### Hold a Triumph ### hold_triumph_decision = { picture = { reference = "gfx/interface/illustrations/decisions/ep3_decision_hold_triumph.dds" } ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 0 kingdom = 0 empire = 60 hegemony = 60 } sort_order = 110 desc = hold_triumph_decision_desc selection_tooltip = hold_triumph_decision_tooltip decision_group_type = roman is_shown = { has_ep3_dlc_trigger = yes is_roman_emperor_trigger = yes culture = { has_cultural_parameter = holds_triumphs } } is_valid = { is_at_war = no is_roman_emperor_trigger = yes culture = { has_cultural_parameter = holds_triumphs } } is_valid_showing_failures_only = { is_alive = yes is_available_healthy_adult = yes NOT = { exists = involved_activity } is_imprisoned = no } cost = { gold = { value = 0 if = { limit = { NOR = { has_treasury = yes has_character_flag = free_triumph_flag } } add = ep3_triumph_gold_cost } } treasury = { value = 0 if = { limit = { has_treasury = yes NOT = { has_character_flag = free_triumph_flag } } add = ep3_triumph_gold_cost } } influence = { value = 0 if = { limit = { NOT = { has_character_flag = free_triumph_flag } } add = ep3_triumph_influence_cost } } } cooldown = { years = 10 } effect = { custom_tooltip = hold_triumph_decision_effects trigger_event = { id = ep3_decisions_event.0001 days = 1 } if = { limit = { has_character_flag = free_triumph_flag } remove_character_flag = free_triumph_flag } } ai_potential = { NOT = { has_trait = humble } has_variable = ep3_valid_triumph_victory } ai_will_do = { base = 30 modifier = { has_trait = arrogant add = 30 } modifier = { has_trait = ambitious add = 20 } } } ### Restore [ROOT.Char.GetPrimaryTitle.GetNameNoTierNoTooltip] ### restore_backwater_counties_decision = { picture = { reference = "gfx/interface/illustrations/decisions/ep3_decision_estate.dds" } decision_group_type = major ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 120 kingdom = 120 empire = 0 hegemony = 0 } sort_order = 70 desc = restore_backwater_counties_decision_desc selection_tooltip = restore_backwater_counties_decision_tooltip decision_group_type = roman is_shown = { has_ep3_dlc_trigger = yes primary_title ?= { OR = { tier = tier_duchy tier = tier_kingdom } } any_sub_realm_county = { has_county_modifier = backwater_county_modifier } } is_valid = { is_at_war = no custom_tooltip = { text = backwater_county_eligible_modifier_removal_tt any_sub_realm_county = { count >= 1 has_county_modifier = backwater_county_modifier development_level >= 50 } } } is_valid_showing_failures_only = { is_alive = yes is_available = yes NOT = { exists = involved_activity } is_imprisoned = no } cost = { gold = { value = 0 if = { limit = { has_treasury = no } add = medium_gold_value multiply = { value = 1 every_sub_realm_county = { limit = { title_province = { geographical_region = greek_backwater_modifier_region } has_county_modifier = backwater_county_modifier development_level >= 50 } add = 1 } } } } treasury = { value = 0 if = { limit = { has_treasury = yes } add = medium_gold_value multiply = { value = 1 every_sub_realm_county = { limit = { title_province = { geographical_region = greek_backwater_modifier_region } has_county_modifier = backwater_county_modifier development_level >= 50 } add = 1 } } } } } effect = { custom_tooltip = greek_backwater_modifier_removal_tt if = { limit = { NOT = { any_sub_realm_county = { title_province = { geographical_region = greek_backwater_modifier_region } has_county_modifier = backwater_county_modifier development_level >= 50 } } } custom_tooltip = no_backwater_counties_meet_criteria_tt } else = { every_sub_realm_county = { limit = { title_province = { geographical_region = greek_backwater_modifier_region } has_county_modifier = backwater_county_modifier development_level >= 50 } add_to_list = frontwater_counties } } primary_title = { save_scope_as = target_theme } # Toast for the Governor confirming which counties got the modifier removed send_interface_message = { type = event_generic_good title = ep3_theme_not_backwater.t left_icon = root right_icon = root.primary_title every_in_list = { list = frontwater_counties remove_county_modifier = backwater_county_modifier } } if = { # If we remove the modifier from the last county belonging to this governor, we fire a celebration event for some narrative flavor limit = { any_sub_realm_county = { count = 0 title_province = { geographical_region = greek_backwater_modifier_region } has_county_modifier = backwater_county_modifier } } # Event for the Governor if all counties are restored trigger_event = { id = ep3_decisions_event.3000 days = 1 } # Once all the counties have been brought up to speed, we notify the emperor liege = { send_interface_message = { type = event_generic_good_text title = ep3_theme_not_backwater.t desc = ep3_theme_not_backwater.desc left_icon = root } # Trigger the event for the emperor to see if all the counties have been cleared trigger_event = ep3_decisions_event.3001 } } } } # #### Prepare Greek Fire Dromons ### #prepare_greek_fire_dromons_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_smith.dds" # } # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 120 # kingdom = 120 # empire = 120 # hegemony = 120 # } # # sort_order = 110 # # desc = prepare_greek_fire_dromons_decision_desc # selection_tooltip = prepare_greek_fire_dromons_decision_tooltip # decision_group_type = roman # # is_shown = { # has_ep3_dlc_trigger = yes # has_multiple_players = no # title:c_byzantion = { # holder = root # } # culture = { # OR = { # this = culture:greek # any_parent_culture_or_above = { this = culture:greek } # } # } # } # # is_valid = { # custom_tooltip = { # text = prepare_greek_fire_dromons_constantinople_tt # capital_county = title:c_byzantion # } # custom_tooltip = { # text = prepare_greek_fire_dromons_capital_unoccupied_tt # capital_province = { # is_occupied = no # } # } # custom_tooltip = { # text = prepare_greek_fire_dromons_no_modifier_tt # capital_county = { # NOT = { has_county_modifier = defensive_fire_dromons_modifier } # } # } # # OR = { # influence >= major_influence_value # gold >= major_gold_value_static_max # } # } # # is_valid_showing_failures_only = { # is_available = yes # NOT = { exists = involved_activity } # } # # cooldown = { years = 5 } # # effect = { # custom_tooltip = defensive_fire_dromons_3_years_tooltip # custom_tooltip = defensive_fire_dromons_custom_desc # custom_tooltip = defensive_fire_dromons_buildings_desc # trigger_event = ep3_decisions_event.3100 # } # # ai_potential = { # NOT = { has_trait = compassionate } # OR = { # gold >= massive_gold_value # influence >= massive_influence_value # } # } # # ai_will_do = { # base = 20 # ai_value_modifier = { # ai_compassion = -1 # } # modifier = { # OR = { # has_trait = paranoid # has_trait = craven # } # add = 30 # } # modifier = { # OR = { # martial > high_skill_rating # learning > high_skill_rating # } # add = 20 # } # modifier = { # OR = { # has_trait = calm # has_trait = content # } # add = -20 # } # } #} # #### Re-Establish the Theodosian Borders ### #retake_eastern_provinces_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/ep3_decision_roman_restoration.dds" # } # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 0 # empire = 120 # hegemony = 120 # } # # sort_order = 50 # # desc = retake_eastern_provinces_decision_desc # selection_tooltip = retake_eastern_provinces_decision_tooltip # decision_group_type = roman # # is_shown = { # has_ep3_dlc_trigger = yes # has_title = title:e_byzantium # NOT = { # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:retake_eastern_provinces_decision # } # } # } # # is_valid = { # government_has_flag = government_is_administrative # completely_controls_region = custom_theodosian_ere # custom_tooltip = { # text = eastern_kingdoms_held_or_vassals_tt # trigger_if = { # limit = { # exists = title:k_bulgaria.holder # } # title:k_bulgaria.holder = { liege = root } # } # trigger_if = { # limit = { # exists = title:k_epirus.holder # } # title:k_epirus.holder = { liege = root } # } # trigger_if = { # limit = { # exists = title:k_hellas.holder # } # title:k_hellas.holder = { liege = root } # } # trigger_if = { # limit = { # exists = title:k_thessalonika.holder # } # title:k_thessalonika.holder = { liege = root } # } # trigger_if = { # limit = { # exists = title:k_krete.holder # } # title:k_krete.holder = { liege = root } # } # trigger_if = { # limit = { # exists = title:k_cyprus.holder # } # title:k_cyprus.holder = { liege = root } # } # trigger_if = { # limit = { # exists = title:k_nikaea.holder # } # title:k_nikaea.holder = { liege = root } # } # trigger_if = { # limit = { # exists = title:k_anatolia.holder # } # title:k_anatolia.holder = { liege = root } # } # trigger_if = { # limit = { # exists = title:k_pontus.holder # } # title:k_pontus.holder = { liege = root } # } # trigger_if = { # limit = { # exists = title:k_syria.holder # } # title:k_syria.holder = { liege = root } # } # trigger_if = { # limit = { # exists = title:k_jerusalem.holder # } # title:k_jerusalem.holder = { liege = root } # } # trigger_if = { # limit = { # exists = title:k_egypt.holder # } # title:k_egypt.holder = { liege = root } # } # } # } # # is_valid_showing_failures_only = { # is_at_war = no # NOT = { exists = involved_activity } # is_imprisoned = no # has_contagious_deadly_disease_trigger = no # } # # cost = { # prestige = { # value = 1000 # } # } # # effect = { # show_as_tooltip = { # retake_eastern_provinces_decision_effect = yes # } # trigger_event = { # id = ep3_decisions_event.4000 # days = 1 # } # #Can only be done once # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:retake_eastern_provinces_decision # } # if = { # limit = { # is_ai = no # game_start_date >= 1178.10.1 # } # add_achievement_global_variable_effect = { # VARIABLE = achieved_against_the_odds_achievement # VALUE = yes # } # } # } # # ai_potential = { # has_title = title:e_byzantium # is_at_war = no # NOT = { exists = involved_activity } # is_imprisoned = no # has_contagious_deadly_disease_trigger = no # } # # ai_will_do = { # base = 100 # } #} # #### Refound the Pandidakterion ### #refound_pandidakterion_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_golden_age.dds" # } # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 0 # empire = 120 # hegemony = 120 # } # # sort_order = 110 # # desc = refound_pandidakterion_decision_desc # selection_tooltip = refound_pandidakterion_decision_tooltip # decision_group_type = roman # # is_shown = { # has_ep3_dlc_trigger = yes # has_title = title:e_byzantium # NOR = { # # the pandidakterion was created by the player # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:refound_pandidakterion_decision # } # # the pandidakterion already existed at game start # title:c_byzantion = { has_county_modifier = pandidakterion_university_modifier } # } # } # # is_valid = { # government_has_flag = government_is_administrative # custom_tooltip = { # text = pandidakterion_tt # any_sub_realm_county = { # this = title:c_byzantion #owns Constantinople # } # } # } # # is_valid_showing_failures_only = { # is_at_war = no # NOT = { exists = involved_activity } # is_imprisoned = no # has_contagious_deadly_disease_trigger = no # } # # cost = { # gold = { # value = 0 # if = { # limit = { # has_treasury = no # } # add = 1000 # } # } # treasury = { # value = 0 # if = { # limit = { # has_treasury = yes # } # add = 1000 # } # } # } # # effect = { # title:c_byzantion = { add_county_modifier = pandidakterion_university_modifier } # found_university_decision_event_effect = yes # #Can only be done once # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:refound_pandidakterion_decision # } # create_character_memory = { # type = refounded_pandidakterion_memory # } # } # # ai_potential = { # has_title = title:e_byzantium # gold > 1000 # } # # ai_will_do = { # base = 100 # } #} # #### Ask for Support ### #ask_western_help_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds" # } # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 0 # empire = 80 # hegemony = 80 # } # # sort_order = 110 # # desc = ask_western_help_decision_desc # selection_tooltip = ask_western_help_decision_tooltip # decision_group_type = roman # # is_shown = { # has_ep3_dlc_trigger = yes # # Byz emperor or governor # has_title = title:e_byzantium # # Christian without crusades (mainly Orthodox) # OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } # faith = { # NOT = { has_doctrine_parameter = great_holy_wars_active } # } # government_has_flag = government_is_administrative # } # # is_valid = { # is_at_war = yes # custom_tooltip = { # text = valid_primary_war_enemy_for_crusade # any_primary_war_enemy = { # NOT = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } # OR = { # highest_held_title_tier >= tier_kingdom # liege = { highest_held_title_tier >= tier_kingdom } # } # } # } # custom_tooltip = { # text = valid_realm_size_for_help # top_liege = { # realm_size < massive_realm_size # } # } # custom_tooltip = { # text = there_is_someone_to_ask_for_help # OR = { # any_ally = { # OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } # faith = { # has_doctrine_parameter = great_holy_wars_active # exists = religious_head # } # trigger_if = { # limit = { # has_variable = asked_for_help_by # } # NOT = { var:asked_for_help_by = root } # } # } # religion:eastern_orthodox_religion = { # any_faith = { # has_doctrine_parameter = great_holy_wars_active # religious_head ?= { # trigger_if = { # limit = { # has_variable = asked_for_help_by # } # NOT = { var:asked_for_help_by = root } # } # } # } # } # religion:catholic_religion = { # any_faith = { # has_doctrine_parameter = great_holy_wars_active # religious_head ?= { # trigger_if = { # limit = { # has_variable = asked_for_help_by # } # NOT = { var:asked_for_help_by = root } # } # } # } # } # religion:protestant_religion = { # any_faith = { # has_doctrine_parameter = great_holy_wars_active # religious_head ?= { # trigger_if = { # limit = { # has_variable = asked_for_help_by # } # NOT = { var:asked_for_help_by = root } # } # } # } # } # } # } # } # # is_valid_showing_failures_only = { # is_at_war = yes # NOT = { exists = involved_activity } # custom_tooltip = { # text = recently_asked_for_help # NOT = { # primary_title = { has_variable = recently_asked_western_help } # } # } # } # # cost = { # prestige = { # value = 300 # } # influence = { # value = massive_influence_value # multiply = 2 # } # } # # effect = { # custom_tooltip = ask_western_help_decision_effect_desc # hidden_effect = { # save_scope_as = caller # # Cooldown on your main title # primary_title = { # set_variable = { # name = recently_asked_western_help # years = 20 # } # } # ordered_primary_war_enemy = { # limit = { # NOT = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } } # OR = { # highest_held_title_tier >= tier_kingdom # liege = { highest_held_title_tier >= tier_kingdom } # } # } # order_by = max_military_strength # save_scope_as = enemy # } # random_character_war = { # limit = { # is_war_leader = scope:enemy # } # save_scope_as = our_war # } # # if = { # limit = { # any_ally = { # OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } # faith = { # has_doctrine_parameter = great_holy_wars_active # exists = religious_head # } # trigger_if = { # limit = { # has_variable = asked_for_help_by # } # NOT = { var:asked_for_help_by = root } # } # } # } # ordered_ally = { # limit = { # OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } # faith = { # has_doctrine_parameter = great_holy_wars_active # exists = religious_head # } # trigger_if = { # limit = { # has_variable = asked_for_help_by # } # NOT = { var:asked_for_help_by = root } # } # } # order_by = max_military_strength # save_scope_as = called # save_scope_as = called_1 # set_variable = { # name = asked_for_help_by # value = root # years = 20 # } # } # } # else = { # religion:christianity_religion = { # random_faith = { # limit = { # has_doctrine_parameter = great_holy_wars_active # religious_head ?= { # trigger_if = { # limit = { # has_variable = asked_for_help_by # } # NOT = { var:asked_for_help_by = root } # } # } # } # religious_head = { # save_scope_as = called # save_scope_as = called_2 # set_variable = { # name = asked_for_help_by # value = root # years = 20 # } # } # } # } # } # # scope:called.faith = { save_scope_as = the_faith } # # Prep for eventual crusade # scope:enemy ?= { # if = { # limit = { # highest_held_title_tier = tier_kingdom # } # primary_title = { save_scope_as = target_kingdom } # } # else_if = { # limit = { # liege ?= { highest_held_title_tier = tier_kingdom } # } # liege.primary_title = { save_scope_as = target_kingdom } # } # else_if = { # limit = { # highest_held_title_tier > tier_kingdom # } # ordered_realm_de_jure_kingdom = { # order_by = great_holy_war_target_kingdom_weight_simplified # position = 1 # save_scope_as = target_kingdom # } # } # else = { # liege ?= { # ordered_realm_de_jure_kingdom = { # order_by = great_holy_war_target_kingdom_weight_simplified # position = 1 # save_scope_as = target_kingdom # } # } # } # } # scope:called_1 ?= { # trigger_event = { # id = ep3_decisions_event.4010 # days = 3 # } # } # scope:called_2 ?