################################################## # GOVERNMENT DECISIONS ################################################## # Convert to Feudalism # by Mathilda Bjarnehed ################################################## # Deprecated decision of yore. #convert_to_feudalism_decision = { #picture = { #reference = "gfx/interface/illustrations/decisions/decision_realm.dds" #} #decision_group_type = major #desc = convert_to_feudalism_decision_desc # #ai_check_interval = 36 # #is_shown = { #government_has_flag = government_is_tribal #} # #is_valid = { #has_realm_law = tribal_authority_3 #custom_description = { #text = faith_is_reformed #subject = root #faith = { NOT = { has_doctrine_parameter = unreformed } } #} #prestige_level = 5 #} # #cost = { #prestige = 150 #} # #effect = { #change_government = feudal_government #trigger_event = major_decisions.0001 #add_realm_law_skip_effects = crown_authority_0 #} # #ai_potential = { ##always = yes #} # #ai_will_do = { #base = 100 #modifier = { #Go for the more lenient decision if this is the case #add = -100 #liege = { government_has_flag = government_is_feudal } #} #} #} ################################################## # Convert Realm to Feudalism/Clan through Liege # by Linnéa Thimrén ################################################## # A more lenient decision to convert if your liege is feudal ### Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] Ways through Liege ### convert_to_feudalism_liege_converted_decision = { picture = { trigger = { has_tgp_dlc_trigger = yes liege = { culture = { has_cultural_pillar = heritage_japonic } } } reference = "gfx/interface/illustrations/decisions/tgp_dominance.dds" } picture = { trigger = { liege = { government_has_flag = government_is_clan } } reference = "gfx/interface/illustrations/event_scenes/bp1_courtyard_mena.dds" } picture = { reference = "gfx/interface/illustrations/decisions/decision_realm.dds" } decision_group_type = major desc = convert_to_feudalism_liege_converted_decision_desc ai_check_interval_by_tier = { barony = 0 county = 72 duchy = 36 kingdom = 36 empire = 36 hegemony = 36 } is_shown = { government_has_flag = government_is_tribal liege = { OR = { government_has_flag = government_is_japan_feudal government_has_flag = government_is_feudal government_has_flag = government_is_clan } } } is_valid = { OR = { has_realm_law = tribal_authority_1 has_realm_law = tribal_authority_2 has_realm_law = tribal_authority_3 } custom_description = { text = faith_is_reformed subject = root faith = { NOT = { has_doctrine_parameter = unreformed } } } trigger_if = { limit = { government_has_flag = government_is_wanua } faith = { has_doctrine = doctrine_monotheist } } custom_description = { text = recent_conversion_to_tribalism NOT = { has_character_flag = just_converted_to_tribalism } } } is_valid_showing_failures_only = { custom_tooltip = { text = permafrost_feudal_ban NOT = { culture = { has_cultural_parameter = permafrost_cannot_become_feudal } } } } cost = { prestige = 150 } effect = { trigger_event = major_decisions.0001 save_scope_as = actor convert_whole_realm_to_feudalism_effect = yes hidden_effect = { every_vassal = { trigger_event = { id = major_decisions.0002 days = 3 } } } } ai_potential = { always = yes } ai_will_do = { base = 100 } } # Convert from Clan if your liege is Feudal ### Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] Ways through Liege ### convert_clan_to_feudalism_through_liege_decision = { picture = { reference = "gfx/interface/illustrations/decisions/decision_realm.dds" } decision_group_type = major desc = convert_clan_to_feudalism_through_liege_decision_desc ai_check_interval_by_tier = { barony = 0 county = 72 duchy = 36 kingdom = 36 empire = 36 hegemony = 36 } is_shown = { government_has_flag = government_is_clan top_liege != this liege = { government_has_flag = government_is_feudal } } is_valid = { custom_description = { text = same_faith_as_liege OR = { religion = liege.religion faith = { faith_hostility_level = { target = root.liege.faith value <= faith_fully_accepted_level } } } } custom_description = { text = same_culture_as_liege OR = { culture = liege.culture culture = { cultural_acceptance = { target = root.liege.culture value >= 90 } # Essentially the same culture } } } } cost = { prestige = 150 } effect = { trigger_event = major_decisions.0001 save_scope_as = actor change_government = feudal_government hidden_effect = { every_vassal_or_below = { limit = { government_has_flag = government_is_clan } change_government = feudal_government trigger_event = { id = major_decisions.0002 days = 3 } } } } ai_potential = { prestige >= 150 } ai_will_do = { base = 0 modifier = { add = 100 opinion = { target = liege value >= 0 } } } } # Convert from Feudal if your liege is Clan ### Adopt [ROOT.Char.GetLiege.GetGovernment.GetNameNoTooltip] Ways through Liege ### convert_feudalism_to_clan_through_liege_decision = { picture = { reference = "gfx/interface/illustrations/decisions/decision_realm.dds" } decision_group_type = major desc = convert_feudalism_to_clan_through_liege_decision_desc ai_check_interval_by_tier = { barony = 0 county = 72 duchy = 36 kingdom = 36 empire = 36 hegemony = 36 } is_shown = { government_has_flag = government_is_feudal top_liege != this liege = { government_has_flag = government_is_clan } } is_valid = { custom_description = { text = same_faith_as_liege OR = { religion = liege.religion faith = { faith_hostility_level = { target = root.liege.faith value <= faith_fully_accepted_level } } } } custom_description = { text = same_culture_as_liege OR = { culture = liege.culture culture = { cultural_acceptance = { target = root.liege.culture value >= 90 } # Essentially the same culture } } } } cost = { prestige = 150 } effect = { trigger_event = major_decisions.0001 save_scope_as = actor change_government = clan_government hidden_effect = { every_vassal_or_below = { limit = { government_has_flag = government_is_feudal } change_government = clan_government trigger_event = { id = major_decisions.0002 days = 3 } } } } ai_potential = { prestige >= 150 } ai_will_do = { base = 0 modifier = { add = 100 opinion = { target = liege value >= 0 } } } } ################################################## # Convert Realm to Feudalism/Clan # by Linnéa Thimrén ################################################## # A decision to feudalize the entire realm (wow!) ### Adopt [ROOT.Char.Custom('GetTribalReformGovernment')|U] Ways ### convert_whole_realm_to_feudalism_decision = { picture = { trigger = { has_tgp_dlc_trigger = yes liege = { culture = { has_cultural_pillar = heritage_japonic } } } reference = "gfx/interface/illustrations/decisions/tgp_dominance.dds" } picture = { reference = "gfx/interface/illustrations/decisions/decision_realm.dds" } decision_group_type = major desc = convert_whole_realm_to_feudalism_decision_desc ai_check_interval_by_tier = { barony = 0 county = 72 duchy = 36 kingdom = 36 empire = 36 hegemony = 36 } is_shown = { government_has_flag = government_is_tribal OR = { top_liege = this AND = { top_liege != this liege = { NOR = { government_has_flag = government_is_feudal government_has_flag = government_is_clan } } } } } is_valid = { has_realm_law = tribal_authority_3 custom_description = { text = faith_is_reformed subject = root faith = { NOT = { has_doctrine_parameter = unreformed } } } prestige_level >= 2 capital_province.county = { development_level >= convert_to_feudalism_development_requirement } custom_description = { #You need to have 70% of all (non-regional/unique) tribal innovations! text = has_all_tribal_innovations subject = root.culture culture = { calc_true_if = { amount >= 9 has_innovation = innovation_motte has_innovation = innovation_catapult has_innovation = innovation_barracks has_innovation = innovation_mustering_grounds has_innovation = innovation_bannus has_innovation = innovation_quilted_armor has_innovation = innovation_gavelkind has_innovation = innovation_crop_rotation has_innovation = innovation_city_planning has_innovation = innovation_casus_belli has_innovation = innovation_plenary_assemblies has_innovation = innovation_ledger has_innovation = innovation_development_01 has_innovation = innovation_currency_01 } } } trigger_if = { limit = { government_has_flag = government_is_wanua is_ai = yes } faith = { has_doctrine = doctrine_monotheist } } } is_valid_showing_failures_only = { custom_tooltip = { text = permafrost_feudal_ban NOT = { culture = { has_cultural_parameter = permafrost_cannot_become_feudal } } } } cost = { prestige = 200 } effect = { gain_legitimizing_legend_seed_tooltip_effect = yes add_character_flag = ready_to_receive_seed trigger_event = major_decisions.0001 save_scope_as = actor convert_whole_realm_to_feudalism_effect = yes hidden_effect = { every_vassal = { trigger_event = { id = major_decisions.0002 days = 3 } } } } ai_potential = { NOT = { mpo_has_gok_mongol_empire_trigger = yes } #Stop the Mongols from slowing their conquest. } ai_will_do = { base = 100 } } ################################################## # Convert Realm to Tribalism # by Maxence Voleau ################################################## # A decision to deformalise the entire realm back into tribes. ### Embrace Tribalism ### convert_to_tribalism_decision = { picture = { reference = "gfx/interface/illustrations/decisions/decision_realm.dds" } decision_group_type = major desc = convert_to_tribalism_decision_desc ai_check_interval_by_tier = { barony = 0 county = 72 duchy = 36 kingdom = 36 empire = 36 hegemony = 36 } is_shown = { is_landed = yes primary_title.tier >= tier_county NOT = { any_held_title = { title_tier = county title_province = { NOT = { has_holding_type = tribal_holding } } } } OR = { government_has_flag = government_is_feudal government_has_flag = government_is_clan government_has_flag = government_is_mandala } } is_valid = { } effect = { trigger_event = major_decisions.0200 change_government = tribal_government add_prestige = { add = -150 } hidden_effect = { add_character_flag = { flag = just_converted_to_tribalism years = 5 } } } ai_potential = { always = yes } ai_will_do = { base = 100 } } ################################################## # Convert Realm to Feudalism (West African Pagan) # by Ewan Cowhig Croft ################################################## # A decision for West African pagans to feudalise without reforming. ### Adopt [ROOT.Char.Custom('GetTribalReformGovernment')|U] Ways: #weak (West African Pagan)#! ### convert_whole_realm_to_feudalism_west_african_pagan_decision = { picture = { reference = "gfx/interface/illustrations/decisions/decision_realm.dds" } decision_group_type = major desc = convert_whole_realm_to_feudalism_west_african_pagan_decision_desc ai_check_interval_by_tier = { barony = 0 county = 72 duchy = 36 kingdom = 36 empire = 36 hegemony = 36 } is_shown = { # Only tribals need formalise. government_has_flag = government_is_tribal # Unreformed West African Pagans are our targets. faith_qualifies_for_west_african_pagan_feudalisation_trigger = yes } is_valid = { # Repeat the faith requirements, so that the player knows what's up. faith_qualifies_for_west_african_pagan_feudalisation_trigger = yes # Must have suitable authority. has_realm_law = tribal_authority_3 # Independents only. top_liege = this # West Africans feudalise from large empires. calc_true_if = { amount >= 4 realm_size >= minor_realm_size highest_held_title_tier >= tier_kingdom custom_tooltip = { text = convert_whole_realm_to_feudalism_west_african_pagan_decision.tt.vassal_count any_vassal = { count >= convert_whole_realm_to_feudalism_west_african_pagan_decision_vassal_count_value } } prestige_level >= high_prestige_level piety_level >= high_piety_level custom_tooltip = { text = convert_whole_realm_to_feudalism_west_african_pagan_decision.tt.wa_capital_development capital_county = { development_level >= convert_whole_realm_to_feudalism_west_african_pagan_decision_wa_capital_development_value title_province = { geographical_region = world_africa_west } } } } # You need to have 70% of all (non-regional/unique) tribal innovations! custom_description = { text = has_all_tribal_innovations subject = root.culture culture = { calc_true_if = { amount >= 9 has_innovation = innovation_motte has_innovation = innovation_catapult has_innovation = innovation_barracks has_innovation = innovation_mustering_grounds has_innovation = innovation_bannus has_innovation = innovation_quilted_armor has_innovation = innovation_gavelkind has_innovation = innovation_crop_rotation has_innovation = innovation_city_planning has_innovation = innovation_casus_belli has_innovation = innovation_plenary_assemblies has_innovation = innovation_ledger has_innovation = innovation_development_01 has_innovation = innovation_currency_01 } } } } cost = { prestige = 500 } effect = { trigger_event = major_decisions.0001 save_scope_as = actor convert_whole_realm_to_feudalism_effect = yes hidden_effect = { every_vassal = { trigger_event = { id = major_decisions.0002 days = 3 } } } } ai_potential = { # Cut down on checks for other tribals. exists = capital_county.title_province capital_county.title_province = { geographical_region = world_africa_west } } ai_will_do = { base = 100 } } ################################################## # DYNASTY DECISIONS ################################################## # Declare Bloodline Holy # by (probably) Mathilda Bjarnehed ################################################## ### Consecrate Bloodline ### declare_bloodline_holy_decision = { picture = { trigger = { culture = { has_graphical_east_asia_culture_group_trigger = yes } } reference = "gfx/interface/illustrations/event_scenes/tgp_holysite_asia.dds" } picture = { trigger = { culture = { has_graphical_india_culture_group_trigger = yes } } reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_indian.dds" } picture = { reference = "gfx/interface/illustrations/decisions/decision_family_tree.dds" } decision_group_type = major desc = declare_bloodline_holy_decision_desc ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 0 kingdom = 120 empire = 120 hegemony = 120 } is_shown = { is_lowborn = no is_landless_adventurer = no highest_held_title_tier >= 3 #Dukes and higher. NOT = { #Just once per Faith. faith = { exists = var:variable_savior_found } } NOR = { has_trait = saoshyant has_trait = saoshyant_descendant has_trait = sayyid has_trait = blood_of_prophet has_trait = savior has_trait = divine_blood has_trait = paragon has_trait = consecrated_blood faith.religion = faith:aqlani.religion #Uses Sayyid mechanics already. faith.religion = faith:mazdayasna.religion #Must aim to become Saoshyant instead. dynasty = { exists = var:variable_made_bloodline_holy dynasty:japanese_yamato ?