### Recruit Terrain Specialist ### recruit_terrain_specialist_decision = { ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 60 kingdom = 60 empire = 60 hegemony = 60 } picture = { trigger = { government_has_flag = government_is_nomadic } reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_tribal_neutral.dds" } picture = { trigger = { culture = { has_graphical_japanese_culture_group_trigger = yes } } reference = "gfx/interface/illustrations/decisions/tgp_dominance.dds" } picture = { trigger = { culture = { has_graphical_east_asia_culture_group_trigger = yes } } reference = "gfx/interface/illustrations/event_scenes/tgp_camp_asia.dds" } picture = { trigger = { culture = { has_graphical_india_culture_group_trigger = yes } } reference = "gfx/interface/illustrations/decisions/tgp_projects_mandala_capital.dds" } picture = { reference = "gfx/interface/illustrations/decisions/decision_recruitment.dds" } sort_order = 10 decision_group_type = courtier is_shown = { # You can hire at least one type of terrain expert OR = { culture ?= { OR = { has_cultural_parameter = can_recruit_mountain_specialist has_cultural_parameter = can_recruit_open_specialist has_cultural_parameter = can_recruit_dry_specialist has_cultural_parameter = can_recruit_hill_specialist has_cultural_parameter = can_recruit_jungle_specialist has_cultural_parameter = can_recruit_forest_specialist has_cultural_parameter = can_recruit_winter_specialist root = { has_trait = nomadic_philosophy } } } has_title = title:e_minister_grand_marshal has_title = title:e_minister_of_war } is_landless_adventurer = no } is_valid = { trigger_if = { limit = { government_has_flag = government_is_nomadic } domicile ?= { has_domicile_building_or_higher = character_warfare_yurt_03 } } } is_valid_showing_failures_only = { is_imprisoned = no } desc = { random_valid = { triggered_desc = { trigger = { culture = { has_cultural_parameter = can_recruit_winter_specialist } } desc = recruit_winter_specialist_decision_desc } triggered_desc = { trigger = { culture = { has_cultural_parameter = can_recruit_forest_specialist } } desc = recruit_forest_specialist_decision_desc } triggered_desc = { trigger = { culture = { has_cultural_parameter = can_recruit_mountain_specialist } } desc = recruit_mountain_specialist_decision_desc } triggered_desc = { trigger = { culture = { has_cultural_parameter = can_recruit_dry_specialist } } desc = recruit_dry_specialist_decision_desc } triggered_desc = { trigger = { culture = { has_cultural_parameter = can_recruit_hill_specialist } } desc = recruit_hill_specialist_decision_desc } triggered_desc = { trigger = { culture = { has_cultural_parameter = can_recruit_jungle_specialist } } desc = recruit_jungle_specialist_decision_desc } triggered_desc = { trigger = { OR = { culture = { has_cultural_parameter = can_recruit_open_specialist } has_trait = nomadic_philosophy } } desc = recruit_open_specialist_decision_desc } triggered_desc = { trigger = { NOR = { culture = { has_cultural_parameter = can_recruit_winter_specialist } culture = { has_cultural_parameter = can_recruit_forest_specialist } culture = { has_cultural_parameter = can_recruit_mountain_specialist } culture = { has_cultural_parameter = can_recruit_dry_specialist } culture = { has_cultural_parameter = can_recruit_hill_specialist } culture = { has_cultural_parameter = can_recruit_jungle_specialist } culture = { has_cultural_parameter = can_recruit_open_specialist } has_trait = nomadic_philosophy } } desc = recruit_terrain_specialist_decision_desc } } } cost = { gold = { value = minor_gold_value } prestige = { value = medium_prestige_value } } cooldown = { years = 5 } widget = { gui = "decision_view_widget_option_list_generic" controller = decision_option_list_controller decision_to_second_step_button = "CHOOSE_TERRAIN_SPECIALIST_DECISION_NEXT_STEP_BUTTON" show_from_start = yes item = { # Winter Soldier value = recruit_winter_specialist_decision is_valid = { custom_tooltip = { text = recruit_winter_specialist_decision_valid_tt OR = { culture = { has_cultural_parameter = can_recruit_winter_specialist } has_title = title:e_minister_grand_marshal