= { # trigger_event = { # id = ep3_decisions_event.4011 # days = 3 # } # } # } # } # # ai_potential = { # has_title = title:e_byzantium # realm_size < massive_realm_size # } # # ai_will_do = { # base = 50 # } #} # #### Evangelize the Pagans ### #evangelize_the_slavs_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" # } # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 0 # empire = 80 # hegemony = 80 # } # # sort_order = 120 # # desc = evangelize_the_slavs_decision_desc # selection_tooltip = evangelize_the_slavs_decision_tooltip # decision_group_type = roman # # cooldown = { years = 10 } # # is_shown = { # has_ep3_dlc_trigger = yes # # Byz emperor or governor # OR = { # has_title = title:e_byzantium # liege = { has_title = title:e_byzantium } # } # OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion } # # You border with pagans to convert # trigger_if = { # limit = { # has_title = title:e_byzantium # } # any_neighboring_and_across_water_top_liege_realm_owner = { # valid_for_pagan_conversion_trigger = yes # } # } # trigger_else = { # any_neighboring_and_across_water_realm_same_rank_owner = { # valid_for_pagan_conversion_trigger = yes # } # } # } # # is_valid = { # government_has_flag = government_is_administrative # trigger_if = { # limit = { # has_title = title:e_byzantium # } # custom_tooltip = { # any_neighboring_and_across_water_top_liege_realm_owner = { # valid_for_pagan_conversion_trigger = yes # } # text = valid_neighboring_and_across_water_top_liege # } # } # trigger_else = { # custom_tooltip = { # any_neighboring_and_across_water_realm_same_rank_owner = { # valid_for_pagan_conversion_trigger = yes # } # text = valid_neighboring_and_across_water_realm_same_rank # } # } # } # # is_valid_showing_failures_only = { # is_at_war = no # NOT = { exists = involved_activity } # is_imprisoned = no # has_contagious_deadly_disease_trigger = no # } # # cost = { # piety = massive_piety_value # } # # effect = { # custom_tooltip = evangelize_the_slavs_decision_effect # trigger_event = ep3_decisions_event.4020 # } # # ai_potential = { # piety > massive_piety_value # has_title = title:e_byzantium # } # # ai_will_do = { # base = 0 # ai_value_modifier = { # ai_zeal = 1 # } # modifier = { # any_neighboring_and_across_water_top_liege_realm_owner = { # valid_for_pagan_conversion_trigger = yes # NOT = { # capital_county.title_province = { # geographical_region = world_europe_east # } # } # } # factor = 0.5 # } # } #} ## #### Restore the Byzantine Empire ### #recreate_byzantine_empire_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds" # } # decision_group_type = major # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 6 # empire = 6 # hegemony = 0 # } # # desc = recreate_byzantine_empire_decision_desc # selection_tooltip = recreate_byzantine_empire_decision_tooltip # decision_group_type = roman # # is_shown = { # has_dlc_feature = roads_to_power # NOR = { # exists = title:e_byzantium.holder # exists = title:h_roman_empire.holder # exists = title:h_eastern_roman_empire.holder # } # title:e_byzantium = { is_titular = no } # OR = { # culture = { # OR = { # this = culture:greek # any_parent_culture_or_above = { this = culture:greek } # } # } # AND = { # OR = { # ep3_orthodox_faith_trigger = yes # faith = faith:hellenic_pagan # } # primary_title = { # tier <= tier_empire # empire = title:e_latin_empire # } # } # AND = { # OR = { # ep3_orthodox_faith_trigger = yes # faith = faith:hellenic_pagan # } # primary_title = { # tier <= tier_empire # empire = title:e_byzantium # } # } # } # } # # is_valid = { # custom_tooltip = { # NOT = { # exists = title:e_byzantium.holder # } # text = no_byz_emp_exists_tt # } # top_liege = this # OR = { # custom_tooltip = { # culture = { # this = culture:greek # } # text = is_greek_tt # } # custom_tooltip = { # culture = { # any_parent_culture_or_above = { this = culture:greek } # } # text = is_greek_descendent_tt # } # ep3_orthodox_faith_trigger = yes # faith = faith:hellenic_pagan # } # highest_held_title_tier >= tier_kingdom # # realm_size >= 12 # custom_tooltip = { # title:c_byzantion.holder = { # exists = this # OR = { # this = root # AND = { # is_ai = yes # top_liege = root # } # } # } # text = pandidakterion_tt # } # primary_title = { # tier <= tier_empire # OR = { # empire = title:e_latin_empire # empire = title:e_byzantium # } # } # trigger_if = { # limit = { # is_ai = no # has_legitimacy = yes # } # legitimacy_level >= 3 # } # #A liiiiiittle easier for AI # trigger_if = { # limit = { # is_ai = yes # has_legitimacy = yes # } # legitimacy_level >= 1 # } # } # # is_valid_showing_failures_only = { # trigger_if = { # limit = { # is_ai = no # } # NOT = { exists = involved_activity } # is_available = yes # } # trigger_else = { # is_alive = yes # is_imprisoned = no # is_incapable = no # } # } # # cost = { # prestige = { # value = { # add = 1000 # if = { # limit = { # any_held_title = { # this = title:e_latin_empire # } # } # add = 1000 # } # if = { # limit = { # culture = { # NOR = { # this = culture:greek # any_parent_culture_or_above = { this = culture:greek } # } # } # } # add = 500 # } # #AI need to take this decision and aren't good at saving up for it # if = { # limit = { # is_ai = yes # } # multiply = 0.5 # } # } # } # piety = { # value = { # add = massive_piety_value # if = { # limit = { # any_held_title = { # this = title:e_latin_empire # } # } # add = 500 # } # if = { # limit = { # ep3_orthodox_faith_trigger = no # } # add = 500 # } # if = { # limit = { # religion = religion:catholic_religion # } # add = 500 # } # #AI need to take this decision and aren't good at saving up for it # if = { # limit = { # is_ai = yes # } # multiply = 0.5 # } # } # } # } # # effect = { # show_as_tooltip = { # recreate_ere_decision_effect = yes # } # trigger_event = ep3_decisions_event.4030 # } # # ai_potential = { # NOT = { exists = title:e_byzantium.holder } # any_held_title = { # title_tier = kingdom # OR = { # empire = title:e_latin_empire # empire = title:e_byzantium # } # } # OR = { # culture = { # OR = { # this = culture:greek # any_parent_culture_or_above = { this = culture:greek } # } # } # ep3_orthodox_faith_trigger = yes # primary_title = { # tier <= tier_empire # empire = title:e_latin_empire # } # } # } # # ai_will_do = { # base = 100 # modifier = { # primary_title = { # tier <= tier_empire # empire = title:e_latin_empire # } # add = -60 # } # modifier = { # NAND = { # culture = { # OR = { # this = culture:greek # any_parent_culture_or_above = { this = culture:greek } # } # } # OR = { # ep3_orthodox_faith_trigger = yes # faith = faith:hellenic_pagan # } # } # add = -30 # } # } #} # #### Found the Varangian Guard ### #found_varangian_guard_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/ep3_decision_varangian_guard.dds" # } # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 0 # empire = 60 # hegemony = 60 # } # # sort_order = 100 # # desc = found_varangian_guard_decision_desc # selection_tooltip = found_varangian_guard_decision_tooltip # decision_group_type = roman # # is_shown = { # has_ep3_dlc_trigger = yes # culture = { has_cultural_parameter = unlock_maa_varangian_guards } # primary_title.tier >= tier_empire # NOT = { # # You have not already founded it for your current title # primary_title = { has_variable = founded_varangian_guard } # } # } # # is_valid = { # prestige_level >= 3 # OR = { # any_realm_county = { culture = culture:norse } # any_courtier = { # count >= 5 # culture = culture:norse # } # any_ally = { culture = culture:norse } # } # } # # is_valid_showing_failures_only = { # is_at_war = no # NOT = { exists = involved_activity } # is_imprisoned = no # } # # cost = { # prestige = 1000 # } # # effect = { # primary_title = { set_variable = founded_varangian_guard } # send_interface_toast = { # title = unlocked_varangian_guard_desc_tt # type = event_toast_effect_neutral # left_icon = root # custom_tooltip = unlocked_varangian_guard_desc # } # create_character_memory = { # type = found_varangian_memory # } # } # # ai_potential = { # has_title = title:e_byzantium # } # # ai_will_do = { # base = 100 # } #} # #### Reinstate the Grain Dole ### #reinstitute_grain_dole_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/ep3_decision_hold_triumph.dds" # } # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 60 # empire = 60 # hegemony = 0 # } # sort_order = 40 # # desc = reinstitute_grain_dole_decision_desc # selection_tooltip = reinstitute_grain_dole_decision_tooltip # decision_group_type = roman # # is_shown = { # has_ep3_dlc_trigger = yes # is_roman_emperor_trigger = yes # NOT = { # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:reinstitute_grain_dole_decision # } # } # } # # is_valid = { # government_has_flag = government_is_administrative # OR = { # capital_county = title:c_byzantion # capital_county = title:c_roma # } # completely_controls_region = custom_roman_aegyptus # custom_tooltip = { # text = enough_granaries_in_egypt # any_county_in_region = { # region = custom_roman_aegyptus # count >= 3 # any_county_province = { # has_building_or_higher = cereal_fields_05 # } # } # } # } # # is_valid_showing_failures_only = { # is_at_war = no # NOT = { exists = involved_activity } # is_imprisoned = no # custom_tooltip = { # NOT = { # title:c_byzantion = { has_county_modifier = panem_et_circenses_county_modifier } # } # text = grain_dole_already_active # } # } # # cost = { # gold = { # value = 0 # if = { # limit = { # has_treasury = no # } # add = grain_dole_cost # } # } # treasury = { # value = 0 # if = { # limit = { # has_treasury = yes # } # add = grain_dole_cost # } # } # } # # effect = { # add_to_global_variable_list = { # name = unavailable_unique_decisions # target = flag:reinstitute_grain_dole_decision # } # trigger_event = ep3_decisions_event.4040 # reinstitute_grain_dole_decision_effect = yes # } # # ai_potential = { # is_roman_emperor_trigger = yes # } # # ai_will_do = { # base = 100 # } #} # #### Reconfirm the Grain Dole ### #reconfirm_grain_dole_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_spend_money.dds" # } # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 60 # empire = 60 # hegemony = 0 # } # sort_order = 90 # # desc = reconfirm_grain_dole_decision_desc # selection_tooltip = reconfirm_grain_dole_decision_tooltip # decision_group_type = roman # # is_shown = { # has_ep3_dlc_trigger = yes # is_roman_emperor_trigger = yes # is_target_in_global_variable_list = { # name = unavailable_unique_decisions # target = flag:reinstitute_grain_dole_decision # } # } # # is_valid = { # government_has_flag = government_is_administrative # OR = { # capital_county = title:c_byzantion # capital_county = title:c_roma # } # completely_controls_region = custom_roman_aegyptus # custom_tooltip = { # text = enough_granaries_in_egypt # any_county_in_region = { # region = custom_roman_aegyptus # count >= 3 # any_county_province = { # has_building_or_higher = cereal_fields_05 # } # } # } # } # # is_valid_showing_failures_only = { # is_at_war = no # NOT = { exists = involved_activity } # is_imprisoned = no # custom_tooltip = { # NOT = { # capital_county = { has_county_modifier = panem_et_circenses_county_modifier } # } # text = grain_dole_already_active # } # } # # cost = { # gold = { # value = 0 # if = { # limit = { # has_treasury = no # } # add = grain_dole_cost # multiply = { # value = 0.5 # desc = unlocked_grain_dole # } # } # } # treasury = { # value = 0 # if = { # limit = { # has_treasury = yes # } # add = grain_dole_cost # multiply = { # value = 0.5 # desc = unlocked_grain_dole # } # } # } # } # # effect = { # send_interface_message = { # type = event_title_good # title = reconfirm_grain_dole_decision_tt # right_icon = root # reinstitute_grain_dole_decision_effect = yes # } # } # # ai_potential = { # is_roman_emperor_trigger = yes # capital_county = { has_variable = unlocked_grain_dole } # } # # ai_will_do = { # base = 100 # } #} # #mass_arrests_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/decision_prison.dds" # } # sort_order = 115 # # desc = mass_arrests_decision_desc # selection_tooltip = mass_arrests_decision_tooltip # decision_group_type = admin # # is_shown = { # has_ep3_dlc_trigger = yes # government_allows = administrative # primary_title.tier ?= tier_empire # dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_5 } # } # # is_valid = { # government_has_flag = government_is_administrative # primary_title.tier ?= tier_empire # dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_5 } # } # # is_valid_showing_failures_only = { # NOT = { exists = involved_activity } # is_imprisoned = no # any_powerful_family = { } # } # # cost = { # influence = monumental_influence_value # } # # cooldown = { years = 20 } # # effect = { # show_as_tooltip = { # add_tyranny = massive_tyranny_gain # add_legitimacy = medium_legitimacy_loss # # custom_tooltip = house_loses_power_rating # random_powerful_family = { # every_house_member = { # custom = choose_a_powerful_family # change_influence = major_influence_loss # custom_tooltip = imprisoned_by_you # add_opinion = { # modifier = imprisoned_me # years = 10 # target = root # } # } # } # } # # trigger_event = ep3_decisions_event.3200 # } # # ai_potential = { # always = no # } # # ai_check_interval = 0 # # ai_will_do = { # base = 0 # } #} change_state_faith = { picture = { trigger = { NOR = { government_has_flag = government_is_tribal government_has_flag = government_is_theocracy top_liege ?= { government_has_flag = government_is_tribal } top_liege ?= { government_has_flag = government_is_theocracy } } OR = { culture = { has_cultural_pillar = heritage_byzantine } top_liege ?= { OR = { culture = { has_cultural_pillar = heritage_byzantine } capital_barony ?= title:b_constantinople is_roman_emperor_primary_title_trigger = yes } } } } reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds" } picture = { trigger = { faith.religion = religion:islam_religion } reference = "gfx/interface/illustrations/activity_header_backgrounds/activity_pilgrimage.dds" } picture = { reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" } ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 0 kingdom = 60 empire = 60 hegemony = 0 } sort_order = 110 decision_group_type = admin desc = change_state_faith_decision_desc selection_tooltip = change_state_faith_decision_selection_tooltip is_shown = { has_ep3_dlc_trigger = yes government_allows = state_faith exists = primary_title.state_faith faith != primary_title.state_faith } is_valid = { government_allows = state_faith NOT = { faith ?= top_liege.primary_title.state_faith } } is_valid_showing_failures_only = { NOT = { exists = involved_activity } is_imprisoned = no } cost = { influence = { value = 5000 if = { limit = { has_character_flag = ep3_hof_state_faith_discount } multiply = { value = 0.7 desc = hof_state_faith_discount } } if = { limit = { domicile ?= { has_domicile_parameter = reduce_state_faith_cost } } multiply = { value = 0.9 desc = domicile_large_temple } } if = { limit = { has_perk = prophet_perk } multiply = { value = 1 subtract = admin_state_faith_cost_perk_value desc = "[GetPerk('prophet_perk').GetName(GetPlayer)]" } } } piety = { value = 5000 if = { limit = { has_character_flag = ep3_hof_state_faith_discount } multiply = { value = 0.7 desc = hof_state_faith_discount } } if = { limit = { domicile ?= { has_domicile_parameter = reduce_state_faith_cost } } multiply = { value = 0.9 desc = domicile_large_temple } } if = { limit = { has_perk = prophet_perk } multiply = { value = 1 subtract = admin_state_faith_cost_perk_value desc = "[GetPerk('prophet_perk').GetName(GetPlayer)]" } } } } effect = { hidden_effect = { primary_title.state_faith = { save_scope_as = old_faith } root.faith = { save_scope_as = new_faith } create_character_memory = { type = changed_state_faith_memory } scope:new_memory = { set_variable = { name = old_faith value = scope:old_faith } set_variable = { name = new_faith value = scope:new_faith } set_variable = { name = title value = root.primary_title } } } primary_title = { set_state_faith = root.faith } capital_county = { set_county_faith = root.faith } # Some vassals who like you the most will convert every_vassal = { custom = vassals_change_state_faith limit = { opinion = { target = root value >= 30 } faith != root.faith NOT = { has_vassal_stance = zealot } is_ai = yes } hidden_effect = { faith = { save_scope_as = old_faith } root.faith = { save_scope_as = new_faith } create_character_memory = { type = adopted_state_faith_memory } scope:new_memory = { set_variable = { name = old_faith value = scope:old_faith } set_variable = { name = new_faith value = scope:new_faith } set_variable = { name = title value = root.primary_title } } } set_character_faith = root.faith } # Opinion malus with Zealot vassals save_scope_as = root_scope every_vassal = { vassal_stance = zealot limit = { faith != root.faith } custom = every_zealot_vassal add_opinion = { target = root modifier = changed_state_faith_opinion opinion = -30 } } # Notify and let the players choose every_vassal = { limit = { is_ai = no } trigger_event = { id = ep3_emperor_yearly.2300 days = 1 } } } ai_potential = { government_has_flag = government_is_administrative primary_title.tier >= tier_empire faith != primary_title.state_faith } ai_will_do = { base = 50 modifier = { has_trait = ambitious add = 30 } modifier = { has_trait = arbitrary add = 30 } modifier = { has_trait = arrogant add = 25 } modifier = { has_trait = lazy add = -20 } modifier = { has_trait = content add = -50 } modifier = { has_trait = cynical add = -50 } modifier = { has_trait = zealous factor = 2 } } } adopt_state_faith = { picture = { trigger = { NOR = { government_has_flag = government_is_tribal government_has_flag = government_is_theocracy top_liege ?= { government_has_flag = government_is_tribal } top_liege ?