= this # Already divine } } OR = { #Should not be available to non-Temporal religious heads. root.faith = { has_doctrine = doctrine_temporal_head } root != root.faith.religious_head } OR = { #Either headless faith, religious head himself, or in good relations with other religious head. root.faith = { has_doctrine = doctrine_no_head } AND = { faith = { has_doctrine = doctrine_temporal_head } #Should not be available for the Pope and such. root = root.faith.religious_head } AND = { exists = root.faith.religious_head root != root.faith.religious_head } } faith = { NOT = { has_doctrine_parameter = unreformed } } } is_valid = { trigger_if = { limit = { exists = root.faith.religious_head root != root.faith.religious_head } root.faith.religious_head = { opinion = { target = root value >= 75 } } } custom_description = { text = faith_is_reformed subject = root faith = { NOT = { has_doctrine_parameter = unreformed } } } custom_description = { text = "consecrate_bloodline_holy_site" faith = { any_holy_site = { OR = { county.holder = root county.holder.top_liege = { this = root } } count >= 1 } } } piety_level >= 5 } cost = { piety = 2500 } effect = { gain_legitimizing_legend_seed_tooltip_effect = yes trigger_event = major_decisions.0100 show_as_tooltip = { declare_bloodline_holy_decision_effect = yes } } ai_potential = { always = yes } ai_will_do = { base = 100 } } ################################################## # Strengthen your Bloodline # by Mathilda Bjarnehed ################################################## ### Strengthen Bloodline ### strengthen_bloodline_decision = { picture = { reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds" } decision_group_type = major desc = strengthen_bloodline_decision_desc ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 0 kingdom = 120 empire = 120 hegemony = 120 } is_shown = { is_lowborn = no NOT = { dynasty = { has_dynasty_modifier = strong_blood } } OR = { has_trait = intellect_good has_trait = beauty_good has_trait = physique_good any_child = { dynasty = root.dynasty OR = { has_trait = intellect_good has_trait = beauty_good has_trait = physique_good } } AND = { player_heir ?= { OR = { has_trait = intellect_good has_trait = beauty_good has_trait = physique_good } } } } is_landless_adventurer = no } is_valid = { is_dynast = yes has_trait = intellect_good has_trait = beauty_good has_trait = physique_good OR = { has_trait = intellect_good_3 has_trait = beauty_good_3 has_trait = physique_good_3 } num_of_bad_genetic_traits = 0 } effect = { gain_legitimizing_legend_seed_tooltip_effect = yes show_as_tooltip = { strengthen_bloodline_decision_effects = yes } trigger_event = major_decisions.0500 every_player = { limit = { this != root dynasty = root.dynasty } send_interface_toast = { type = event_toast_effect_good title = strengthen_bloodline_decision show_as_tooltip = { strengthen_bloodline_decision_effects = yes } } } } ai_potential = { always = yes } ai_will_do = { base = 100 } } ################################################## # Dynasty of Many Crowns # by Mathilda Bjarnehed ################################################## ### Dynasty of Many Crowns ### dynasty_of_many_crowns_decision = { picture = { trigger = { government_is_japanese_trigger = yes } reference = "gfx/interface/illustrations/event_story/tgp_japanese_shogunate.dds" } picture = { trigger = { culture = { has_graphical_east_asia_culture_group_trigger = yes } } reference = "gfx/interface/illustrations/event_story/tgp_dynastic_cycle_stability.dds" } picture = { trigger = { culture = { has_graphical_india_culture_group_trigger = yes } } reference = "gfx/interface/illustrations/holding_types/tgp_castle_se_asia.dds" } picture = { reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds" } desc = dynasty_of_many_crowns_decision_desc decision_group_type = major ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 0 kingdom = 120 empire = 120 hegemony = 120 } is_shown = { is_landless_adventurer = no is_lowborn = no NOT = { dynasty = { has_dynasty_modifier = dynasty_of_many_crowns } } highest_held_title_tier >= tier_kingdom } is_valid = { dynasty = { any_dynasty_member = { count >= 10 is_independent_ruler = yes highest_held_title_tier >= tier_kingdom } } } effect = { gain_legitimizing_legend_seed_tooltip_effect = yes save_scope_as = many_crowns show_as_tooltip = { dynasty_of_many_crowns_effects = yes } trigger_event = major_decisions.0501 every_player = { limit = { this != root dynasty = root.dynasty } send_interface_toast = { type = event_toast_effect_good title = dynasty_of_many_crowns show_as_tooltip = { dynasty_of_many_crowns_effects = yes } } } } ai_potential = { always = yes } ai_will_do = { base = 100 } } ################################################## # DE JURE DECISIONS ################################################## # Found New Kingdom # by some unknown hero ################################################## ### Found a New Kingdom ### found_kingdom_decision = { picture = { trigger = { culture = { has_graphical_east_asia_culture_group_trigger = yes } } reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_asia_welcome.dds" } picture = { trigger = { culture = { has_graphical_india_culture_group_trigger = yes } } reference = "gfx/interface/illustrations/event_scenes/ep2_feast_indian.dds" } picture = { reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds" } decision_group_type = major ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 60 kingdom = 0 empire = 0 hegemony = 0 } desc = found_kingdom_decision_desc is_shown = { highest_held_title_tier = tier_duchy NOT = { has_game_rule = off_custom_kingdoms } is_landed_or_landless_administrative = yes is_confederation_member = no } is_valid = { prestige_level >= 3 top_liege = this OR = { custom_description = { text = found_kingdom_decision_three_duchies_held any_held_title = { count > 2 title_tier = duchy } } sub_realm_size >= 30 } trigger_if = { limit = { government_has_flag = government_is_nomadic } OR = { has_realm_law = nomadic_authority_5 has_realm_law = nomadic_authority_4 has_realm_law = nomadic_authority_3 } } } is_valid_showing_failures_only = { is_available_adult = yes is_at_war = no } cost = { gold = { value = 300 if = { limit = { OR = { government_has_flag = government_is_nomadic has_treasury = yes } } multiply = 0 } } treasury = { value = 300 if = { limit = { has_treasury = no } multiply = 0 } } prestige = 500 piety = { value = 200 if = { limit = { government_has_flag = government_is_nomadic } multiply = 0 } } } effect = { create_custom_kingdom_effect = yes if = { limit = { is_ai = no NOT = { exists = global_var:found_kingdom_decision } } set_global_variable = { name = found_kingdom_decision value = root } set_global_variable = { name = found_kingdom_decision_kingdom value = root.primary_title } } } ai_potential = { always = yes } ai_will_do = { base = 100 } } ################################################## # Found New Empire # by some unknown hero ################################################## ### Found a New Empire ### found_empire_decision = { picture = { trigger = { government_is_japanese_trigger = yes } reference = "gfx/interface/illustrations/event_story/tgp_japanese_shogunate.dds" } picture = { trigger = { culture = { has_graphical_east_asia_culture_group_trigger = yes } } reference = "gfx/interface/illustrations/event_story/tgp_dynastic_cycle_stability.dds" } picture = { trigger = { culture = { has_graphical_india_culture_group_trigger = yes } } reference = "gfx/interface/illustrations/decisions/tgp_decision_mandala.dds" } 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 = 60 empire = 0 hegemony = 0 } desc = found_empire_decision_desc is_shown = { highest_held_title_tier = tier_kingdom OR = { top_liege = this any_held_title = { count >= 3 title_tier = kingdom } } NOT = { has_game_rule = off_custom_kingdoms } is_landed_or_landless_administrative = yes is_confederation_member = no } is_valid = { prestige_level >= 4 trigger_if = { limit = { government_has_flag = government_is_nomadic } OR = { sub_realm_size >= 60 AND = { custom_description = { text = found_empire_decision_three_kingdoms_held any_held_title = { count >= 2 title_tier = kingdom } } sub_realm_size >= 40 } } } trigger_else = { OR = { sub_realm_size >= 120 AND = { custom_description = { text = found_empire_decision_three_kingdoms_held any_held_title = { count >= 3 title_tier = kingdom } } sub_realm_size >= 80 } } } trigger_if = { limit = { government_has_flag = government_is_nomadic } OR = { has_realm_law = nomadic_authority_5 has_realm_law = nomadic_authority_4 } } trigger_if = { limit = { exists = struggle:iberian_struggle # only display the condition for people from relevant faiths and cultures struggle:iberian_struggle = { OR = { is_culture_involved_in_struggle = root.culture is_faith_involved_in_struggle = root.faith } } # and living nearby