##Creating Switzerland "Kingdom" #### Form the Swiss Confederation ### #form_switzerland_kingdom_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds" # } # desc = form_switzerland_kingdom_decision_desc # selection_tooltip = form_switzerland_kingdom_decision_tooltip # decision_group_type = major # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 120 # kingdom = 0 # empire = 0 # hegemony = 0 # } # # is_shown = { # top_liege != this # NOT = { exists = title:k_switzerland.holder } # NOT = { #Can only do it once. # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_formed_switzerland_kingdom # } # } # #No kings or emperors. # highest_held_title_tier <= tier_duchy # #Must be within an empire. # top_liege.primary_title.tier >= tier_empire # OR = { # culture = { has_cultural_pillar = heritage_central_germanic } # culture = { has_cultural_pillar = heritage_frankish } # culture = { has_cultural_pillar = heritage_latin } # } # any_sub_realm_county = { # OR = { # title_province = { geographical_region = custom_core_switzerland } # this = title:c_geneva # this = title:c_aosta # } # } # } # # is_valid = { # #Must have imperial immediacy. # liege = top_liege # prestige_level >= high_prestige_level # #And the core of the Old Confederacy. # completely_controls_region = custom_core_switzerland # } # # is_valid_showing_failures_only = { # is_landed = yes # is_capable_adult = yes # is_imprisoned = no # top_liege != this # is_at_war = no # } # # cost = { # gold = { # value = 0 # if = { # limit = { # has_treasury = no # } # add = 250 # } # } # treasury = { # value = 0 # if = { # limit = { # has_treasury = yes # } # add = 250 # } # } # } # # effect = { # gain_heroic_legend_seed_tooltip_effect = yes # show_as_tooltip = { # form_switzerland_scripted_effect = yes # } # trigger_event = { # id = middle_europe_decisions.0001 # } # hidden_effect = { # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_formed_switzerland_kingdom # } # set_global_variable = { # name = flag_formed_switzerland_kingdom # value = root # } # } # } # # ai_potential = { # always = yes # } # # ai_will_do = { # base = 100 # } #} # ##Creating Austrian Archduchy #### Form Archduchy of Austria ### #form_austria_kingdom_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds" # } # desc = form_austria_kingdom_decision_desc # selection_tooltip = form_austria_kingdom_decision_tooltip # decision_group_type = major # ai_goal = yes # # is_shown = { # NOT = { exists = title:k_austria.holder } # NOT = { #Can only do it once. # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_formed_austria_kingdom # } # } # #No kings or emperors... # highest_held_title_tier <= tier_duchy # top_liege != this # #Must be within the HRE, else the bid & flavour make no sense. # top_liege ?= { has_title = title:e_hre } # #Must hold land within the relevant areas directly. # any_held_title = { # title_tier = county # OR = { # title_province = { geographical_region = custom_core_austria } # title_province = { geographical_region = custom_stretch_austria } # } # } # } # # is_valid = { # #Must enjoy imperial immediacy. # liege = title:e_hre.holder # #Must be suitably prestigious. # prestige_level >= high_prestige_level # #Must control core Austria # completely_controls_region = custom_core_austria # #Must not be of the ruling dynasty # custom_description = { # text = "form_austria_hre_dynasty_trigger" # NOT = { dynasty = title:e_hre.holder.dynasty } # } # #Must have a hook on the emperor # has_strong_usable_hook = title:e_hre.holder # #Must not be too early # OR = { # has_realm_law = crown_authority_2 # has_realm_law = crown_authority_3 # } # } # # is_valid_showing_failures_only = { # is_landed = yes # is_capable_adult = yes # is_imprisoned = no # is_at_war = no # faith = top_liege.faith #Must share the faith of your emperor. # } # # cost = { # gold = { # value = 0 # if = { # limit = { # has_treasury = no # } # add = 1000 # } # } # treasury = { # value = 0 # if = { # limit = { # has_treasury = yes # } # add = 1000 # } # } # } # # effect = { # gain_heroic_legend_seed_tooltip_effect = yes # show_as_tooltip = { # form_austria_scripted_effect = yes # } # trigger_event = { # id = middle_europe_decisions.0003 # } # hidden_effect = { # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_formed_austria_kingdom # } # set_global_variable = { # name = flag_formed_austria_kingdom # value = root # } # } # } # # ai_potential = { # prestige_level >= high_prestige_level # } # # ai_will_do = { # base = 0 # # #Only worth considering if you actually have your capital in Austria. # modifier = { # add = 20 # capital_county.title_province = { geographical_region = custom_core_austria } # } # # #More brazen characters are more likely to have a bash. # ai_value_modifier = { # ai_boldness = 0.75 # ai_greed = 0.25 # } # } #} # ##Reform Carolingian Empire #### Restore Carolingian Borders ### #reform_carolingian_empire_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds" # } # desc = reform_carolingian_empire_decision_desc # selection_tooltip = reform_carolingian_empire_decision_tooltip # decision_group_type = major # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 120 # empire = 120 # hegemony = 0 # } # # is_shown = { # faith.religion = faith:catholic.religion #Christian # is_ruler = yes # is_playable_character = yes # NOT = { #Can only do it once. # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_reformed_carolingian_empire # } # } # top_liege = this # culture = { has_cultural_pillar = heritage_frankish } # capital_province = { geographical_region = world_europe_west } # NOT = { has_title = title:e_hre } #HRE title holders can't Restore Carolingian Borders as the decision requires the HRE to serve as an "antagonist" # } # # is_valid = { # prestige_level >= high_prestige_level # has_title = title:e_france # #All of starting e_france # completely_controls_region = custom_carolingian_francia # #Frisia # completely_controls_region = custom_frisia # #Lotharingia # completely_controls_region = custom_lotharingia # #Bavaria # completely_controls_region = custom_bavaria # #Germany # completely_controls_region = custom_carolingian_germany # #Aragon (except Mallorca) & Navarra # completely_controls_region = custom_carolingian_iberia # #Northern Italy (except Venice, Sardinia, and Rome) # completely_controls_region = custom_northern_italy # } # # is_valid_showing_failures_only = { # is_capable_adult = yes # is_imprisoned = no # top_liege = this # is_at_war = no # } # # effect = { # gain_heroic_legend_seed_tooltip_effect = yes # custom_tooltip = reform_carolingian_empire_decision_effect_tooltip # show_as_tooltip = { # form_carolingian_empire_scripted_effect = yes # } # trigger_event = { # id = middle_europe_decisions.0005 # } # hidden_effect = { # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_reformed_carolingian_empire # } # set_global_variable = { # name = flag_reformed_carolingian_empire # value = root # } # } # } # # ai_potential = { # always = yes # } # # ai_will_do = { # base = 100 # } #} # ##Uniting the Burgundies #### Unify the Burgundies ### #unify_burgundy_kingdom_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds" # } # desc = unify_burgundy_kingdom_decision_desc # selection_tooltip = unify_burgundy_kingdom_decision_tooltip # decision_group_type = major # ai_goal = yes # # is_shown = { # culture = { has_cultural_pillar = heritage_frankish } # is_ruler = yes # is_playable_character = yes # NOT = { # exists = title:k_burgundy.holder # } # NOT = { #Can only do it once. # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_unified_burgundy_kingdom # } # } # highest_held_title_tier < 4 #No Kings or Emperors. # top_liege = { # OR = { # has_title = title:k_france # has_title = title:e_france # has_title = title:e_hre # } # } # capital_province = { geographical_region = custom_burgundy } # } # # is_valid = { # prestige_level >= high_prestige_level # completely_controls_region = custom_burgundy # } # # is_valid_showing_failures_only = { # is_capable_adult = yes # is_imprisoned = no # top_liege != this # is_at_war = no # } # # cost = { # gold = { # value = 0 # if = { # limit = { # has_treasury = no # } # add = 1000 # } # } # treasury = { # value = 0 # if = { # limit = { # has_treasury = yes # } # add = 1000 # } # } # } # # effect = { # gain_heroic_legend_seed_tooltip_effect = yes # if = { # limit = { # NOT = { has_culture = culture:occitan } # } # set_culture = culture:occitan # add_character_flag = converted_culture_this_lifetime # } # custom_tooltip = unify_burgundy_kingdom_decision_effect_tooltip # show_as_tooltip = { # unite_burgundies_scripted_effect = yes # } # trigger_event = { # id = middle_europe_decisions.0007 # } # hidden_effect = { # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_unified_burgundy_kingdom # } # set_global_variable = { # name = flag_unified_burgundy_kingdom # value = root # } # } # } # # ai_potential = { # always = yes # } # # ai_will_do = { # base = 5 # ai_value_modifier = { # ai_boldness = 1.0 # } # } #} # #### Empower Sicilian Parliament ### #empower_sicilian_parliament_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_realm.dds" # } # desc = empower_sicilian_parliament_decision_desc # selection_tooltip = empower_sicilian_parliament_decision_tooltip # decision_group_type = major # ai_goal = yes # # is_shown = { # culture = { has_cultural_pillar = heritage_latin } # is_ruler = yes # NOT = { #Can only do it once. # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_empowered_sicilian_parliament # } # } # highest_held_title_tier >= 4 #Kings and Emperors only. # top_liege = this # capital_province = { geographical_region = custom_sicily } # NOT = { government_has_flag = government_is_tribal } # } # # is_valid = { # prestige_level >= 3 # learning >= 10 # NOT = { has_realm_law = crown_authority_0 } # OR = { # has_title = title:k_sicily # has_title = title:k_naples # has_title = title:k_trinacria # } # OR = { # AND = { # completely_controls = title:d_sicily # The Island # title:c_palermo = { # title_province = { has_special_building = no } # } # } # AND = { # completely_controls = title:d_capua # The Boot # title:c_napoli = { # title_province = { has_special_building = no } # } # } # } # } # # is_valid_showing_failures_only = { # is_landed = yes # is_capable_adult = yes # is_imprisoned = no # top_liege = this # is_at_war = no # } # # cost = { # gold = { # value = 0 # if = { # limit = { # has_treasury = no # } # add = 1500 # } # } # treasury = { # value = 0 # if = { # limit = { # has_treasury = yes # } # add = 1500 # } # } # prestige = 3000 # } # # effect = { # show_as_tooltip = { # if = { #Only for tooltip, player gets to choose in the event when owning both. # limit = { completely_controls = title:d_sicily } # title:c_palermo = { # sicilian_parliament_building_scripted_effect = yes # } # } # else_if = { # limit = { completely_controls = title:d_capua } # custom_tooltip = middle_europe_decisions.0010.tt_napoli_warning # title:c_napoli = { # sicilian_parliament_building_scripted_effect = yes # } # } # empower_sicilian_parliament_decision_scripted_effect = yes # } # trigger_event = { # id = middle_europe_decisions.0010 # } # hidden_effect = { # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_empowered_sicilian_parliament # } # } # } # # ai_potential = { # always = yes # } # # ai_will_do = { # base = 15 # ai_value_modifier = { # ai_boldness = 1.0 # } # } #} # ##Little Medieval French Renaissance. #### Inspire Opus Francigenum ### #promote_gothic_innovations_decision = { #12th century Renaissance # picture = { # reference = "gfx/interface/illustrations/decisions/decision_misc.dds" # } # desc = promote_gothic_innovations_decision_desc # selection_tooltip = promote_gothic_innovations_decision_tooltip # decision_group_type = major # ai_goal = yes # # is_shown = { # OR = { # culture = { has_cultural_pillar = heritage_latin } # culture = { has_cultural_pillar = heritage_frankish } # } # NOT = { has_culture = culture:italian } # is_ruler = yes # is_landed = yes # root.culture = { # has_cultural_era_or_later = culture_era_early_medieval # } # NOT = { #Can only do it once. # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_promoted_gothic_innovations # } # } # highest_held_title_tier >= 4 #Kings and Emperors only. # OR = { # has_title = title:k_france # has_title = title:e_france # has_title = title:k_burgundy # } # NOR = { # government_has_flag = government_is_theocracy # government_has_flag = government_is_clan # government_has_flag = government_is_tribal # } # } # # is_valid = { # prestige_level >= 4 # learning >= 10 # NOT = { has_realm_law = crown_authority_0 } # #Must control core provinces either in the North or the South: # OR = { # AND = { # completely_controls = title:d_valois # completely_controls = title:d_orleans # } # AND = { # completely_controls = title:d_provence # completely_controls = title:d_toulouse # } # } # #Must have basic innovations: # root.culture = { # has_innovation = innovation_royal_prerogative # has_innovation = innovation_knighthood # has_innovation = innovation_windmills # } # } # # is_valid_showing_failures_only = { # is_capable_adult = yes # is_imprisoned = no # is_at_war = no # } # # cost = { # gold = { # value = 0 # if = { # limit = { # has_treasury = no # } # add = 500 # } # } # treasury = { # value = 0 # if = { # limit = { # has_treasury = yes # } # add = 500 # } # } # prestige = 3000 # } # # effect = { # show_as_tooltip = { # promote_gothic_innovations_decision_scripted_effect = yes # } # trigger_event = { # id = middle_europe_decisions.0012 # } # hidden_effect = { # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_promoted_gothic_innovations # } # } # } # # ai_potential = { # always = yes # } # # ai_will_do = { # base = 15 # ai_value_modifier = { # ai_boldness = 1.0 # } # } #} # ############################## ## Refound HRE # ## by Ewan Cowhig Croft # ############################## #### Restore the Holy Roman Empire ### #restore_holy_roman_empire_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds" # } # decision_group_type = major # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 12 # empire = 12 # hegemony = 0 # } # # desc = restore_holy_roman_empire_decision_desc # selection_tooltip = restore_holy_roman_empire_decision_tooltip # # is_shown = { # is_landed_or_landless_administrative = yes # exists = dynasty # Everyone should have a dynasty, but in case they don't... # NOT = { has_global_variable = flag_restored_roman_empire } # Not if Rome already exists (prevent Rome from restoring HRE) # NOR = { #Title existence cnditions. # exists = title:e_hre.holder #Well, that'd be redundant. # #highest_held_title_tier = tier_empire #Existing emperors likewise should not be giving up their empire. # } # NOR = { #It doesn't make sense for these competing empires. # is_roman_emperor_trigger = yes # mpo_has_gok_mongol_empire_trigger = yes # } # AND = { #Faith conditions. # this != faith.religious_head #Nice try, Mr. Pope. # faith = { # religion_tag = christianity_religion # has_doctrine_parameter = spiritual_head_of_faith #Gotta be invested with the authority by someone other than yourself. # } # NAND = { #No need for a competing empire if your faith controls the ERE. # exists = title:e_byzantium.holder # faith = title:e_byzantium.holder.faith # } # } # OR = { #Government conditions. # government_has_flag = government_is_feudal # government_has_flag = government_is_clan # government_allows = administrative # } # exists = faith.religious_head # } # # is_valid = { # #Standard requirements. # top_liege = this # trigger_if = { # limit = { # is_ai = no # } # prestige_level >= high_prestige_level # } # #Title ownership conditions. # OR = { #Gotta be King of a core Carolingian Kingdom. # has_title = title:k_east_francia # has_title = title:k_bavaria # has_title = title:k_france # has_title = title:k_italy # has_title = title:k_lotharingia # any_vassal = { # OR = { # has_title = title:k_east_francia # has_title = title:k_bavaria # has_title = title:k_france # has_title = title:k_italy # has_title = title:k_lotharingia # } # } # } # trigger_if = { # limit = { # is_ai = no # } # custom_description = { #And have some additional royal dignity for good measure. # text = decision_refound_hre_own_three_kingdoms.tt # any_held_title = { # title_tier = kingdom # count >= 3 # } # } # } # sub_realm_size >= 120 #Plus your various kingdoms should be ruling something. # #HoF preference