= { government_has_flag = government_is_theocracy } } OR = { culture = { has_cultural_pillar = heritage_byzantine } top_liege ?= { OR = { culture = { has_cultural_pillar = heritage_byzantine } capital_barony ?= title:b_constantinople is_roman_emperor_primary_title_trigger = yes } } } } reference = "gfx/interface/illustrations/decisions/ep3_cerimonial_decision.dds" } picture = { trigger = { top_liege.primary_title.state_faith.religion = religion:islam_religion } reference = "gfx/interface/illustrations/activity_header_backgrounds/activity_pilgrimage.dds" } picture = { reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" } ai_check_interval_by_tier = { barony = 0 county = 60 duchy = 60 kingdom = 60 empire = 60 hegemony = 0 } sort_order = 110 decision_group_type = admin desc = adopt_state_faith_decision_desc selection_tooltip = adopt_state_faith_decision_selection_tooltip is_shown = { has_ep3_dlc_trigger = yes top_liege = { government_allows = state_faith } exists = top_liege.primary_title.state_faith NOT = { faith ?= top_liege.primary_title.state_faith } } is_valid = { top_liege = { government_allows = state_faith } NOT = { faith ?= top_liege.primary_title.state_faith } } is_valid_showing_failures_only = { NOT = { custom_description = { text = "is_in_an_activity" exists = involved_activity } } is_imprisoned = no NOT = { faith.religious_head ?= root } } cost = {} effect = { hidden_effect = { faith = { save_scope_as = old_faith } top_liege.faith = { save_scope_as = new_faith } create_character_memory = { type = adopted_state_faith_memory } scope:new_memory = { set_variable = { name = old_faith value = scope:old_faith } set_variable = { name = new_faith value = scope:new_faith } set_variable = { name = title value = root.top_liege.primary_title } } } set_character_faith = top_liege.primary_title.state_faith if = { limit = { NOT = { has_character_flag = adopted_state_faith } } if = { limit = { government_allows = administrative } change_influence = monumental_influence_gain } add_piety = massive_piety_gain top_liege = { if = { limit = { faith = primary_title.state_faith } add_opinion = { target = root modifier = converted_to_state_faith_opinion opinion = 30 } } every_vassal = { custom = every_governor_of_state_faith limit = { faith = top_liege.primary_title.state_faith this != root } add_opinion = { target = root modifier = converted_to_state_faith_opinion opinion = 30 } } } add_character_flag = adopted_state_faith } } ai_potential = { government_has_flag = government_is_administrative NOT = { has_trait = zealous } # A zealous vassal would presumably not want to change their faith exists = top_liege.primary_title.state_faith faith != top_liege.primary_title.state_faith } ai_will_do = { base = 20 modifier = { is_governor = yes add = 40 } # Personality modifier = { is_governor = yes has_trait = ambitious add = 20 } modifier = { has_trait = fickle add = 30 } modifier = { has_trait = arbitrary add = 10 } modifier = { has_trait = ambitious add = -15 } modifier = { has_trait = arrogant add = -15 } modifier = { has_trait = content add = -20 } modifier = { has_trait = cynical add = -30 } modifier = { has_trait = stubborn add = -50 } # Faith modifier = { # More likely to switch away from an unreformed faith faith ?= { has_doctrine_parameter = unreformed } add = 20 } modifier = { # Communal Identity make it more likely to adopt faith if they share same culture with the top liege faith ?= { has_doctrine_parameter = same_culture_conversion_bonus_active } culture ?= top_liege.culture add = 10 } modifier = { # Some faith are more likely to be abandoned faith ?= { has_doctrine_parameter = unattractive_for_character_conversions } add = 10 } modifier = { # Don't adopt the state faith if you have the same faith as the top liege (if the emperor can have this faith, so can we!) faith = top_liege.faith top_liege != this factor = 0 } # Other modifier = { has_vassal_stance = zealot factor = 0.3 } # Non-admin vassals only consider converting if their faith hostility is low enough modifier = { NOT = { government_has_flag = government_is_administrative } faith ?= { faith_hostility_level = { target = root.top_liege.primary_title.state_faith value >= faith_hostile_level } } factor = 0 } } } ### Found Salon ### found_salon_decision = { picture = { reference = "gfx/interface/illustrations/decisions/decision_golden_age.dds" } sort_order = 120 desc = found_salon_decision_desc selection_tooltip = found_salon_decision_tooltip decision_group_type = adventurer is_shown = { has_ep3_dlc_trigger = yes has_trait = violet_poet NOT = { #You can only do it once. is_target_in_global_variable_list = { name = unavailable_unique_decisions target = flag:flag_founded_salon } } } is_valid = { has_trait = violet_poet custom_tooltip = { text = found_salon_decision_trigger_tt any_courtier = { has_trait = lifestyle_poet count > 4 } } } cost = { gold = { value = 0 if = { limit = { has_treasury = no } add = 350 if = { limit = { has_character_modifier = ep3_power_couple_modifier } subtract = 125 } } } treasury = { value = 0 if = { limit = { has_treasury = yes } add = 350 if = { limit = { has_character_modifier = ep3_power_couple_modifier } subtract = 125 } } } } effect = { root.location = { save_scope_as = location } show_as_tooltip = { if = { limit = { exists = dynasty } dynasty = { add_dynasty_prestige = medium_dynasty_prestige_gain } } add_prestige = major_prestige_gain scope:location = { add_province_modifier = { modifier = ep3_poets_salon_modifier years = 250 } } add_character_modifier = { modifier = ep3_founded_salon_modifier } } hidden_effect = { add_to_global_variable_list = { name = unavailable_unique_decisions target = flag:flag_founded_salon } } trigger_event = ep3_decisions_event.4080 } ai_potential = { always = no } ai_check_interval = 0 ai_will_do = { base = 0 } } #### Cleave the Empire ### #split_roman_empire_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/ep3_decision_hold_triumph.dds" # } # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 0 # empire = 0 # hegemony = 360 # } # sort_order = 110 # # desc = split_roman_empire_decision_desc # selection_tooltip = split_roman_empire_decision_selection_tooltip # decision_group_type = roman # # is_shown = { # has_ep3_dlc_trigger = yes # primary_title = title:h_roman_empire # NOT = { exists = title:h_eastern_roman_empire.holder } # } # # is_valid = { # realm_size >= 150 # capital_county = title:c_roma # has_title = title:c_byzantion # } # # is_valid_showing_failures_only = { # NOT = { exists = involved_activity } # is_imprisoned = no # } # # cost = {} # # effect = { # if = { # limit = { # has_active_diarchy = yes # has_diarchy_type = co_emperorship # } # diarch = { save_scope_as = new_holder } # } # if = { # limit = { # any_powerful_family = { # this != root.house # count >= 1 # exists = house_head # } # } # ordered_powerful_family = { # limit = { this != root.house } # order_by = house_power_score # house_head = { save_scope_as = new_holder } # } # } # else = { # ordered_powerful_vassal = { # order_by = max_military_strength # save_scope_as = new_holder # } # } # custom_tooltip = { # text = form_eastern_roman_empire_tt # create_eastern_roman_empire_scripted_effect = yes # } # title:h_roman_empire = { # set_title_name = h_roman_empire_western # } # # # Add truce with new Byzantine Emperor # add_truce_both_ways = { # character = scope:new_holder # years = 10 # name = TRUCE_COLLABORATION # } # # # Some additional bonuses # change_influence = { # value = monumental_influence_gain # multiply = 2 # } # # if = { # limit = { # any_owned_story = { # type = ep3_story_cycle_restoring_rome # has_variable = roman_empire_hard_mode # } # } # custom_tooltip = { # text = ending_of_restore_rome_trials_tt # random_owned_story = { # limit = { story_type = ep3_story_cycle_restoring_rome } # remove_variable = roman_empire_hard_mode # } # } # } # } # # ai_potential = { # primary_title = title:h_roman_empire # } # # ai_will_do = { # base = 50 # } #} ### Commission Icon ### commission_icon_decision = { picture = { reference = "gfx/interface/illustrations/decisions/decision_smith.dds" } cooldown = { days = standard_commission_artifact_cooldown_time } sort_order = 150 decision_group_type = admin is_shown = { has_dlc_feature = roads_to_power is_landed_or_landless_administrative = yes OR = { faith = faith:orthodox faiths_are_in_orthodox_christianity_group = { FAITH_1 = faith:orthodox FAITH_2 = root.faith } } faith_is_aniconic_trigger = no } is_valid_showing_failures_only = { trigger_if = { limit = { government_allows = administrative } domicile ?= { has_domicile_building_or_higher = temple_monastery_04 } } trigger_else = { always = yes } } minimum_cost = { # Matches the cost defined in 00_inspirations.txt gold = { value = basic_fund_inspiration_cost if = { limit = { # Estate discount bonus domicile ?