any_realm_county = { title_province = { OR = { geographical_region = ghw_region_north_africa geographical_region = world_europe_west geographical_region = world_europe_south } } } } custom_description = { text = found_empire_decision_not_part_of_iberian_struggle NOT = { any_character_struggle = { is_struggle_type = iberian_struggle } } } } rule_title_creation_imperial_power_projection_title_creation_trigger = yes } is_valid_showing_failures_only = { top_liege = this is_available_adult = yes is_at_war = no } cost = { gold = { value = 1200 if = { limit = { OR = { government_has_flag = government_is_nomadic has_treasury = yes } } multiply = 0 } } treasury = { value = 1200 if = { limit = { has_treasury = no } multiply = 0 } } prestige = 2000 piety = { value = 600 if = { limit = { government_has_flag = government_is_nomadic } multiply = 0 } } } effect = { if = { limit = { NOT = { government_has_flag = government_is_nomadic } } create_custom_empire_effect = yes gain_heroic_legend_seed_tooltip_effect = yes hidden_effect = { legend_seed_new_title_effect = yes } } else = { create_custom_empire_effect = yes } if = { limit = { is_ai = no NOT = { exists = global_var:found_empire_decision } } set_global_variable = { name = found_empire_decision value = root } set_global_variable = { name = found_empire_decision_empire value = root.primary_title } } } ai_potential = { always = yes } ai_will_do = { base = 100 } } ################################################## # REALM DECISIONS ################################################## # Adopt Special Succession # by Ewan Cowhig Croft ################################################## # Take on one of your cultural succession types. ### Adopt Special Succession Type ### adopt_special_succession_decision = { picture = { reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds" } desc = adopt_special_succession_decision_desc ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 0 kingdom = 36 empire = 36 hegemony = 36 } is_shown = { OR = { #Must be eligible for a special succession type. special_succession_witengamot_trigger = yes special_succession_thing_trigger = yes special_succession_tanistry_trigger = yes special_succession_jirga_trigger = yes } AND = { is_landed_or_landless_administrative = yes highest_held_title_tier >= tier_kingdom has_realm_law_flag = partition_succession_law any_held_title = { title_tier >= kingdom NOR = { has_title_law_flag = advanced_succession_law has_title_law_flag = elective_succession_law } } } current_date < 1100.1.1 #Curtail special succession types as the centuries wear on. Ever on. trigger_if = { # Prevent Norway from essentially giving England back to the Anglo-Saxons limit = { is_ai = yes special_succession_thing_trigger = yes any_held_title = { this = title:k_england } NAND = { # If they're on the isle itself, it's fine primary_title = title:k_england capital_county.kingdom = title:k_england } } always = no } } is_valid = { trigger_if = { limit = { highest_held_title_tier = tier_kingdom } #Either hold a valid top-tier king title as a king... AND = { any_held_title = { title_tier = kingdom NOR = { custom_description = { text = found_kingdom_decision_advanced_succesion has_title_law_flag = advanced_succession_law } custom_description = { text = found_kingdom_decision_elective_succesion has_title_law_flag = elective_succession_law } } } } } trigger_else = { #... Or a valid top-tier empire title as an emperor. AND = { highest_held_title_tier >= tier_empire any_held_title = { title_tier >= empire NOR = { custom_description = { text = found_kingdom_decision_advanced_succesion has_title_law_flag = advanced_succession_law } custom_description = { text = found_kingdom_decision_elective_succesion has_title_law_flag = elective_succession_law } } } } } } cost = { prestige = 300 } effect = { show_as_tooltip = { custom_tooltip = adopt_special_succession_decision_effects.tt } trigger_event = major_decisions.3100 } ai_potential = { always = yes } ai_will_do = { base = 100 } } ################################################## # Challenge Ruler for Title # by Linnéa Thimrén ################################################## ### Challenge the [ROOT.Char.GetLiege.GetTitleAsNameNoTooltip|U] ### tribal_challenge_ruler_decision = { picture = { reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds" } decision_group_type = major desc = tribal_challenge_ruler_decision_desc selection_tooltip = tribal_challenge_ruler_decision_tooltip ai_check_interval_by_tier = { barony = 0 county = 36 duchy = 36 kingdom = 36 empire = 36 hegemony = 36 } cooldown = { days = 3650 } is_shown = { government_has_flag = government_is_tribal liege ?= { this != root government_has_flag = government_is_tribal primary_title ?= { save_temporary_scope_as = title_check } } has_claim_on = scope:title_check can_start_single_combat_trigger = yes is_imprisoned = no } is_valid_showing_failures_only = { is_adult = yes liege = { is_available = yes is_adult = yes } custom_description = { text = recently_took_tribal_challenge_ruler_decision subject = root NOT = { has_character_flag = recently_took_the_tribal_challenge_ruler_decision } } can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = liege } } effect = { save_scope_as = challenger add_character_flag = { #To enable the event and block the decision flag = recently_took_the_tribal_challenge_ruler_decision years = 10 } liege = { save_scope_as = liege_to_challenge primary_title = { save_scope_as = title_being_fought_over } trigger_event = tribal.1001 } custom_tooltip = tribal_challenge_ruler_effect_tooltip show_as_tooltip = { random_list = { 10 = { show_chance = no desc = tribal_challenge_ruler_desc_success tribal_transfer_liege_title_effect = yes } 10 = { show_chance = no desc = tribal_challenge_ruler_desc_failure tribal_challenger_lost_effect = yes } } } } ai_potential = { #Strict restrictions on the ai so they don't go challenge people all the time highest_held_title_tier > tier_barony has_trait = ambitious } ai_will_do = { base = 0 ai_value_modifier = { ai_greed = 0.25 } opinion_modifier = { opinion_target = liege multiplier = -1 } modifier = { add = 25 has_trait = ambitious } modifier = { #Unlikely towards players since it can be such a disruptive force add = -50 liege = { is_ai = no } } modifier = { add = -5000 liege = { is_ai = yes mpo_has_gok_mongol_empire_trigger = yes } } } } ################################################## # PERSONAL DECISIONS ################################################## # GetFaith Cannibalism # by Linnéa Thimrén ################################################## ### [ROOT.Char.GetFaith.GetAdjectiveNoTooltip] Cannibalism ### accept_cannibalism_decision = { picture = { reference = "gfx/interface/illustrations/decisions/decision_misc.dds" } decision_group_type = major ai_check_interval = 0 desc = accept_cannibalism_decision_desc selection_tooltip = accept_cannibalism_decision_tooltip is_shown = { is_cannibal_trigger = yes NOR = { #Snacking on people should be frowned upon faith = { has_doctrine_parameter = cannibalism_legal } faith = { has_variable = accepted_cannibalism } faith.religious_head = root } } is_valid = { trigger_if = { limit = { exists = root.cp:councillor_court_chaplain } custom_description = { text = accept_cannibalism_decision_custom #Your court chaplain should also be a cannibal! root.cp:councillor_court_chaplain ?