conditions. # trigger_if = { # limit = { # is_ai = no # } # OR = { # faith.religious_head = { #And they have to actually like you enough to want to invest you. # opinion = { # target = root # value >= high_positive_opinion # } # } # root = { has_strong_usable_hook = faith.religious_head } #Or you have a strong hook on them that you can actually use. # root = { has_weak_hook = faith.religious_head } #Or a regular hook, to be fair, provided you meet the other criteria. # } # } # } # # is_valid_showing_failures_only = { # is_available_adult = yes # faith.religious_head = { is_available_adult = yes } # NOR = { # has_trait = excommunicated # is_at_war_with = faith.religious_head # } # } # # effect = { # show_as_tooltip = { # restore_holy_roman_empire_decision_scripted_effect = yes # } # gain_heroic_legend_seed_tooltip_effect = yes # save_scope_as = founder # faith.religious_head = { save_scope_as = founder_hof } # if = { # limit = { # faith.religious_head = { is_playable_character = yes } # } # faith.religious_head.capital_province = { save_scope_as = ceremony_locale } # } # else = { # capital_province = { save_scope_as = ceremony_locale } # } # trigger_event = { # id = middle_europe_decisions.0015 # } # #Notify other players. # every_player = { # limit = { # this != root # is_within_diplo_range = { CHARACTER = root } # } # trigger_event = middle_europe_decisions.0016 # } # if = { # limit = { # is_ai = no # NOT = { exists = global_var:restore_holy_roman_empire_decision } # } # set_global_variable = { # name = restore_holy_roman_empire_decision # value = root # } # } # # Assign Dynamic Prince-Electors # hidden_effect = { # if = { # limit = { has_global_variable_list = hre_elector_list } # clear_global_variable_list = hre_elector_list # } # while = { # count = 7 # random_vassal = { # limit = { # capital_province.empire = title:e_hre # must be de-jure vassal of empire # OR = { # prince-bishopric or duchy # AND = { # government_has_flag = government_is_theocracy # primary_title.tier >= tier_county # } # primary_title.tier >= tier_duchy # } # NOT = { # not already selected # is_target_in_global_variable_list = { # name = hre_elector_list # target = primary_title # } # } # } # weight = { # modifier = { # major vassals heavily weighted # factor = 10 # is_powerful_vassal = yes # } # modifier = { # same culture as emperor preferred # factor = 4 # culture = root.culture # } # modifier = { # we don't mind going outside Germania, but prefer it # factor = 1.5 # trigger = { exists = primary_title.title_province } # primary_title.title_province.barony = { # OR = { # target_is_de_jure_liege_or_above = title:k_bavaria # target_is_de_jure_liege_or_above = title:k_bohemia # target_is_de_jure_liege_or_above = title:k_east_francia # target_is_de_jure_liege_or_above = title:k_frisia # target_is_de_jure_liege_or_above = title:k_lotharingia # target_is_de_jure_liege_or_above = title:k_pomerania # } # } # } # modifier = { # we want at least 3 theocracies ideally # factor = 10 # any_in_global_list = { # variable = hre_elector_list # count < 3 # holder = { government_has_flag = government_is_theocracy } # } # government_has_flag = government_is_theocracy # } # modifier = { # 3 is enough theocracies unless we can't find feudal # factor = 0.1 # any_in_global_list = { # variable = hre_elector_list # count >= 3 # holder = { government_has_flag = government_is_theocracy } # } # government_has_flag = government_is_theocracy # } # } # add_to_global_variable_list = { # name = hre_elector_list # target = primary_title # } # } # } # hre_elector_list_save_effect = yes # saves list scopes to title as variables for tooltip # } # } # # cost = { # gold = { # value = 0 # if = { # limit = { # has_treasury = no # is_ai = no # } # add = 500 # } # } # treasury = { # value = 0 # if = { # limit = { # has_treasury = yes # is_ai = no # } # add = 500 # } # } # piety = 200 # } # # ai_potential = { # top_liege = this # highest_held_title_tier >= tier_kingdom # } # # ai_will_do = { # base = 100 # # modifier = { # We don't want a solo-France to form the HRE # factor = 0 # NOR = { # has_title = title:k_east_francia # has_title = title:k_bavaria # has_title = title:k_italy # has_title = title:k_lotharingia # any_vassal = { # OR = { # has_title = title:k_east_francia # has_title = title:k_bavaria # has_title = title:k_italy # has_title = title:k_lotharingia # } # } # } # } # } #} # ############################## ## Establish Norman Cultue # ## by Sean Hughes # ############################## # #### Establish Norman Culture ### #establish_norman_culture_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_realm.dds" # } # decision_group_type = major # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 120 # kingdom = 120 # empire = 120 # hegemony = 120 # } # # desc = establish_norman_culture_decision_desc # selection_tooltip = establish_norman_culture_decision_tooltip # # is_shown = { # culture = culture:norse # any_sub_realm_county = { # target_is_de_jure_liege_or_above = title:d_normandy # culture = culture:french # } # NOT = { # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_formed_normandy_decision # } # } # } # # is_valid = { # culture = culture:norse # completely_controls = title:d_normandy # } # # is_valid_showing_failures_only = { # is_at_war = no # is_imprisoned = no # } # # effect = { # hidden_effect = { # # Generate a list of counties we want to flip to the new culture. # title:d_normandy = { # every_in_de_jure_hierarchy = { # limit = { tier = tier_county} # add_to_list = norman_counties # } # } # every_sub_realm_title = { # limit = { # tier = tier_county # } # if = { # limit = { # title_province = { geographical_region = custom_normandy_and_adjacent } # OR = { # culture = culture:french # culture = culture:norse # } # } # add_to_list = norman_counties # } # } # # # Perform the culture flip. # every_in_list = { # list = norman_counties # merge_cultures_in_region_effect = { # OLD_CULTURE_1 = culture:norse # OLD_CULTURE_2 = culture:french # NEW_CULTURE = culture:norman # REGION = custom_normandy_and_adjacent # } # } # # # Send all players in the game a notification event about the flip. # save_scope_as = norman_founder # culture:norse = {save_scope_as = old_culture_1} # culture:french = {save_scope_as = old_culture_2} # culture:norman = { # reset_culture_creation_date = yes # get_all_innovations_from = scope:old_culture_1 # get_all_innovations_from = scope:old_culture_2 # save_scope_as = new_culture # } # every_player = { # if = { # limit = { # this != root # OR = { # culture = culture:french # culture = culture:norse # } # capital_province ?= { geographical_region = custom_normandy_and_adjacent } # } # trigger_event = global_culture.3002 # } # else_if = { # limit = { this = root } # trigger_event = global_culture.3003 # } # else_if = { # limit = { # capital_province ?= { geographical_region = world_europe } # } # trigger_event = global_culture.3005 # } # } # } # # # Player changes culture # set_culture = culture:norman # add_character_flag = converted_culture_this_lifetime # hidden_effect = { # every_in_list = { # list = norman_counties # limit = { # holder.capital_county = { is_in_list = norman_counties } # } # holder = { # add_to_list = mass_melting_pot_list # every_courtier = { add_to_list = mass_melting_pot_list } # every_courtier_away = { add_to_list = mass_melting_pot_list } # } # every_in_list = { # list = mass_melting_pot_list # limit = { # OR = { # culture = culture:french # culture = culture:norse # } # } # set_culture = culture:norman # } # } # } # # # Summary of above hidden effects to inform players of the decision's impact. # show_as_tooltip = { # custom_tooltip = establish_norman_culture_decision_effect.tt # culture:norman = { # get_all_innovations_from = scope:old_culture_1 # get_all_innovations_from = scope:old_culture_2 # } # } # # # Rename the duchy to Normandy # title:d_normandy = { # save_scope_as = normandy_title # hidden_effect = { # set_title_name = d_normandy # } # custom_tooltip = establish_norman_culture_decision_effect.tt.2 # } # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_formed_normandy_decision # } # } # # cost = { # } # # ai_potential = { # always = yes # } # # ai_will_do = { # base = 0 # # modifier = { # add = 100 # any_sub_realm_county = { # percent >= 0.5 # culture = culture:french # } # } # } #} # ####################################### ## Establish the Electorate of Saxony # ## by James Beaumont # ####################################### # #### Establish the Electorate of Saxony ### #establish_the_electorate_of_saxony_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds" # } # decision_group_type = major # # ai_check_interval = 0 # # desc = establish_the_electorate_of_saxony_decision_desc # selection_tooltip = establish_the_electorate_of_saxony_decision_tooltip # # is_shown = { # # Temporarily disabled due to stability issues in the HRE. # always = no # # Can't form Saxony if Saxony already formed. # NOT = { # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_formed_saxony # } # } # # Is in the HRE or is the Emperor # OR = { # liege = title:e_hre.holder # has_primary_title = title:e_hre # } # } # # is_valid = { # OR = { # has_primary_title = title:e_hre # # Avoid some funky tooltips. # AND = { # highest_held_title_tier <= tier_kingdom # top_liege = { has_title = title:e_hre } # } # } # custom_tooltip = { # text = polabia_held_or_nonexistent.tt # OR = { # has_title = title:k_sorbia # NOT = { exists = title:k_sorbia.holder } # } # } # completely_controls = title:d_meissen # completely_controls = title:d_lausitz # completely_controls = title:d_anhalt # completely_controls = title:d_thuringia # # Most of the Kingdom of Polabia is at least somewhat pro-HRE # custom_tooltip = { # text = polabia_must_be_hre_culture_tt # any_county_in_region = { # region = custom_polabia # # At least half. # count >= 12 # OR = { # culture = root.culture # culture = title:e_hre.holder.culture # } # } # } # } # # effect = { # hidden_effect = { # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_formed_saxony # } # save_scope_as = founder # title:e_hre.holder = { save_scope_as = hre_emperor_scope } # trigger_event = middle_europe_decisions.0017 # } # show_as_tooltip = { # create_kingdom_of_saxony_effect = { CHARACTER = root } # } # if = { # limit = { has_title = title:e_hre } # custom_tooltip = middle_europe_decision.0017.tt # } # } # # cost = { # gold = { # value = 0 # if = { # limit = { # has_treasury = no # } # add = 200 # } # } # treasury = { # value = 0 # if = { # limit = { # has_treasury = yes # } # add = 200 # } # } # } # # ai_potential = { # always = yes # } # # ai_will_do = { # base = 100 # } #} # ############### ## Carantania # ############### #decision_restore_carantania = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_castle_view.dds" # } # decision_group_type = major # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 120 # kingdom = 0 # empire = 0 # hegemony = 0 # } # # is_shown = { # exists = title:k_carantania # has_culture = culture:carantanian # OR = { # has_title = title:d_krain # has_title = title:d_carinthia # has_title = title:d_steyermark # } # NOT = { # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_formed_carantania # } # } # OR = { # title:d_krain = { is_titular = no } # title:d_carinthia = { is_titular = no } # title:d_steyermark = { is_titular = no } # } # } # # is_valid = { # is_independent_ruler = yes # highest_held_title_tier < tier_kingdom # prestige_level >= 3 # trigger_if = { # limit = { # title:d_krain = { is_titular = no } # } # completely_controls = title:d_krain # } # trigger_if = { # limit = { # title:d_carinthia = { is_titular = no } # } # completely_controls = title:d_carinthia # } # trigger_if = { # limit = { # title:d_steyermark = { is_titular = no } # } # completely_controls = title:d_steyermark # } # } # # is_valid_showing_failures_only = { # is_available_adult = yes # } # # effect = { # hidden_effect = { # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:flag_formed_carantania # } # } # show_as_tooltip = { # decision_restore_carantania_effect = yes # } # trigger_event = major_decisions.3400 # } # # cost = { # gold = { # value = 500 # if = { # limit = { # is_ai = yes # } # multiply = 0 # } # } # } # # ai_potential = { # always = yes # } # # ai_will_do = { # base = 100 # } #} #