = var:new_japanese_house_name culture = { # Japan OR = { has_cultural_pillar = heritage_japonic has_name_list = name_list_yamato } } } create_cadet_branch = { name = { first_valid = { triggered_desc = { trigger = { scope:new_head.var:new_japanese_house_name ?= flag:japanese_house_random_barony } desc = japanese_house_random_barony } triggered_desc = { trigger = { scope:new_head.var:new_japanese_house_name ?= flag:japanese_house_primary_county } desc = japanese_house_primary_county } triggered_desc = { trigger = { scope:new_head.var:new_japanese_house_name ?= flag:japanese_house_domicile_barony } desc = japanese_house_domicile_barony } triggered_desc = { trigger = { scope:new_head.var:new_japanese_house_name ?= flag:japanese_house_domicile_county } desc = japanese_house_domicile_county } triggered_desc = { trigger = { scope:new_head.var:new_japanese_house_name ?= flag:japanese_house_first_name } desc = japanese_house_first_name } triggered_desc = { trigger = { scope:new_head.var:new_japanese_house_name ?= flag:custom } desc = japanese_house_name_custom } triggered_desc = { trigger = { exists = scope:new_head.var:new_japanese_house_name } desc = japanese_house_name_flag } desc = japanese_house_name_fallback } } save_scope_as = new_house } scope:new_house = { generate_coa = yes } # Avoid western style cadet CoA } else = { #Standard Name Generation create_cadet_branch = { save_scope_as = new_house } } } add_prestige = $PRESTIGE$ hidden_effect_new_object = { save_scope_as = new_head every_player = { limit = { exists = house scope:new_house ?= house NOT = { this = $CHARACTER$ } } send_interface_toast = { type = msg_created_new_house title = created_cadet_branch_toast_new_house_desc left_icon = scope:new_head desc = created_cadet_branch_toast_new_house_other_tt } } send_interface_toast = { type = msg_created_new_house title = created_cadet_branch_toast_new_house_desc left_icon = scope:new_head right_icon = scope:former_house_head desc = created_cadet_branch_toast_new_house_other_tt } } random_artifact = { limit = { var:banner_dynasty ?= $CHARACTER$.dynasty artifact_owner = { NOT = { this = $CHARACTER$ } in_diplomatic_range = $CHARACTER$ } NOT = { any_artifact_house_claimant = { scope:new_house ?= this } } } save_scope_as = new_branch_dynasty_banner scope:new_house ?= { add_house_artifact_claim = scope:new_branch_dynasty_banner } } # # Struggle Catalysts # if = { # limit = { # $CHARACTER$ = { # exists = house.house_head # any_character_struggle = { # involvement = involved # phase_has_catalyst = catalyst_cadet_branch_created # } # } # } # every_character_struggle = { # involvement = involved # activate_struggle_catalyst = { # catalyst = catalyst_cadet_branch_created # character = $CHARACTER$ # } # log_debug_variable_for_persian_struggle_effect = { VAR = unrest_catalyst_cadet_branch_created } # } # } every_child = { limit = { has_trait = bastard is_lowborn = no dynasty = scope:new_head.dynasty NOT = { house = scope:new_house } } set_house = scope:new_house } # If eligible, create a cadet branch for admin type governments if = { limit = { government_allows = noble_families OR = { highest_held_title_tier >= main_administrative_tier AND = { government_has_flag = government_has_county_tier_noble_families highest_held_title_tier >= tier_county } } } create_noble_family_effect = { GOVERNMENT_GIVER = this } change_influence = major_influence_gain } } } learn_language_linguist_effect = { hidden_effect = { add_courtier = $LINGUIST$ } $LINGUIST$ = { save_scope_as = selected_linguist } custom_tooltip = ep1_decision.0201.tt.aptitude send_interface_toast = { title = learn_court_language_toast_title left_icon = root right_icon = $LINGUIST$ court_position_grant_effect = { EMPLOYER = root POS = court_tutor CANDIDATE = $LINGUIST$ } if = { limit = { NOT = { knows_language_of_culture = $LINGUIST$.culture } } start_scheme = { type = learn_language target_character = $LINGUIST$ } } } } linguist_bonus_culture_effect = { if = { limit = { exists = scope:$CULTURE$ } if = { limit = { any_culture_global = { exists = culture_head has_same_culture_heritage = scope:$CULTURE$ NOR = { has_same_culture_language = scope:$CULTURE$ has_same_culture_language = root.culture AND = { exists = scope:target_court_language.culture has_same_culture_language = scope:target_court_language.culture } AND = { exists = scope:ling_cul_1_bonus THIS = scope:ling_cul_1_bonus } AND = { exists = scope:ling_cul_2_bonus THIS = scope:ling_cul_2_bonus } AND = { exists = scope:ling_cul_3_bonus THIS = scope:ling_cul_3_bonus } } } } random_culture_global = { # Find a culture that speaks this language natively limit = { exists = culture_head has_same_culture_heritage = scope:$CULTURE$ NOR = { has_same_culture_language = scope:$CULTURE$ has_same_culture_language = root.culture AND = { exists = scope:target_court_language.culture has_same_culture_language = scope:target_court_language.culture } AND = { exists = scope:ling_cul_1_bonus THIS = scope:ling_cul_1_bonus } AND = { exists = scope:ling_cul_2_bonus THIS = scope:ling_cul_2_bonus } AND = { exists = scope:ling_cul_3_bonus THIS = scope:ling_cul_3_bonus } } } save_scope_as = $CULTURE$_bonus } } else = { random_kingdom = { limit = { exists = holder NOR = { holder = root AND = { exists = scope:target_court_language holder = scope:target_court_language } } holder = { in_diplomatic_range = root culture = { NOR = { has_same_culture_language = scope:$CULTURE$ has_same_culture_language = root.culture AND = { exists = scope:target_court_language has_same_culture_language = scope:target_court_language.culture } AND = { exists = scope:ling_cul_1_bonus this = scope:ling_cul_1_bonus } AND = { exists = scope:ling_cul_2_bonus this = scope:ling_cul_2_bonus } AND = { exists = scope:ling_cul_3_bonus this = scope:ling_cul_3_bonus } } } } } holder.culture = { save_scope_as = $CULTURE$_bonus } } } } } linguist_random_realm_effect = { # Save random culture realm to fetch faith if = { limit = { any_independent_ruler = { culture = scope:$CULTURE$ } } ordered_independent_ruler = { limit = { culture = scope:$CULTURE$ } order_by = primary_title.tier save_scope_as = $CULTURE$_ruler } } # Save fallback to fetch faith else = { scope:target_court_language = { save_scope_as = $CULTURE$_ruler } } } isolate_single_character_effect = { add_character_flag = { flag = blocked_from_leaving years = 5 } add_character_modifier = { modifier = isolating_modifier years = 5 } if = { limit = { exists = involved_activity } if = { limit = { involved_activity.activity_host = root } invalidate_activity = involved_activity } else = { remove_from_activity = involved_activity } } } isolate_family_decision_effect = { show_as_tooltip = { every_close_family_member = { custom = every_close_family_member_at_court limit = { is_courtier_of = root } add_character_modifier = { modifier = isolating_modifier years = 5 } } add_character_modifier = { modifier = isolating_modifier years = 5 } if = { limit = { exists = involved_activity } if = { limit = { involved_activity.activity_host = root } invalidate_activity = involved_activity } else = { remove_from_activity = involved_activity } } } if = { limit = { NOT = { exists = current_travel_plan } } custom_tooltip = travelling_will_break_isolation_tt } hidden_effect = { every_close_family_member = { custom = every_close_family_member_at_court limit = { is_courtier_of = root } root = { add_to_variable_list = { name = isolating_relatives target = prev } } isolate_single_character_effect = yes } every_consort = { limit = { is_courtier_of = root } root = { add_to_variable_list = { name = isolating_relatives target = prev } } isolate_single_character_effect = yes } isolate_single_character_effect = yes set_variable = { name = isolating_cooldown_var years = 1 } add_character_flag = { # Prevent the AI from constantly coming in and out of isolation flag = ai_unisolate_cooldown years = 1 } } stress_impact = { brave = minor_stress_impact_gain gregarious = minor_stress_impact_gain } } unisolate_family_decision_effect = { show_as_tooltip = { every_close_family_member = { custom = every_close_family_member_at_court limit = { is_courtier_of = root } remove_character_modifier = isolating_modifier } } hidden_effect = { every_in_list = { variable = isolating_relatives limit = { is_alive = yes } remove_character_modifier = isolating_modifier remove_character_flag = blocked_from_leaving } clear_variable_list = isolating_relatives } remove_character_modifier = isolating_modifier stress_impact = { paranoid = minor_stress_impact_gain shy = minor_stress_impact_gain } } #Whippy whippy flagellation_decision_effect = { #Get both rewards if = { limit = { has_trait = flagellant faith = { has_doctrine_parameter = self_mutilation_active } } add_stress = major_stress_loss add_piety = medium_piety_value } #Only Piety else_if = { limit = { faith = { has_doctrine_parameter = self_mutilation_active } } add_piety = medium_piety_value } #Only Stress-loss else = { add_stress = major_stress_loss } #Be kind to the AI if = { limit = { is_ai = yes } random_list = { 75 = { #No increase } 25 = { increase_wounds_effect = { REASON = whipping } } } } else = { increase_wounds_effect = { REASON = whipping } } #Not already flagellant? if = { limit = { NOT = { has_trait = flagellant } } random = { chance = 20 add_trait = flagellant add_stress = major_stress_loss } } } #restore_carthage_scripted_effect = { # # dynasty = { add_dynasty_prestige = monumental_dynasty_prestige_gain } # house = { # add_house_modifier = { # modifier = restore_carthage_house_modifier # years = 100 # } # } # create_title_and_vassal_change = { # type = created # save_scope_as = title_change # add_claim_on_loss = no # } # # #Create Kingdoms # hidden_effect = { # # Carthage # title:k_carthage = { # change_title_holder = { # holder = root # change = scope:title_change # } # set_de_jure_liege_title = title:e_carthage # } # # Carthage Duchies # title:d_gabes = { # set_de_jure_liege_title = title:k_carthage # } # title:d_kairouan = { # set_de_jure_liege_title = title:k_carthage # } # title:d_kroumerie = { # set_de_jure_liege_title = title:k_carthage # } # title:d_tunis = { # set_de_jure_liege_title = title:k_carthage # } # title:d_jerid = { # set_de_jure_liege_title = title:k_carthage # } # title:d_sicily = { # set_de_jure_liege_title = title:k_carthage # } # title:d_sardinia = { # set_de_jure_liege_title = title:k_carthage # } # # And "Tunis" Carthage as capital # title:c_tunis = { # change_title_holder = { # holder = root # change = scope:title_change # } # } # # Tripolitania # title:k_tripolitania = { # change_title_holder = { # holder = root # change = scope:title_change # } # set_de_jure_liege_title = title:e_carthage # } # # Tripolitania Duchies # title:d_tripolitania = { # set_de_jure_liege_title = title:k_tripolitania # } # title:d_syrte = { # set_de_jure_liege_title = title:k_tripolitania # } # # Mauretania # title:k_mauretania = { # change_title_holder = { # holder = root # change = scope:title_change # } # set_de_jure_liege_title = title:e_carthage # } # # Mauretania Duchies # title:d_bejaia = { # set_de_jure_liege_title = title:k_mauretania # } # title:d_zab = { # set_de_jure_liege_title = title:k_mauretania # } # title:d_tlemcen = { # set_de_jure_liege_title = title:k_mauretania # } # title:d_rif = { # set_de_jure_liege_title = title:k_mauretania # } # title:d_alger = { # set_de_jure_liege_title = title:k_mauretania # } # # Carthago Nova # title:k_carthago_nova = { # change_title_holder = { # holder = root # change = scope:title_change # } # set_de_jure_liege_title = title:e_carthage # } # # Carthago Nova Duchies # title:d_sevilla = { # set_de_jure_liege_title = title:k_carthago_nova # } # title:d_granada = { # set_de_jure_liege_title = title:k_carthago_nova # } # title:d_murcia = { # set_de_jure_liege_title = title:k_carthago_nova # } # title:d_valencia = { # set_de_jure_liege_title = title:k_carthago_nova # } # } # # #Create Empire # title:e_carthage = { # change_title_holder = { # holder = root # change = scope:title_change # } # } # # resolve_title_and_vassal_change = scope:title_change # # hidden_effect = { # every_held_title = { #Should destroy Kingdoms without dejure land # title_tier = kingdom # if = { # limit = { # any_direct_de_jure_vassal_title = { count < 1 } # title_capital_county.empire = title:e_carthage # } # root = { destroy_title = prev } # } # } # } # # if = { # limit = { # capital_county != title:c_tunis # } # set_realm_capital = title:c_tunis # } # # hidden_effect = { # set_primary_title_to = title:e_carthage # } #} ################################################## # ##Create Cossack Kingdom Decision Effect## # ## By: Björn S ################################################## # #create_cossack_scripted_effect = { # # Pseudo character to derive culture from without converting the founder by default # create_character = { # location = root.location # culture = root.culture # faith = root.faith # gender = root # dynasty = none # random_traits = no # save_scope_as = cossack # } # ## We make all nomad holdings tribal, or the government change won't work # custom_tooltip = { # every_sub_realm_county = { # limit = { # title_province = { # OR = { # has_holding_type = nomad_holding # has_holding_type = herder_holding # } # } # } # ## Add_to_list = holding_conversion # title_province = { # set_holding_type = tribal_holding # } # } # text = create_cossack_tribal_tooltip # } # change_government = tribal_government # # ## Create the Cossack Culture ## # culture = { save_scope_as = founder_culture } # every_player = { # add_character_flag = { # flag = hide_hybridization_event # days = 1 # } # } # custom_tooltip = { # text = cossack_custom_culture_hybrid # scope:cossack = { create_hybrid_culture = culture:kazak } # } # scope:new_culture ?= { # set_culture_name = { # noun = cossack # collective_noun = cossack_prefix # prefix = cossack_collective_noun # } # } # create_title_and_vassal_change = { # type = created # save_scope_as = title_change # add_claim_on_loss = no # } # title:k_cossack = { # change_title_holder = { # holder = root # change = scope:title_change # } # } # resolve_title_and_vassal_change = scope:title_change # # ## Set up the Cossack Kingdom title with de jure duchies # custom_tooltip = { # text = cossack_custom_de_jure # title:k_cossack = { set_de_jure_liege_title = title:e_caspian-pontic_steppe } # title:d_tana = { set_de_jure_liege_title = title:k_cossack } # title:d_zaporizhzhia = { set_de_jure_liege_title = title:k_cossack } # title:d_kharkiv = { set_de_jure_liege_title = title:k_cossack } # title:d_don_valley = { set_de_jure_liege_title = title:k_cossack } # title:d_astrakhan = { set_de_jure_liege_title = title:k_cossack } # } # # ##Add Cossack Culture to all de jure duchies in the Cossack Kingdom # if = { # limit = { exists = scope:new_culture } # custom_tooltip = { # text = cossack_custom_county_culture # every_held_county = { # limit = { kingdom = title:k_cossack } # ## Convert all the counties to Cossack Culture ## # set_county_culture = scope:new_culture # } # } # } # else = { custom_tooltip = cossack_custom_county_culture_fallback } # # hidden_effect = { # scope:cossack ?= { silent_disappearance_effect = yes } # } #} #