= { is_cannibal_trigger = yes } } } trigger_if = { limit = { exists = faith.religious_head } faith.religious_head = { opinion = { target = root value >= 40 } } } piety_level >= high_piety_level } is_valid_showing_failures_only = { is_ruler = yes is_available_adult = yes } cost = { piety = major_piety_value } effect = { save_scope_as = cannibal root.cp:councillor_court_chaplain = { save_scope_as = court_chaplain } show_as_tooltip = { accept_cannibalism_decision_effect = yes } trigger_event = major_decisions.1001 every_player = { limit = { this != root faith = root.faith } trigger_event = major_decisions.1002 } } ai_potential = { always = no } ai_will_do = { base = 0 } } ################################################## # Found University # by (probably) Linnéa Thimrén ################################################## ### Found University ### found_university_decision = { picture = { reference = "gfx/interface/illustrations/decisions/decision_misc.dds" } decision_group_type = major ai_check_interval = 0 desc = found_university_decision_desc selection_tooltip = found_university_decision_tooltip is_shown = { always = no # Universities are now built like normal special buildings so they can be seen in the Economy Mapmode, keeping this decision around in case we want to retool it into something else highest_held_title_tier >= tier_duchy any_sub_realm_barony = { OR = { #A place where universities historically existed early this = title:b_fes this = title:b_cairo this = title:b_bologna this = title:b_salamanca this = title:b_madrid this = title:b_oxford this = title:b_cambridge this = title:b_padua this = title:b_siena this = title:b_coimbra this = title:b_napoli this = title:b_tirakka this = title:b_milano this = title:b_lund this = title:b_vienna this = title:b_speyer this = title:b_krakow this = title:b_pisa this = title:b_turin this = title:b_ferrara this = title:b_leipzig this = title:b_messina this = title:b_barcelona this = title:b_dumbarton } title_province = { has_university_building_trigger = no } } } is_valid = { prestige_level >= 4 OR = { trigger_if = { limit = { any_sub_realm_barony = { this = title:b_fes } title:b_fes.title_province = { NOT = { exists = var:university } } } AND = { title:b_fes.county = { development_level >= 30 } custom_description = { text = no_special_building_slot title:b_fes.title_province = { has_special_building_slot = no } } } } trigger_if = { limit = { any_sub_realm_barony = { this = title:b_cairo } title:b_cairo.title_province = { NOT = { exists = var:university } } } AND = { title:b_cairo.county = { development_level >= 30 } custom_description = { text = no_special_building_slot title:b_cairo.title_province = { has_special_building_slot = no } } } } trigger_if = { limit = { any_sub_realm_barony = { this = title:b_bologna } title:b_bologna.title_province = { NOT = { exists = var:university } } } AND = { title:b_bologna.county = { development_level >= 30 } custom_description = { text = no_special_building_slot title:b_bologna.title_province = { has_special_building_slot = no } } } } trigger_if = { limit = { any_sub_realm_barony = { this = title:b_salamanca } title:b_salamanca.title_province = { NOT = { exists = var:university } } } AND = { title:b_salamanca.county = { development_level >= 30 } custom_description = { text = no_special_building_slot title:b_salamanca.title_province = { has_special_building_slot = no } } } } trigger_if = { limit = { any_sub_realm_barony = { this = title:b_madrid } title:b_madrid.title_province = { NOT = { exists = var:university } } } AND = { title:b_madrid.county = { development_level >= 30 } custom_description = { text = no_special_building_slot title:b_madrid.title_province = { has_special_building_slot = no } } } } trigger_if = { limit = { any_sub_realm_barony = { this = title:b_oxford } title:b_oxford.title_province = { NOT = { exists = var:university } } } AND = { title:b_oxford.county = { development_level >= 30 } custom_description = { text = no_special_building_slot title:b_oxford.title_province = { has_special_building_slot = no } } } } trigger_if = { limit = { any_sub_realm_barony = { this = title:b_cambridge } title:b_cambridge.title_province = { NOT = { exists = var:university } } } AND = { title:b_cambridge.county = { development_level >= 30 } custom_description = { text = no_special_building_slot title:b_cambridge.title_province = { has_special_building_slot = no } } } } trigger_if = { limit = { any_sub_realm_barony = { this = title:b_padua } title:b_padua.title_province = { NOT = { exists = var:university } } } AND = { title:b_padua.county = { development_level >= 30 } custom_description = { text = no_special_building_slot title:b_padua.title_province = { has_special_building_slot = no } } } } trigger_if = { limit = { any_sub_realm_barony = { this = title:b_siena } title:b_siena.title_province = { NOT = { exists = var:university } } } AND = { title:b_siena.county = { development_level >= 30 } custom_description = { text = no_special_building_slot title:b_siena.title_province = { has_special_building_slot = no } } } } trigger_if = { limit = { any_sub_realm_barony = { this = title:b_coimbra } title:b_coimbra.title_province = { NOT = { exists = var:university } } } AND = { title:b_coimbra.county = { development_level >= 30 } custom_description = { text = no_special_building_slot title:b_coimbra.title_province = { has_special_building_slot = no } } } } trigger_if = { limit = { any_sub_realm_barony = { this = title:b_napoli } title:b_napoli.title_province = { NOT = { exists = var:university } } } AND = { title:b_napoli.county = { development_level >= 30 } custom_description = { text = no_special_building_slot title:b_napoli.title_province = { has_special_building_slot = no } } } } trigger_if = { limit = { any_sub_realm_barony = { this = title:b_tirakka } title:b_tirakka.title_province = { NOT = { exists = var:university } } } AND = { title:b_tirakka.county = { development_level >= 30 } custom_description = { text = no_special_building_slot title:b_tirakka.title_province = { has_special_building_slot = no } } } } trigger_if = { limit = { any_sub_realm_barony = { this = title:b_milano } title:b_milano.title_province = { NOT = { exists = var:university } } } AND = { title:b_milano.county = { development_level >= 30 } custom_description = { text = no_special_building_slot title:b_milano.title_province = { has_special_building_slot = no } } } } trigger_if = { limit = { any_sub_realm_barony = { this = title:b_lund } title:b_lund.title_province = { NOT = { exists = var:university } } } AND = { title:b_lund.county = { development_level >= 30 } custom_description = { text = no_special_building_slot title:b_lund.title_province = { has_special_building_slot = no } } } } trigger_if = { limit = { any_sub_realm_barony = { this = title:b_vienna } title:b_vienna.title_province = { NOT = { exists = var:university } } } AND = { title:b_vienna.county = { development_level >= 30 } custom_description = { text = no_special_building_slot title:b_vienna.title_province = { has_special_building_slot = no } } } } trigger_if = { limit = { any_sub_realm_barony = { this = title:b_speyer } title:b_speyer.title_province = { NOT = { exists = var:university } } } AND = { title:b_speyer.county = { development_level >= 30 } custom_description = { text = no_special_building_slot title:b_speyer.title_province = { has_special_building_slot = no } } } } trigger_if = { limit = { any_sub_realm_barony = { this = title:b_krakow } title:b_krakow.title_province = { NOT = { exists = var:university } } } AND = { title:b_krakow.county = { development_level >= 30 } custom_description = { text = no_special_building_slot title:b_krakow.title_province = { has_special_building_slot = no } } } } trigger_if = { limit = { any_sub_realm_barony = { this = title:b_pisa } title:b_pisa.title_province = { NOT = { exists = var:university } } } AND = { title:b_pisa.county = { development_level >= 30 } custom_description = { text = no_special_building_slot title:b_pisa.title_province = { has_special_building_slot = no } } } } trigger_if = { limit = { any_sub_realm_barony = { this = title:b_turin } title:b_turin.title_province = { NOT = { exists = var:university } } } AND = { title:b_turin.county = { development_level >= 30 } custom_description = { text = no_special_building_slot title:b_turin.title_province = { has_special_building_slot = no } } } } trigger_if = { limit = { any_sub_realm_barony = { this = title:b_ferrara } title:b_ferrara.title_province = { NOT = { exists = var:university } } } AND = { title:b_ferrara.county = { development_level >= 30 } custom_description = { text = no_special_building_slot title:b_ferrara.title_province = { has_special_building_slot = no } } } } trigger_if = { limit = { any_sub_realm_barony = { this = title:b_leipzig } title:b_leipzig.title_province = { NOT = { exists = var:university } } } AND = { title:b_leipzig.county = { development_level >= 30 } custom_description = { text = no_special_building_slot title:b_leipzig.title_province = { has_special_building_slot = no } } } } trigger_if = { limit = { any_sub_realm_barony = { this = title:b_messina } title:b_messina.title_province = { NOT = { exists = var:university } } } AND = { title:b_messina.county = { development_level >= 30 } custom_description = { text = no_special_building_slot title:b_messina.title_province = { has_special_building_slot = no } } } } trigger_if = { limit = { any_sub_realm_barony = { this = title:b_barcelona } title:b_barcelona.title_province = { NOT = { exists = var:university } } } AND = { title:b_barcelona.county = { development_level >= 30 } custom_description = { text = no_special_building_slot title:b_barcelona.title_province = { has_special_building_slot = no } } } } trigger_if = { limit = { any_sub_realm_barony = { this = title:b_dumbarton } title:b_dumbarton.title_province = { NOT = { exists = var:university } } } AND = { title:b_dumbarton.county = { development_level >= 30 } custom_description = { text = no_special_building_slot title:b_dumbarton.title_province = { has_special_building_slot = no } } } } } } is_valid_showing_failures_only = { is_ruler = yes is_available_adult = yes } effect = { save_scope_as = founder show_as_tooltip = { found_university_decision_effect = yes } trigger_event = major_decisions.2001 every_player = { limit = { this != root is_within_diplo_range = { CHARACTER = root } } trigger_event = major_decisions.2002 } } cost = { prestige = medium_prestige_value } ai_potential = { always = no } ai_will_do = { base = 0 } } ################################################## # Build a Glass Monument # by Linnéa Thimrén ################################################## ### Build a Glass Monument ### lunatic_building_decision = { picture = { reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds" } decision_group_type = major ai_check_interval = 0 desc = lunatic_building_decision_desc selection_tooltip = lunatic_building_decision_tooltip is_shown = { has_trait = lunatic has_character_flag = glass_dream is_landed_or_landless_administrative = yes exists = capital_province NOT = { is_target_in_global_variable_list = { name = unavailable_unique_decisions target = flag:lunatic_building_decision } } } is_valid = { prestige_level >= 2 } is_valid_showing_failures_only = { is_ruler = yes is_available_adult = yes } effect = { save_scope_as = builder root.cp:councillor_court_chaplain = { save_scope_as = court_chaplain } show_as_tooltip = { lunatic_building_decision_effect = yes } trigger_event = major_decisions.3001 every_player = { limit = { this != root is_within_diplo_range = { CHARACTER = root } } trigger_event = major_decisions.3002 } #Can only happen once add_to_global_variable_list = { name = unavailable_unique_decisions target = flag:lunatic_building_decision } } cost = { gold = { value = 0 if = { limit = { has_treasury = no } add = massive_gold_value } } treasury = { value = 0 if = { limit = { has_treasury = yes } add = massive_gold_value } } prestige = medium_prestige_gain } ai_potential = { always = no } ai_will_do = { base = 0 } } ################################################## # Found Witch Coven # by ################################################## ### Found Witch Coven ### found_witch_coven_decision = { picture = { reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds" } decision_group_type = major ai_check_interval = 0 desc = found_witch_coven_decision_desc is_shown = { OR = { has_trait = witch any_secret = { type = secret_witch } } exists = house NOT = { house = { has_house_modifier = witch_coven } } } is_valid = { is_house_head = yes trigger_if = { limit = { player_heir ?= { is_child_of = root house = root.house } } player_heir = { is_witch_known_by_trigger = { CHARACTER = root } } } #We want a certain % to be witches but also a minimum amount. So if the house is small, we use a minimum number, and if the house is larger we use % trigger_if = { limit = { house = { any_adult_house_member = { always = yes count <= 6 } } } house = { custom_tooltip = { text = found_witch_coven_house_member_count_tt any_adult_house_member = { count >= found_witch_coven_member_count_value is_witch_known_by_trigger = { CHARACTER = root } } } any_adult_house_member = { count >= found_witch_coven_member_count_value is_witch_known_by_trigger = { CHARACTER = root } } } } trigger_else = { house = { custom_tooltip = { text = found_witch_coven_house_member_percent_tt any_adult_house_member = { percent >= found_witch_coven_member_percent_value is_witch_known_by_trigger = { CHARACTER = root } } } any_adult_house_member = { percent >= found_witch_coven_member_percent_value is_witch_known_by_trigger = { CHARACTER = root } } } } } is_valid_showing_failures_only = { } effect = { found_witch_coven_decision_effects = yes } } ################################################## # Repay Loan # by Linnéa Thimrén ################################################## ### Repay Loan ### repay_loan_decision = { picture = { reference = "gfx/interface/illustrations/decisions/decision_spend_money.dds" } decision_group_type = major desc = repay_loan_decision_decision_desc selection_tooltip = repay_loan_decision_decision_tooltip ai_check_interval = 0 is_shown = { var:loan_holder ?= { any_in_list = { variable = owes_me_money this = root } } exists = var:loan_amount_owed } is_valid_showing_failures_only = { is_available = yes gold >= var:loan_amount_owed } effect = { var:loan_holder ?= { save_scope_as = recipient } pay_short_term_gold = { gold = var:loan_amount_owed target = scope:recipient } clear_loanee_variables_effect = yes scope:recipient = { remove_list_variable = { name = owes_me_money target = root } } } ai_potential = { always = no } ai_will_do = { base = 0 } } ################################################## # Escape from Prison # by Linnéa Thimrén ################################################## ### Escape from Prison ### escape_from_prison_decision = { picture = { reference = "gfx/interface/illustrations/decisions/decision_prison.dds" } decision_group_type = major desc = escape_from_prison_decision_desc selection_tooltip = escape_from_prison_decision_tooltip ai_check_interval_by_tier = { barony = 0 county = 24 duchy = 24 kingdom = 24 empire = 24 hegemony = 24 } cooldown = { days = 1825 } is_shown = { is_imprisoned = yes NOT = { #Disqualify Hereward, but only when he's been imprisoned via the story cycle has_character_flag = harrying_imprisoned_flag } } is_valid_showing_failures_only = { #is_available = yes age >= 10 } effect = { imprisoner = { save_scope_as = imprisoner } show_as_tooltip = { random_list = { 50 = { show_chance = no desc = escape_from_prison_decision_success.tt release_from_prison = yes scope:imprisoner = { if = { limit = { OR = { has_revoke_title_reason = root has_banish_reason = root has_execute_reason = root } } add_opinion = { target = root modifier = escaped_from_prison_crime } } else = { add_opinion = { target = root modifier = escaped_from_prison_opinion } } } } 50 = { show_chance = no desc = escape_from_prison_decision_failure.tt custom_tooltip = escape_from_prison_decision_failure_outcome.tt } } } custom_tooltip = escape_from_prison_decision_effect_tooltip trigger_event = { on_action = escape_from_prison } # If this is an AI, reset the AI escape cooldown. if = { limit = { is_ai = yes exists = imprisoner } imprisoner = { add_character_flag = { flag = imprisoner_in_recent_escape_attempt days = 1825 } } } } ai_potential = { # Pre-filter AI & stop them spamming their gaoler. imprisoner ?