= { has_domicile_parameter = estate_reduce_commission_artifact_cost } } multiply = estate_reduce_commission_artifact_cost_value } } } widget = { gui = "decision_view_widget_commission_artifact" controller = decision_option_list_controller decision_to_second_step_button = "COMMISSION_ARTIFACT_DECISION_NEXT_STEP_BUTTON" # Personal Artifacts are always valid to commission item = { value = commission_trinket_icon current_description = { desc = commission_artifact_decision_option_trinket_icon_desc } localization = { desc = commission_artifact_decision_option_trinket_icon } icon = "gfx/interface/icons/artifact/artifact_icon_byz.dds" ai_chance = { value = 10 if = { limit = { has_royal_court = yes } multiply = 0 } } } # Court Artifacts only appear if you have the Royal Court DLC, and are only valid if you have an active Royal Court item = { value = commission_court_icon_large is_shown = { has_dlc_feature = royal_court } is_valid = { has_royal_court = yes } current_description = { desc = commission_artifact_decision_option_tapestry_desc } localization = { desc = commission_artifact_decision_option_court_icon_large } icon = "gfx/interface/icons/artifact/artifact_icon_byz.dds" ai_chance = { value = 20 if = { limit = { has_royal_court = yes # Only make this choice if we don't already have an artifact of this type. NOT = { any_character_artifact = { artifact_slot_type = wall_big } } } add = 100 } } } item = { value = commission_court_icon_small is_shown = { has_dlc_feature = royal_court } is_valid = { has_royal_court = yes } current_description = { desc = commission_artifact_decision_option_court_icon_small_desc } localization = { desc = commission_artifact_decision_option_court_icon_small } icon = "gfx/interface/icons/artifact/artifact_icon_byz.dds" ai_chance = { value = 20 if = { limit = { has_royal_court = yes # Only make this choice if we don't already have an artifact of this type. NOT = { any_character_artifact = { artifact_slot_type = wall_small } } } add = 100 } } } } effect = { if = { limit = { any_court_position_holder = { type = antiquarian_court_position } } random_court_position_holder = { type = antiquarian_court_position save_scope_as = antiquarian } } # Explanatory Tooltips custom_tooltip = commission_icon_decision_effect if = { limit = { any_pool_character = { province = root.capital_province has_no_particular_noble_roots_trigger = yes is_available_healthy_ai_adult = yes NOR = { exists = inspiration has_trait = peasant_leader } } } random_pool_character = { province = root.capital_province limit = { has_no_particular_noble_roots_trigger = yes is_available_healthy_ai_adult = yes NOR = { exists = inspiration has_trait = peasant_leader } } save_scope_as = local_artisan } } else_if = { limit = { is_ai = yes any_courtier_or_guest = { is_available_healthy_ai_adult = yes } } random_courtier_or_guest = { limit = { is_available_healthy_ai_adult = yes } save_scope_as = local_artisan } } else = { # Artisan Generation hidden_effect = { create_character = { template = local_artisan_template location = root.capital_province gender_female_chance = root_faith_dominant_gender_adjusted_female_chance save_scope_as = local_artisan } } } hidden_effect = { if = { # Conditional exists to avoid false-positives during tooltip generation, but 'local_artisan' should always exist on execution! limit = { exists = scope:local_artisan } root = { add_courtier = scope:local_artisan } scope:local_artisan = { add_trait = devoted } } trigger_event = ep3_decisions_event.5000 } } ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 36 kingdom = 36 empire = 36 hegemony = 36 } ai_potential = { is_at_war = no ai_greed < medium_positive_ai_value short_term_gold > ai_war_chest_desired_gold_value war_chest_gold >= halved_ai_war_chest_gold_maximum NOT = { has_variable = conqueror } ai_should_focus_on_building_in_their_capital = no } ai_will_do = { base = 75 ai_value_modifier = { ai_zeal = 1 } } } ### Embrace Heresy ### embrace_heresy_decision = { picture = { reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" } sort_order = 120 desc = embrace_heresy_decision_desc selection_tooltip = embrace_heresy_decision_tooltip decision_group_type = admin is_shown = { government_allows = state_faith is_adult = yes top_liege != this top_liege ?= { is_ai = yes } top_liege.primary_title.state_faith ?= { OR = { NOT = { has_doctrine = eastern_hostility_doctrine } has_doctrine = heresy_hostility_doctrine #Zoroastrians also get heresies, despite being Eastern. } } this != top_liege.primary_title.state_faith.religious_head } is_valid = { has_lifestyle = learning_lifestyle custom_tooltip = { text = heresy_in_empire_or_bordering_tt top_liege ?= { any_realm_county = { OR = { faith = { faith_is_interesting_heresy_to_state_faith_trigger = yes } any_neighboring_county = { holder.top_liege ?= { this != root.top_liege } faith = { faith_is_interesting_heresy_to_state_faith_trigger = yes } } } } } } } is_valid_showing_failures_only = { NOT = { exists = involved_activity } is_imprisoned = no is_available = yes } cost = { prestige = major_influence_loss piety = massive_piety_loss } cooldown = { years = 50 } effect = { custom_tooltip = embrace_heresy_tt custom_tooltip = leverage_position_tt custom_tooltip = unlocks_demand_state_faith_decision trigger_event = ep3_decisions_event.5020 } ai_potential = { always = no } ai_check_interval = 0 ai_will_do = { base = 0 } } push_heresy_as_state_faith = { picture = { reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds" } sort_order = 150 desc = push_heresy_as_state_faith_desc selection_tooltip = push_heresy_as_state_faith_tooltip decision_group_type = admin is_shown = { government_allows = state_faith is_adult = yes top_liege != this top_liege ?= { is_ai = yes } top_liege.primary_title.state_faith ?= { OR = { NOT = { has_doctrine = eastern_hostility_doctrine } has_doctrine = heresy_hostility_doctrine #Zoroastrians also get heresies, despite being Eastern. } } NOR = { this = top_liege.primary_title.state_faith.religious_head faith = top_liege.primary_title.state_faith } has_variable = heresy_embraced } is_valid = { custom_tooltip = { text = has_embraced_heresy_tt has_variable = heresy_embraced faith = var:heresy_embraced } } is_valid_showing_failures_only = { NOT = { exists = involved_activity } is_imprisoned = no is_available = yes } cost = { influence = major_influence_loss } cooldown = { years = 10 } effect = { custom_tooltip = try_to_push_faith_with_emperor_tt save_scope_as = heretic scope:heretic.faith = { save_scope_as = heresy } top_liege = { trigger_event = { id = ep3_decisions_event.5021 days = 1 } } } ai_potential = { always = no } ai_check_interval = 0 ai_will_do = { base = 0 } } ### Establish Silk Production ### establish_silk_production_decision = { picture = { reference = "gfx/interface/illustrations/decisions/ep3_decision_estate.dds" } sort_order = 120 desc = { first_valid = { triggered_desc = { trigger = { top_liege = this } desc = establish_silk_production_decision_desc.emperor } desc = establish_silk_production_decision_desc } } selection_tooltip = establish_silk_production_decision_tooltip decision_group_type = admin is_shown = { has_ep3_dlc_trigger = yes government_allows = administrative OR = { this = house.house_head AND = { is_ai = no house.house_head = top_liege } } domicile ?= { is_domicile_type = estate } top_liege ?= { is_roman_emperor_primary_title_trigger = yes } NOT = { house = { has_house_modifier = ep3_unlocked_silk } } } is_valid = { trigger_if = { limit = { top_liege = this } is_roman_emperor_trigger = yes OR = { has_realm_law = imperial_bureaucracy_2 has_realm_law = imperial_bureaucracy_3 } } trigger_else = { influence_level >= 3 OR = { has_weak_hook = top_liege has_strong_usable_hook = top_liege AND = { exists = house top_liege.house ?= house } } } } cost = { gold = { value = { value = massive_gold_value multiply = 2 } } } effect = { custom_tooltip = { text = unlocked_estate_silk_buildings house = { add_house_modifier = ep3_unlocked_silk } } send_interface_toast = { type = msg_domicile_building_unlocked title = unlocked_estate_silk_buildings_t } if = { limit = { top_liege != this NOT = { exists = house top_liege.house ?= house } } use_hook = top_liege } } ai_potential = { domicile ?= { is_domicile_type = estate } } ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 120 kingdom = 120 empire = 120 hegemony = 120 } ai_will_do = { base = 50 modifier = { has_trait = arrogant add = 15 } modifier = { has_trait = ambitious add = 25 } } } ### Commission Silk Regalia ### commission_silk_regalia_decision = { picture = { reference = "gfx/interface/illustrations/decisions/decision_smith.dds" } cooldown = { days = standard_commission_artifact_cooldown_time } sort_order = 120 desc = commission_silk_regalia_decision_desc selection_tooltip = commission_silk_regalia_decision_tooltip decision_group_type = admin is_shown = { has_dlc_feature = roads_to_power government_allows = administrative this = house.house_head domicile ?