has_title = title:e_minister_of_war } } } current_description = recruit_winter_specialist_decision localization = recruit_winter_specialist_decision icon = "gfx/interface/icons/traits/winter_soldier.dds" ai_chance = { value = 0 if = { limit = { culture = { has_cultural_parameter = can_recruit_winter_specialist } } add = 100 } if = { limit = { OR = { has_title = title:e_minister_grand_marshal has_title = title:e_minister_of_war } } add = 50 } if = { limit = { has_trait = winter_soldier } multiply = 0 } } } item = { # Forest Fighter value = recruit_forest_specialist_decision is_valid = { custom_tooltip = { text = recruit_forest_specialist_decision_valid_tt OR = { culture = { has_cultural_parameter = can_recruit_forest_specialist } has_title = title:e_minister_grand_marshal has_title = title:e_minister_of_war } } } current_description = recruit_forest_specialist_decision localization = recruit_forest_specialist_decision icon = "gfx/interface/icons/traits/forest_fighter.dds" ai_chance = { value = 0 if = { limit = { culture = { has_cultural_parameter = can_recruit_forest_specialist } } add = 100 } if = { limit = { OR = { has_title = title:e_minister_grand_marshal has_title = title:e_minister_of_war } } add = 50 } if = { limit = { has_trait = forest_fighter } multiply = 0 } } } item = { # Rough Terrain Expert value = recruit_mountain_specialist_decision is_valid = { custom_tooltip = { text = recruit_mountain_specialist_decision_valid_tt OR = { culture = { has_cultural_parameter = can_recruit_mountain_specialist } has_title = title:e_minister_grand_marshal has_title = title:e_minister_of_war } } } current_description = recruit_mountain_specialist_decision localization = recruit_mountain_specialist_decision icon = "gfx/interface/icons/traits/rough_terrain_expert.dds" ai_chance = { value = 0 if = { limit = { culture = { has_cultural_parameter = can_recruit_mountain_specialist } } add = 100 } if = { limit = { OR = { has_title = title:e_minister_grand_marshal has_title = title:e_minister_of_war } } add = 50 } if = { limit = { has_trait = rough_terrain_expert } multiply = 0 } } } item = { # Desert Warrior value = recruit_dry_specialist_decision is_valid = { custom_tooltip = { text = recruit_dry_specialist_decision_valid_tt OR = { culture = { has_cultural_parameter = can_recruit_dry_specialist } has_title = title:e_minister_grand_marshal has_title = title:e_minister_of_war } } } current_description = recruit_dry_specialist_decision localization = recruit_dry_specialist_decision icon = "gfx/interface/icons/traits/desert_warrior.dds" ai_chance = { value = 0 if = { limit = { culture = { has_cultural_parameter = can_recruit_dry_specialist } } add = 100 } if = { limit = { OR = { has_title = title:e_minister_grand_marshal has_title = title:e_minister_of_war } } add = 50 } if = { limit = { has_trait = desert_warrior } multiply = 0 } } } item = { # Rough Terrain Expert value = recruit_hill_specialist_decision is_valid = { custom_tooltip = { text = recruit_hill_specialist_decision_valid_tt OR = { culture = { has_cultural_parameter = can_recruit_hill_specialist } has_title = title:e_minister_grand_marshal has_title = title:e_minister_of_war } } } current_description = recruit_hill_specialist_decision localization = recruit_hill_specialist_decision icon = "gfx/interface/icons/traits/rough_terrain_expert.dds" ai_chance = { value = 0 if = { limit = { culture = { has_cultural_parameter = can_recruit_hill_specialist } } add = 100 } if = { limit = { OR = { has_title = title:e_minister_grand_marshal has_title = title:e_minister_of_war } } add = 50 } if = { limit = { has_trait = rough_terrain_expert } multiply = 0 } } } item = { # Jungle Stalker value = recruit_jungle_specialist_decision is_valid = { custom_tooltip = { text = recruit_jungle_specialist_decision_valid_tt OR = { culture = { has_cultural_parameter = can_recruit_jungle_specialist } has_title = title:e_minister_grand_marshal has_title = title:e_minister_of_war } } } current_description = recruit_jungle_specialist_decision localization = recruit_jungle_specialist_decision icon = "gfx/interface/icons/traits/jungle_stalker.dds" ai_chance = { value = 0 if = { limit = { culture = { has_cultural_parameter = can_recruit_jungle_specialist } } add = 100 } if = { limit = { OR = { has_title = title:e_minister_grand_marshal has_title = title:e_minister_of_war } } add = 50 } if = { limit = { has_trait = jungle_stalker } multiply = 0 } } } item = { # Open Terrain Expert value = recruit_open_specialist_decision is_valid = { custom_tooltip = { text = recruit_open_specialist_decision_valid_tt OR = { has_trait = nomadic_philosophy culture = { has_cultural_parameter = can_recruit_open_specialist } has_title = title:e_minister_grand_marshal has_title = title:e_minister_of_war } } } current_description = recruit_open_specialist_decision localization = recruit_open_specialist_decision icon = "gfx/interface/icons/traits/open_terrain_expert.dds" ai_chance = { value = 0 if = { limit = { culture = { has_cultural_parameter = can_recruit_open_specialist } } add = 100 } if = { limit = { OR = { has_title = title:e_minister_grand_marshal has_title = title:e_minister_of_war } } add = 50 } if = { limit = { has_trait = open_terrain_expert } multiply = 0 } } } } effect = { if = { limit = { OR = { has_title = title:e_minister_grand_marshal has_title = title:e_minister_of_war } } custom_tooltip = recruit_terrain_specialist_decision_minister_tooltip } else = { custom_tooltip = recruit_terrain_specialist_decision_tooltip } hidden_effect = { if = { limit = { scope:recruit_winter_specialist_decision = yes } recruit_terrain_specialist_effect = { SPECIALIST_TRAIT = winter_soldier SPECIALIST_TEMPLATE_CHARACTER = winter_commander_character } } else_if = { limit = { scope:recruit_forest_specialist_decision = yes } recruit_terrain_specialist_effect = { SPECIALIST_TRAIT = forest_fighter SPECIALIST_TEMPLATE_CHARACTER = forest_commander_character } } else_if = { limit = { scope:recruit_mountain_specialist_decision = yes } recruit_terrain_specialist_effect = { SPECIALIST_TRAIT = rough_terrain_expert SPECIALIST_TEMPLATE_CHARACTER = mountain_commander_character } } else_if = { limit = { scope:recruit_dry_specialist_decision = yes } recruit_terrain_specialist_effect = { SPECIALIST_TRAIT = desert_warrior SPECIALIST_TEMPLATE_CHARACTER = desert_commander_character } } else_if = { limit = { scope:recruit_hill_specialist_decision = yes } recruit_terrain_specialist_effect = { SPECIALIST_TRAIT = rough_terrain_expert SPECIALIST_TEMPLATE_CHARACTER = hill_commander_character } } else_if = { limit = { scope:recruit_jungle_specialist_decision = yes } recruit_terrain_specialist_effect = { SPECIALIST_TRAIT = jungle_stalker SPECIALIST_TEMPLATE_CHARACTER = jungle_commander_character } } else_if = { limit = { scope:recruit_open_specialist_decision = yes } recruit_terrain_specialist_effect = { SPECIALIST_TRAIT = open_terrain_expert SPECIALIST_TEMPLATE_CHARACTER = open_commander_character } } } } ai_potential = { OR = { culture = { OR = { has_cultural_parameter = can_recruit_winter_specialist has_cultural_parameter = can_recruit_forest_specialist has_cultural_parameter = can_recruit_mountain_specialist has_cultural_parameter = can_recruit_dry_specialist has_cultural_parameter = can_recruit_hill_specialist has_cultural_parameter = can_recruit_jungle_specialist has_cultural_parameter = can_recruit_open_specialist root = { has_trait = nomadic_philosophy } } } has_title = title:e_minister_grand_marshal has_title = title:e_minister_of_war } } } ### Sacrifice Bear ### sacrifice_bear_decision = { picture = { reference = "gfx/interface/illustrations/terrain_types/taiga.dds" } sort_order = 180 ai_check_interval = 0 cooldown = { years = 5 } desc = sacrifice_bear_decision_desc is_shown = { rite ?= { rite_has_parameter = allows_bear_sacrifice } is_landless_adventurer = no } is_valid_showing_failures_only = { is_capable_adult = yes is_imprisoned = no } is_valid = { custom_tooltip = { text = tgp_has_acquired_bear has_character_modifier = hunt_captive_beast_modifier } } effect = { custom_tooltip = { text = sacrifice_bear_decision_effect trigger_event = culture_tradition_events.3100 } } ai_potential = { } ai_will_do = { base = 100 } }