= { NOT = { has_character_flag = imprisoner_in_recent_escape_attempt } } OR = { # Important prisoners wish to escape. is_playable_character = yes # As do prisoners held in abhorrent conditions. is_in_prison_type = dungeon } } ai_will_do = { base = 0 # Weight up for those who are brave, haughty, or enjoy their creature comforts. modifier = { add = 50 has_trait = brave } modifier = { add = 50 has_trait = ambitious } modifier = { add = 25 has_trait = arrogant } modifier = { add = 25 has_trait = greedy } modifier = { add = 25 has_trait = gluttonous } modifier = { add = 25 has_character_modifier = childhood_prison_escape } # Weight down for cowards, the humble, and the stoic. modifier = { add = -50 has_trait = craven } modifier = { add = -25 has_trait = content } modifier = { add = -25 has_trait = humble } modifier = { add = -25 has_trait = generous } modifier = { add = -25 has_trait = temperate } modifier = { add = -25 has_character_modifier = childhood_prison_endure } # Being tortured really motivates you, regardless of personality. modifier = { add = 200 has_character_modifier = recently_tortured } # High prowess characters know they stand a chance. modifier = { add = 25 prowess >= high_skill_rating } modifier = { add = 25 prowess >= very_high_skill_rating } modifier = { add = 25 prowess >= extremely_high_skill_rating } # Low prowess characters know they don't. modifier = { add = -25 prowess <= mediocre_skill_rating # Unless they're *that* arrogant. NOR = { has_trait = arrogant ai_boldness >= very_high_positive_ai_value } } modifier = { add = -25 prowess <= low_skill_rating # Unless they're *that* arrogant. NOR = { has_trait = arrogant ai_boldness >= very_high_positive_ai_value } } } } # Found Duchy Decision ### Found a New Duchy ### found_duchy_decision = { picture = { reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds" } decision_group_type = major ai_check_interval_by_tier = { barony = 0 county = 60 duchy = 0 kingdom = 0 empire = 0 hegemony = 0 } cooldown = { years = 10 } is_shown = { highest_held_title_tier = tier_county is_landed = yes OR = { AND = { is_ai = no has_game_rule = on_custom_duchies_player } has_game_rule = on_custom_duchies } NOR = { government_allows = administrative government_has_flag = government_is_nomadic government_is_japanese_trigger = yes } } is_valid = { is_independent_ruler = yes trigger_if = { limit = { has_legitimacy = yes } OR = { prestige_level >= 3 legitimacy_level >= 4 } } trigger_else = { prestige_level >= 4 } } is_valid_showing_failures_only = { is_available_adult = yes is_at_war = no } cost = { gold = { value = 0 if = { limit = { has_treasury = no } add = massive_gold_value } } treasury = { value = 0 if = { limit = { has_treasury = yes } add = massive_gold_value } } prestige = 250 piety = 200 } effect = { create_custom_duchy_effect = yes } ai_potential = { always = yes } ai_will_do = { base = 100 } } # Expand Duchy Decision ### Expand Duchy ### expand_duchy_decision = { picture = { trigger = { OR = { government_has_flag = government_is_nomadic government_has_flag = government_is_clan } } reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_sunder.dds" } picture = { trigger = { culture = { has_building_gfx = southeast_asian_building_gfx } } reference = "gfx/interface/illustrations/decisions/tgp_projects_mandala_capital.dds" } picture = { reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds" } decision_group_type = realm ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 240 kingdom = 240 empire = 240 hegemony = 240 } cooldown = { years = 10 } widget = { controller = create_holy_order barony_valid = { scope:ruler = { trigger_if = { limit = { highest_held_title_tier = tier_duchy } primary_title = { save_temporary_scope_as = duchy_title } } trigger_else = { capital_county.duchy = { save_temporary_scope_as = duchy_title } } } trigger_if = { limit = { exists = this } save_temporary_scope_as = checking_title is_capital_barony = yes NOT = { scope:duchy_title = { is_de_jure_liege_or_above_target = scope:checking_title } } this.county = { OR = { any_neighboring_county = { duchy = scope:duchy_title } AND = { scope:duchy_title = { is_titular = yes } this = scope:duchy_title.title_capital_county } } } holder = scope:ruler } } } is_shown = { save_temporary_scope_as = root_scope_temporary highest_held_title_tier >= tier_duchy OR = { AND = { is_ai = no has_game_rule = on_custom_duchies_player } has_game_rule = on_custom_duchies } is_landed_or_landless_administrative = yes trigger_if = { limit = { highest_held_title_tier = tier_duchy } any_held_title = { tier = tier_duchy NOR = { is_landless_type_title = yes is_noble_family_title = yes } save_temporary_scope_as = duchy_title } } trigger_else = { root.capital_county.duchy = { save_temporary_scope_as = duchy_title } } scope:duchy_title = { any_de_jure_county = { count < expand_duchy_max_size_value } } } is_valid = { save_temporary_scope_as = root_scope_temporary is_independent_ruler = yes trigger_if = { limit = { highest_held_title_tier = tier_duchy } primary_title = { save_temporary_scope_as = duchy_title } } trigger_else = { root.capital_county.duchy = { save_temporary_scope_as = duchy_title } } trigger_if = { limit = { OR = { has_legitimacy = yes exists = scope:barony } } OR = { trigger_if = { limit = { government_has_flag = government_is_mandala } piety_level >= 3 } trigger_else = { prestige_level >= 3 } trigger_if = { limit = { has_legitimacy = yes } legitimacy_level >= 4 } trigger_if = { limit = { exists = scope:barony } custom_tooltip = { text = expand_duchy_capital_tooltip scope:barony.county ?= root.primary_title.title_capital_county } } } } trigger_else = { prestige_level >= 3 } custom_tooltip = { text = expand_duchy_less_than_4 scope:duchy_title = { any_de_jure_county = { count < expand_duchy_max_size_value } } } trigger_if = { limit = { exists = scope:barony } scope:barony.county ?= { title_held_years >= 5 } } } is_valid_showing_failures_only = { is_available_adult = yes is_at_war = no } cost = { prestige = { if = { limit = { trigger_if = { limit = { highest_held_title_tier = tier_duchy } primary_title = { save_temporary_scope_as = duchy_title } } trigger_else = { root.capital_county.duchy = { save_temporary_scope_as = duchy_title } } scope:barony.county ?= scope:duchy_title.title_capital_county } value = 250 } else = { value = 1000 } } } effect = { if = { limit = { highest_held_title_tier = tier_duchy } primary_title = { save_temporary_scope_as = duchy_title_scope } } else = { root.capital_county.duchy = { save_temporary_scope_as = duchy_title_scope } } hidden_effect = { if = { limit = { scope:barony.duchy.title_capital_county ?= scope:barony.county scope:barony.duchy ?= { any_de_jure_county = { NOT = { this = scope:barony.county } } } } scope:barony.duchy = { ordered_de_jure_county = { order_by = development_level limit = { NOT = { this = scope:barony.county } } save_scope_as = new_duchy_capital } set_capital_county = scope:new_duchy_capital } } } scope:barony.county ?