= { has_domicile_parameter = estate_unlock_silk_regalia_decision } } is_valid = { } minimum_cost = { # Matches the cost defined in 00_inspirations.txt gold = { value = basic_fund_inspiration_cost if = { limit = { # Estate discount bonus domicile ?= { has_domicile_parameter = estate_reduce_commission_artifact_cost } } multiply = estate_reduce_commission_artifact_cost_value } } } effect = { # Explanatory Tooltips custom_tooltip = commission_silk_regalia_decision_effect if = { limit = { any_pool_character = { province = root.capital_province has_no_particular_noble_roots_trigger = yes is_available_healthy_ai_adult = yes NOR = { exists = inspiration has_trait = peasant_leader } } } random_pool_character = { province = root.capital_province limit = { has_no_particular_noble_roots_trigger = yes is_available_healthy_ai_adult = yes NOR = { exists = inspiration has_trait = peasant_leader } } save_scope_as = local_artisan hidden_effect = { add_character_modifier = local_artisan_modifier } } } else = { # Artisan Generation hidden_effect = { create_character = { template = local_artisan_template location = root.capital_province gender_female_chance = root_faith_dominant_gender_adjusted_female_chance save_scope_as = local_artisan } scope:local_artisan = { hidden_effect = { add_character_modifier = local_artisan_modifier } } } } hidden_effect = { if = { # Conditional exists to avoid false-positives during tooltip generation, but 'local_artisan' should always exist on execution! limit = { exists = scope:local_artisan } root = { add_courtier = scope:local_artisan } scope:local_artisan = { add_character_flag = local_artisan } } trigger_event = ep3_decisions_event.5030 } } ai_check_interval_by_tier = { barony = 0 county = 60 duchy = 60 kingdom = 60 empire = 60 hegemony = 60 } ai_potential = { is_at_war = no ai_greed < medium_positive_ai_value short_term_gold > ai_war_chest_desired_gold_value war_chest_gold >= halved_ai_war_chest_gold_maximum NOT = { has_variable = conqueror } ai_should_focus_on_building_in_their_capital = no } ai_will_do = { base = 75 ai_value_modifier = { ai_boldness = 0.5 } } } ### Foster Integration ### foster_integration_decision = { picture = { reference = "gfx/interface/illustrations/decisions/decision_legitimacy.dds" } cooldown = { years = 20 } sort_order = 120 desc = foster_integration_decision_desc selection_tooltip = foster_integration_decision_tooltip decision_group_type = admin is_shown = { has_dlc_feature = roads_to_power is_adult = yes this = house.house_head government_allows = administrative domicile ?= { is_domicile_type = estate } exists = top_liege root.top_liege != root OR = { top_liege.primary_title = { NOT = { is_de_jure_liege_or_above_target = root.domicile.domicile_location.county } } domicile.domicile_location.county.culture != root.top_liege.culture } } is_valid = { OR = { domicile.domicile_location.county = { de_jure_drifting_towards = root.top_liege.primary_title } domicile.domicile_location.county.culture = { cultural_acceptance = { target = root.top_liege.culture value <= 75 } } } } is_valid_showing_failures_only = { NOT = { exists = involved_activity } is_imprisoned = no is_available = yes is_at_war = no } cost = { influence = { value = { add = major_influence_value multiply = 2 } } } effect = { domicile.domicile_location.county = { save_scope_as = target_county } add_character_modifier = { modifier = ep3_integration_promoter_modifier years = 15 } set_variable = { name = integration_promoted_in value = scope:target_county years = 15 } if = { limit = { scope:target_county = { de_jure_drifting_towards = root.top_liege.primary_title } } scope:target_county = { add_county_modifier = { modifier = improve_de_jure_integration_modifier years = 10 } } } if = { limit = { scope:target_county.culture != root.top_liege.culture scope:target_county.culture = { cultural_acceptance = { target = root.top_liege.culture value <= 75 } } } scope:target_county = { add_county_modifier = { modifier = improve_promote_culture_modifier years = 10 } } } if = { limit = { top_liege = { is_ai = yes } } top_liege = { add_opinion = { target = root modifier = grateful_opinion opinion = 25 } } } else = { if = { limit = { scope:target_county = { has_county_modifier = improve_promote_culture_modifier } } top_liege = { send_interface_message = { type = msg_vassal_decision_good title = improve_promote_culture_modifier desc = improve_promote_culture_modifier_tt left_icon = root right_icon = scope:target_county } } } else = { top_liege = { send_interface_message = { type = msg_vassal_decision_good title = improve_de_jure_integration_modifier desc = improve_de_jure_integration_modifier_tt left_icon = root right_icon = scope:target_county } } } } } ai_check_interval_by_tier = { barony = 0 county = 36 duchy = 36 kingdom = 36 empire = 36 hegemony = 0 } ai_potential = { government_allows = administrative exists = top_liege root.top_liege != root } ai_will_do = { base = 75 modifier = { culture = top_liege.culture add = 25 } modifier = { has_trait = loyal add = 20 } modifier = { has_trait = disloyal add = -20 } } } ### Gather Faction Support ### gather_faction_support_decision = { picture = { reference = "gfx/interface/illustrations/decisions/decision_recruitment.dds" } cooldown = { years = 25 } sort_order = 120 desc = gather_faction_support_decision_desc selection_tooltip = gather_faction_support_decision_tooltip decision_group_type = admin is_shown = { has_dlc_feature = roads_to_power government_allows = administrative exists = top_liege top_liege != root is_adult = yes this = house.house_head domicile ?= { is_domicile_type = estate } } is_valid = { custom_tooltip = { text = belong_to_claimant_liberty_faction_tt joined_faction ?= { OR = { faction_is_type = claimant_faction faction_is_type = liberty_faction } } } } is_valid_showing_failures_only = { NOT = { exists = involved_activity } is_imprisoned = no is_available = yes is_at_war = no } cost = { influence = { value = { add = massive_influence_value multiply = 2 } } } effect = { joined_faction = { save_scope_as = the_faction } add_joined_faction_discontent = 20 custom_tooltip = gathered_support_for_faction_get_army_tt set_variable = { name = gathered_support_for_faction value = scope:the_faction years = 5 } } ai_check_interval_by_tier = { barony = 0 county = 60 duchy = 60 kingdom = 60 empire = 60 hegemony = 0 } ai_potential = { government_allows = administrative exists = top_liege top_liege != root } ai_will_do = { base = 50 modifier = { has_trait = loyal add = -30 } modifier = { has_trait = disloyal add = 30 } modifier = { has_trait = ambitious add = 50 } } } ##The latin emperor switching byz kingdoms to his de jure #### Legitimize Latin Dominion ### #legitimize_latin_dominion_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/ep3_decision_hold_triumph.dds" # } # decision_group_type = major # # desc = legitimize_latin_dominion_decision_desc # selection_tooltip = legitimize_latin_dominion_decision_tooltip # # Yeah it's in the Roman category: what're you gonna do about it, _Greek_? # decision_group_type = roman # # cooldown = { days = 60 } # # is_shown = { # has_dlc_feature = roads_to_power # primary_title = title:e_latin_empire # title:e_byzantium = { # any_de_jure_county = { } # } # } # # is_valid = { # custom_tooltip = { # text = is_latin_emperor_tt # primary_title = title:e_latin_empire # } # OR = { # custom_tooltip = { # text = control_byzantine_kingdom_tt # title:e_byzantium = { # any_in_de_jure_hierarchy = { # tier = tier_kingdom # NOT = { this = title:e_byzantium } # any_de_jure_county = { # percent >= 0.8 # holder.top_liege = { # this = root # } # } # } # } # } # custom_tooltip = { # text = latin_capital_byzantine_kingdom_tt # title:e_byzantium = { # any_in_de_jure_hierarchy = { # tier = tier_kingdom # NOT = { this = title:e_byzantium } # any_de_jure_county = { # this = root.capital_county # } # } # } # } # } # custom_tooltip = { # text = hold_byz_kingdom_title_tt # title:e_byzantium = { # any_in_de_jure_hierarchy = { # tier = tier_kingdom # NOT = { this = title:e_byzantium } # holder ?