= { set_de_jure_liege_title = scope:duchy_title_scope } } ai_potential = { always = yes } ai_will_do = { base = 100 } } # Set De Jure Capital Decision ### Relocate De Jure Capital ### set_de_jure_capital_decision = { picture = { trigger = { government_has_flag = government_is_nomadic } reference = "gfx/interface/illustrations/event_scenes/mpo_city_steppe.dds" } picture = { trigger = { OR = { government_has_flag = government_is_celestial government_has_flag = government_is_meritocratic } } reference = "gfx/interface/illustrations/holding_types/tgp_city_china.dds" } picture = { trigger = { government_is_japanese_trigger = yes } reference = "gfx/interface/illustrations/holding_types/tgp_city_japan.dds" } picture = { trigger = { OR = { government_has_flag = government_is_mandala culture = { has_graphical_india_culture_group_trigger = yes } } } reference = "gfx/interface/illustrations/holding_types/city_india.dds" } picture = { reference = "gfx/interface/illustrations/decisions/ep3_decision_city.dds" } decision_group_type = realm ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 240 kingdom = 240 empire = 240 hegemony = 0 } cooldown = { years = 10 } widget = { gui = "decision_view_widget_option_list_generic" controller = decision_option_list_controller decision_to_second_step_button = "SET_DE_JURE_CAPITAL_CHOOSE_TYPE" show_from_start = yes item = { # Duchy value = set_duchy_capital is_valid = { } current_description = set_de_jure_capital_decision localization = set_de_jure_capital_duchy icon = "gfx/interface/icons/duchy_crown.dds" ai_chance = { value = 100 } } item = { # Kingdom value = set_kingdom_capital is_shown = { root = { highest_held_title_tier >= tier_kingdom } } current_description = set_de_jure_capital_decision localization = set_de_jure_capital_kingdom icon = "gfx/interface/icons/kingdom_crown.dds" ai_chance = { value = 100 } } item = { # Empire value = set_empire_capital is_shown = { root = { highest_held_title_tier >= tier_empire } } current_description = set_de_jure_capital_decision localization = set_de_jure_capital_empire icon = "gfx/interface/icons/empire_crown.dds" ai_chance = { value = 100 } } item = { # Hegemony value = set_hegemony_capital is_shown = { root = { highest_held_title_tier >= tier_hegemony } } current_description = set_de_jure_capital_decision localization = set_de_jure_capital_hegemony icon = "gfx/interface/icons/hegemony_crown.dds" ai_chance = { value = 100 } } } is_shown = { highest_held_title_tier >= tier_duchy any_held_title = { tier >= tier_duchy NOR = { is_landless_type_title = yes is_noble_family_title = yes } } OR = { AND = { highest_held_title_tier >= tier_duchy NOT = { root.capital_county = root.capital_county.duchy.title_capital_county } } AND = { highest_held_title_tier >= tier_kingdom NOT = { root.capital_county = root.capital_county.kingdom.title_capital_county } } AND = { highest_held_title_tier >= tier_empire NOT = { root.capital_county = root.capital_county.empire.title_capital_county } } AND = { highest_held_title_tier >= tier_hegemony NOT = { root.capital_county = root.capital_county.hegemony.title_capital_county } } } } is_valid = { root.capital_county = { save_temporary_scope_as = current_capital } trigger_if = { limit = { OR = { AND = { highest_held_title_tier = tier_duchy scope:set_duchy_capital = yes } AND = { highest_held_title_tier = tier_kingdom scope:set_kingdom_capital = yes } AND = { highest_held_title_tier = tier_empire scope:set_empire_capital = yes } AND = { highest_held_title_tier = tier_hegemony scope:set_hegemony_capital = yes } } } root.primary_title = { save_temporary_scope_as = current_de_jure } } trigger_else = { switch = { trigger = yes scope:set_duchy_capital = { root.capital_county.duchy = { save_temporary_scope_as = current_de_jure } } scope:set_kingdom_capital = { root.capital_county.kingdom = { save_temporary_scope_as = current_de_jure } } scope:set_empire_capital = { root.capital_county.empire = { save_temporary_scope_as = current_de_jure } } scope:set_hegemony_capital = { root.capital_county.hegemony = { save_temporary_scope_as = current_de_jure } } } } scope:current_de_jure.title_capital_county = { save_temporary_scope_as = title_check } has_title = scope:current_de_jure custom_tooltip = { text = set_de_jure_not_de_jure_tooltip scope:current_de_jure = { is_de_jure_liege_or_above_target = scope:current_capital } } custom_tooltip = { text = set_de_jure_capital_already_done_tooltip NOT = { scope:title_check = scope:current_capital } } custom_tooltip = { text = set_de_jure_capital_hold_current_capital_tooltip any_sub_realm_county = { this = scope:title_check } } } is_valid_showing_failures_only = { is_available_adult = yes is_at_war = no } cost = { prestige = { if = { limit = { is_ai = no } switch = { trigger = yes scope:set_duchy_capital = { value = 500 } scope:set_kingdom_capital = { value = 750 } scope:set_empire_capital = { value = 1000 } scope:set_hegemony_capital = { value = 1500 } } } else = { value = 250 } } } effect = { root.capital_county = { save_scope_as = current_capital_scope } if = { limit = { OR = { AND = { highest_held_title_tier = tier_duchy scope:set_duchy_capital = yes } AND = { highest_held_title_tier = tier_kingdom scope:set_kingdom_capital = yes } AND = { highest_held_title_tier = tier_empire scope:set_empire_capital = yes } AND = { highest_held_title_tier = tier_hegemony scope:set_hegemony_capital = yes } } } root.primary_title = { title_capital_county = { save_scope_as = old_capital } save_scope_as = current_de_jure_scope } } else = { switch = { trigger = yes scope:set_duchy_capital = { root.capital_county.duchy = { title_capital_county = { save_scope_as = old_capital } save_scope_as = current_de_jure_scope } } scope:set_kingdom_capital = { root.capital_county.kingdom = { title_capital_county = { save_scope_as = old_capital } save_scope_as = current_de_jure_scope } } scope:set_empire_capital = { root.capital_county.empire = { title_capital_county = { save_scope_as = old_capital } save_scope_as = current_de_jure_scope } } scope:set_hegemony_capital = { root.capital_county.hegemony = { title_capital_county = { save_scope_as = old_capital } save_scope_as = current_de_jure_scope } } } } if = { limit = { scope:set_duchy_capital = yes } custom_tooltip = { text = set_de_jure_capital_warning } } else = { custom_tooltip = { text = set_de_jure_capital_effect_tooltip } } hidden_effect = { scope:current_de_jure_scope ?= { set_capital_county = root.capital_county } # A bit of an ugly script hack, to make sure the Duchy Building slot is properly moved, which happens when a duchy capital is moved out of the duchy de jure. We temporarily move them out of the duchy de jure, and back again, to force this effect. Remove when Code gets a chance to have a look at it if = { limit = { scope:set_duchy_capital = yes } } scope:old_capital ?= { duchy = { save_scope_as = current_duchy } title:d_zun_warriors = { save_scope_as = placeholder_duchy } scope:current_duchy = { every_de_jure_county = { limit = { NOT = { this = root.capital_county } } set_de_jure_liege_title = scope:placeholder_duchy add_to_list = correction_list } } every_in_list = { list = correction_list set_de_jure_liege_title = scope:current_duchy } } } } ai_potential = { always = yes } ai_will_do = { base = 100 } } # Restore Carthage restore_carthage_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 = 120 empire = 0 hegemony = 0 } desc = restore_carthage_decision_desc selection_tooltip = restore_carthage_decision_tooltip is_shown = { is_ruler = yes is_playable_character = yes OR = { culture = { has_cultural_pillar = heritage_syriac } culture = culture:levantine } # Not repeatable. NOT = { is_target_in_global_variable_list = { name = unavailable_unique_decisions target = flag:flag_restored_carthage } } } is_valid = { is_independent_ruler = yes highest_held_title_tier < tier_empire prestige_level >= 4 completely_controls_region = custom_carthage completely_controls_region = custom_tripolitania completely_controls_region = custom_mauretania completely_controls_region = custom_carthago_nova } is_valid_showing_failures_only = { top_liege = this is_available_adult = yes } cost = { gold = { value = 1200 } } effect = { save_scope_as = founder show_as_tooltip = { restore_carthage_scripted_effect = yes } hidden_effect = { add_to_global_variable_list = { name = unavailable_unique_decisions target = flag:flag_restored_carthage } } trigger_event = major_decisions.3300 } }