= { # OR = { # this = root # top_liege = root # } # } # OR = { # any_de_jure_county = { # this = root.capital_county # } # any_de_jure_county = { # percent >= 0.8 # holder.top_liege = { # this = root # } # } # } # } # } # } # trigger_if = { # limit = { # is_ai = no # has_legitimacy = yes # } # legitimacy_level >= 3 # } # #A liiiiiittle easier for AI # trigger_if = { # limit = { # has_legitimacy = yes # is_ai = yes # } # legitimacy_level >= 2 # } # } # # is_valid_showing_failures_only = { # trigger_if = { # limit = { # is_ai = no # } # NOT = { exists = involved_activity } # is_available = yes # } # trigger_else = { # is_alive = yes # is_imprisoned = no # is_incapable = no # } # } # # cost = { # prestige = { # value = { # add = massive_prestige_value # #AI suck # if = { # limit = { # is_ai = yes # } # multiply = 0.75 # } # } # } # piety = { # value = { # add = massive_piety_value # } # if = { # limit = { # is_ai = yes # } # multiply = 0.1 # } # } # } # # effect = { # custom_tooltip = gain_byz_kingdom_de_jure_tt # custom_tooltip = legitimize_latin_control_tt # custom_tooltip = legitimize_latin_cultural_acceptance_tt # show_as_tooltip = { # if = { # limit = { # government_allows = administrative # } # custom_tooltip = legitimize_latin_holder_influence_tt # } # else = { # custom_tooltip = legitimize_latin_holder_legitimacy_tt # } # } # custom_tooltip = latin_de_jure_lost_on_title_loss_tt # custom_tooltip = byzantines_threaten_latin_titles_tt # # # trigger_event = ep3_frankokratia_events.0080 # } # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 0 # kingdom = 0 # empire = 6 # hegemony = 0 # } # # ai_potential = { # primary_title ?= { # this = title:e_latin_empire # } # title:e_byzantium = { # any_in_de_jure_hierarchy = { # tier = tier_kingdom # exists = holder # holder.top_liege = { # this = root # } # } # } # NOT = { # any_held_title = { # this = title:e_byzantium # } # } # } # # ai_will_do = { # base = 100 # } #} # ##A Byzantine switches it back #### Expunge Latin Dominion ### #expunge_latin_dominion_decision = { # picture = { # reference = "gfx/interface/illustrations/decisions/ep3_decision_hold_triumph.dds" # } # decision_group_type = major # # desc = expunge_latin_dominion_decision_desc # selection_tooltip = expunge_latin_dominion_decision_tooltip # decision_group_type = roman # # cooldown = { days = 60 } # # is_shown = { # has_dlc_feature = roads_to_power # #Latin land needs to exist # title:e_latin_empire = { # any_in_de_jure_hierarchy = { # tier <= tier_kingdom # } # } # #Must be a Greek or Greekoid # OR = { # culture = culture:greek ## culture = culture:roman # culture = { # any_parent_culture_or_above = { # this = culture:greek # } # } # ep3_orthodox_faith_trigger = yes ## faith = faith:hellenic_pagan ## AND = { ## exists = title:e_byzantium.holder ## this = title:e_byzantium.holder ## } ## AND = { ## exists = title:h_roman_empire.holder ## this = title:h_roman_empire.holder ## } ## AND = { ## exists = title:h_eastern_roman_empire.holder ## this = title:h_eastern_roman_empire.holder ## } # } # OR = { # capital_province = { # OR = { # geographical_region = world_asia_minor # geographical_region = world_europe_south # geographical_region = world_middle_east # geographical_region = world_europe_east # geographical_region = world_steppe_west # } # } ## AND = { ## exists = title:e_byzantium.holder ## this = title:e_byzantium.holder ## } ## AND = { ## exists = title:h_roman_empire.holder ## this = title:h_roman_empire.holder ## } ## AND = { ## exists = title:h_eastern_roman_empire.holder ## this = title:h_eastern_roman_empire.holder ## } # } # } # # is_valid = { # trigger_if = { # limit = { # top_liege != this # } # custom_tooltip = { # text = liege_isnt_latin_emp_tt # NOT = { # top_liege = { # primary_title = title:e_latin_empire # } # } # } # } # trigger_else = { # OR = { # highest_held_title_tier <= tier_kingdom # custom_tooltip = { # exists = title:e_byzantium.holder # this = title:e_byzantium.holder # text = holds_byz_emp_tt # } # custom_tooltip = { # exists = title:h_roman_empire.holder # this = title:h_roman_empire.holder # text = holds_roman_emp_tt # } # custom_tooltip = { # exists = title:h_eastern_roman_empire.holder # this = title:h_eastern_roman_empire.holder # text = holds_roman_emp_tt # } # } # } # #Must be a Greek or Greekoid # OR = { # culture = culture:greek # culture = culture:roman # custom_tooltip = { # culture = { # any_parent_culture_or_above = { this = culture:greek } # } # text = is_greek_descendent_tt # } # ep3_orthodox_faith_trigger = yes # faith = faith:hellenic_pagan # custom_tooltip = { # exists = title:e_byzantium.holder # this = title:e_byzantium.holder # text = holds_byz_emp_tt # } # custom_tooltip = { # exists = title:h_roman_empire.holder # this = title:h_roman_empire.holder # text = holds_roman_emp_tt # } # custom_tooltip = { # exists = title:h_eastern_roman_empire.holder # this = title:h_eastern_roman_empire.holder # text = holds_roman_emp_tt # } # } # OR = { # #Controls entire kingdom # custom_tooltip = { # text = control_latin_kingdom_tt # title:e_latin_empire = { # any_in_de_jure_hierarchy = { # tier = tier_kingdom # NOT = { this = title:e_latin_empire } # any_de_jure_county = { # percent >= 1 # holder.top_liege = { # this = root # } # } # } # } # } # #Controls half and has de jure title # custom_tooltip = { # text = has_latin_kingdom_title_tt # title:e_latin_empire = { # any_in_de_jure_hierarchy = { # tier = tier_kingdom # NOT = { this = title:e_latin_empire } # holder ?= { # OR = { # this = root # top_liege = root # } # } # OR = { # any_de_jure_county = { # this = root.capital_county # } # any_de_jure_county = { # percent >= 0.5 # holder.top_liege = { # this = root # } # } # } # } # } # } # } # trigger_if = { # limit = { # has_legitimacy = yes # is_ai = no # } # legitimacy_level >= 2 # } # #A liiiiiittle easier for AI # trigger_if = { # limit = { # has_legitimacy = yes # is_ai = yes # } # legitimacy_level >= 1 # } # } # # is_valid_showing_failures_only = { # trigger_if = { # limit = { # is_ai = no # } # NOT = { exists = involved_activity } # is_available = yes # } # trigger_else = { # is_alive = yes # is_imprisoned = no # is_incapable = no # } # is_at_war = no # } # # cost = { # prestige = { # value = { # add = major_prestige_value # #AI should definitely take this # if = { # limit = { # is_ai = yes # } # multiply = 0.5 # } # } # } # piety = { # value = { # add = major_piety_value # if = { # limit = { # is_ai = yes # } # multiply = 0.5 # } # } # } # } # # effect = { # custom_tooltip = remove_latin_kingdom_de_jure_tt # custom_tooltip = legitimize_byz_control_tt # custom_tooltip = legitimize_byz_claim_tt # show_as_tooltip = { # expunge_latin_dominion_effect = yes # } # trigger_event = ep3_frankokratia_events.0090 # } # # ai_check_interval_by_tier = { # barony = 0 # county = 0 # duchy = 12 # kingdom = 9 # empire = 9 # hegemony = 9 # } # # ai_potential = { # is_available = yes # OR = { # highest_held_title_tier >= tier_kingdom # realm_size >= 10 # } # #Must be a Greek or Greekoid # OR = { # culture = culture:greek # culture = culture:roman # culture = { # any_parent_culture_or_above = { # this = culture:greek # } # } # ep3_orthodox_faith_trigger = yes # faith = faith:hellenic_pagan # primary_title = title:e_byzantium # } # OR = { # #Controls entire kingdom # title:e_latin_empire = { # any_in_de_jure_hierarchy = { # tier = tier_kingdom # NOT = { this = title:e_latin_empire } # any_de_jure_county = { # percent >= 1 # holder.top_liege = { # this = root # } # } # } # } # #Controls half and has de jure title # title:e_latin_empire = { # any_in_de_jure_hierarchy = { # tier = tier_kingdom # NOT = { this = title:e_latin_empire } # holder ?= { # OR = { # this = root # top_liege = root # } # } # OR = { # any_de_jure_county = { # this = root.capital_county # } # any_de_jure_county = { # percent >= 0.5 # holder.top_liege = { # this = root # } # } # } # } # } # } # } # # ai_will_do = { # base = 75 # modifier = { # add = 25 # primary_title = title:e_byzantium # } # modifier = { # add = -50 # any_held_title = { # this = title:e_latin_empire # } # } # } #} ### Go Fishing ### go_fishing_decision = { picture = { reference = "gfx/interface/illustrations/event_scenes/bp1_docks_tribal.dds" } desc = go_fishing_decision_desc selection_tooltip = go_fishing_decision_tooltip ai_check_interval_by_tier = { barony = 0 county = 0 duchy = 24 kingdom = 0 empire = 0 hegemony = 0 } cooldown = { years = 2 } decision_group_type = adventurer_minor is_shown = { #DLC check. has_ep3_dlc_trigger = yes OR = { has_government = landless_adventurer_government has_government = landless_minority_government } } is_valid_showing_failures_only = { is_available = yes custom_tooltip = { text = go_fishing_decision_unlock_tt location = { OR = { is_coastal = yes is_riverside_province = yes } } } } effect = { custom_tooltip = { text = go_fishing_decision_effect_tt trigger_event = ep3_decisions_event.9001 } close_view = { view = decisions player = root } } ai_potential = { always = yes } ai_will_do = { base = 100 } }