namespace = fp3_decision ################################################## # #Zoroastrian Decision Events ################################################## fp3_decision.0001 = { type = character_event title = fp3_decision.0001.t desc = { first_valid = { triggered_desc = { trigger = { has_faith = faith:mazdakism } desc = fp3_decision.0001.desc_mazdakist } triggered_desc = { trigger = { has_faith = faith:khurramism } desc = fp3_decision.0001.desc_khurramite } desc = fp3_decision.0001.desc_general_zoroastrian } desc = fp3_decision.0001_desc_ending } theme = crown override_background = { reference = throne_room_east } left_portrait = { character = root animation = personality_bold } option = { #If you're of the Mazdakite or Behafarid inclination, you might rather want to destroy the fires name = fp3_decision.0001.a flavor = fp3_decision.0001.a.tt trigger = { OR = { has_faith = faith:mazdakism has_faith = faith:zurvanism #Behafaridism faith = { OR = { has_doctrine_parameter = vows_of_poverty_active has_doctrine = tenet_gnosticism } } } } add_piety = major_piety_gain custom_tooltip = fp3_decision.0001_pledged_to_quench_fire hidden_effect = { add_character_flag = { flag = pledged_to_quench_fire days = 7300 } } stress_impact = { zealous = major_stress_loss ambitious = minor_stress_loss } ai_chance = { #ambitious, vengeful Mazdaki AIs pick this option base = 10 ai_value_modifier = { ai_rationality = 0.5 ai_energy = 1 ai_vengefulness = 1 ai_zeal = 1 } } } option = { #Kindle the fire (elaborate ceremony) name = fp3_decision.0001.b add_piety = massive_piety_loss dynasty = { add_dynasty_prestige = medium_dynasty_prestige_value } add_character_modifier = { modifier = fp3_royal_fire_modifier } custom_tooltip = fp3_decision.0001_vassal_and_courtier_opinion_impressed hidden_effect = { every_vassal = { IF = { limit = { NOT = { has_religion = religion:zoroastrianism_religion } OR = { faith = { has_doctrine = doctrine_pluralism_fundamentalist } faith = { has_doctrine = doctrine_pluralism_righteous } } } add_opinion = { target = root opinion = -20 modifier = fp3_strange_rituals_opinion } } ELSE = { add_opinion = { target = root opinion = 15 modifier = fp3_magnificent_fire_ritual_opinion } } } every_courtier = { IF = { limit = { NOT = { has_religion = religion:zoroastrianism_religion } OR = { faith = { has_doctrine = doctrine_pluralism_fundamentalist } faith = { has_doctrine = doctrine_pluralism_righteous } } } add_opinion = { target = root opinion = -20 modifier = fp3_strange_rituals_opinion } } ELSE = { add_opinion = { target = root opinion = 15 modifier = fp3_magnificent_fire_ritual_opinion } } } } ai_chance = { #ambitious and zealous AIs pick this option base = 10 ai_value_modifier = { ai_energy = 0.5 ai_zeal = 1 } } stress_impact = { #Ambitious rulers of course like this, but paranoid ones are worried about offending people. ambitious = medium_stress_impact_loss arrogant = medium_stress_impact_loss zealous = medium_stress_impact_loss gregarious = medium_stress_impact_loss august = medium_stress_impact_loss gallant = medium_stress_impact_loss content = miniscule_stress_impact_gain cynical = minor_stress_impact_gain temperate = miniscule_stress_impact_gain paranoid = minor_stress_impact_gain } } option = { #Kindle the fire (less elaborate ceremony) name = fp3_decision.0001.c add_piety = major_piety_loss add_character_modifier = { modifier = fp3_royal_fire_modifier } custom_tooltip = fp3_decision.0001_vassal_and_courtier_opinion hidden_effect = { every_vassal = { IF = { limit = { NOT = { has_religion = religion:zoroastrianism_religion } OR = { faith = { has_doctrine = doctrine_pluralism_fundamentalist } faith = { has_doctrine = doctrine_pluralism_righteous } } } add_opinion = { target = root opinion = -20 modifier = fp3_strange_rituals_opinion } } ELSE = { add_opinion = { target = root opinion = 10 modifier = fp3_blessed_by_fire_opinion } } } every_courtier = { IF = { limit = { NOT = { has_religion = religion:zoroastrianism_religion } OR = { faith = { has_doctrine = doctrine_pluralism_fundamentalist } faith = { has_doctrine = doctrine_pluralism_righteous } } } add_opinion = { target = root opinion = -20 modifier = fp3_strange_rituals_opinion } } ELSE = { add_opinion = { target = root opinion = 10 modifier = fp3_blessed_by_fire_opinion } } } } ai_chance = { #more cautious AIs pick this option base = 10 ai_value_modifier = { ai_rationality = 0.5 ai_greed = 1 } } stress_impact = { #Wasteful or ambitious rulers loathe this more moderate option, but temperate and content rulers love it. ambitious = minor_stress_impact_gain zealous = miniscule_stress_impact_gain august = minor_stress_impact_gain gallant = miniscule_stress_impact_gain paranoid = minor_stress_impact_gain content = medium_stress_impact_loss temperate = medium_stress_impact_loss } } option = { #Skip it for now name = fp3_decision.0001.d ai_chance = { #the AI generally shouldn't pick this, as it's the opting-out-option base = 1 } } } fp3_decision.0002 = { type = character_event title = fp3_decision.0002.t desc = fp3_decision.0002.desc theme = death left_portrait = { character = scope:occupant animation = celebrate_sword } right_portrait = { character = ROOT animation = shock } override_background = { reference = battlefield } trigger = { is_ai = no has_character_modifier = fp3_royal_fire_modifier } cooldown = { years = 30 } immediate = { remove_character_modifier = fp3_royal_fire_modifier hidden_effect = { add_character_flag = { flag = fire_recently_quenched days = 1825 } } if = { limit = { OR = { has_trait = ambitious has_trait = august has_trait = craven has_trait = gallant has_trait = zealous has_trait = arrogant has_trait = paranoid has_trait = lunatic } } add_stress = major_stress_impact_gain } else = { add_stress = medium_stress_impact_gain } custom_tooltip = fp3_decision.0002_fire_destroyed_tt hidden_effect = { #Now they like you less because your royal fire got quenched every_vassal = { if = { limit = { NOR = { #but these personalities stand by you no matter what, or are less superstitious has_trait = cynical has_trait = trusting has_trait = forgiving has_trait = brave } } add_opinion = { target = root opinion = -20 modifier = fp3_bad_portent_opinion } } } every_courtier = { #but these personalities stand by you no matter what, or are less superstitious if = { limit = { NOR = { has_trait = brave has_trait = cynical has_trait = trusting has_trait = forgiving } } add_opinion = { target = root opinion = -20 modifier = fp3_bad_portent_opinion } } } } } option = { #It matters not, it was merely a symbol name = fp3_decision.0002.a trigger = { OR = { has_trait = calm has_trait = content has_trait = cynical has_trait = diplomat has_trait = temperate has_trait = saoshyant } } add_piety = minor_piety_loss add_stress = medium_stress_impact_loss } option = { #This atrocity must be avenged! name = fp3_decision.0002.b trigger = { scope:occupant = { NOR = { has_relation_rival = root has_relation_nemesis = root } } } set_relation_nemesis = scope:occupant } option = { #What am I to do now? name = fp3_decision.0002.c } } fp3_decision.0003 = { #This is triggered from the restore_badd_fortress_decision, and is used to apply its effects. The options gives you a nickname. type = character_event title = fp3_decision.0003.t desc = { first_valid = { triggered_desc = { trigger = { current_date <= 900.1.1 } #The fortress was destroyed only recently desc = fp3_decision.0003.desc_recently } triggered_desc = { trigger = { current_date <= 1000.1.1 } #The fortress was destroyed a while ago desc = fp3_decision.0001.desc_less_recently } triggered_desc = { trigger = { current_date > 1000.1.1 } #The fortress was destroyed long ago desc = fp3_decision.0001.desc_long_ago } } first_valid = { triggered_desc = { trigger = { OR = { has_faith = faith:khurramism has_faith = faith:urartuism } } desc = fp3_decision.0003.desc_khurramite } triggered_desc = { trigger = { faith = { has_doctrine = doctrine_heretic_branch_zandik } } desc = fp3_decision.0003.desc_zandik } desc = fp3_decision.0003.desc_fallback } desc = fp3_decision.0003.desc_ending } theme = realm override_background = { reference = wilderness_mountains } left_portrait = { character = root animation = personality_bold } immediate = { play_music_cue = "mx_cue_war_declared" # Apply effects restore_badd_fortress_scripted_effect = yes } option = { #I could recuperate some costs name = fp3_decision.0003.a trigger = { has_trait = architect } add_gold = 100 # Add a unique nickname. give_nickname = nick_the_fortress_builder stress_impact = { ambitious = minor_stress_loss diligent = minor_stress_loss greedy = minor_stress_loss } ai_chance = { # AI should always choose this option, if it can. base = 100 } } option = { #What a redoubt it shall be! name = fp3_decision.0003.b # Add a unique nickname. give_nickname = nick_the_eagle_of_arasbaran # No stress impact necessary. ai_chance = { # AI should always choose this option, if it can. base = 100 } } option = { #I need no glory, just my fortress secure name = fp3_decision.0003.c # Minor stress loss for turning down the nickname. add_stress = minor_stress_loss # No stress impact necessary. ai_chance = { # AI should, if it somehow makes it here, never opt out of the nickname. base = 0 } } } fp3_decision.0004 = { #This is triggered from the destroy_the_magi_decision, and is used to apply its effects. The options gives you a nickname. type = character_event title = { first_valid = { triggered_desc = { trigger = { OR = { has_faith = faith:mazdakism has_faith = faith:zurvanism } } desc = fp3_decision.0004_alternate.t } desc = fp3_decision.0004.t } } desc = { first_valid = { triggered_desc = { trigger = { OR = { has_faith = faith:mazdakism has_faith = faith:zurvanism } } desc = fp3_decision.0004_alternate_desc } desc = fp3_decision.0004_desc } } theme = faith override_background = { reference = temple } left_portrait = { character = root animation = schadenfreude } immediate = { play_music_cue = "mx_cue_faith_conversion" # Apply effects destroy_the_magi_scripted_effect = yes } #since the AI can't take this decision, AI chance is not needed here. option = { #Muwahaha name = fp3_decision.0004.a trigger = { OR = { has_trait = vengeful has_trait = arrogant } } give_nickname = nick_the_reformer stress_impact = { ambitious = minor_stress_loss arrogant = minor_stress_loss vengeful = minor_stress_loss sadistic = minor_stress_loss } } option = { #And may the embers turn to cold ash! name = fp3_decision.0004.b trigger = { OR = { has_faith = faith:mazdakism has_faith = faith:zurvanism } } give_nickname = nick_the_fire_quencher } option = { #The people can handle this now name = fp3_decision.0004.c trigger = { NOR = { has_faith = faith:mazdakism has_faith = faith:zurvanism } } give_nickname = nick_the_firekeeper } option = { #It is done! name = fp3_decision.0004.d give_nickname = nick_the_heretic } } ################################################## # #Islamic Decision Events # 0011-0012 - Avenge the Battle of Nahrawan ################################################## fp3_decision.0011 = { type = character_event title = fp3_decision.0011.t desc = { desc = fp3_decision.0011_opening.desc first_valid = { triggered_desc = { trigger = { faith = { OR = { has_doctrine = tenet_fp3_fedayeen has_doctrine = tenet_warmonger has_doctrine_parameter = pluralism_fundamentalist_proselytization_bonus } } } desc = fp3_decision.0011_fanatic_murderer.desc } desc = fp3_decision.0011_unfanatic_unmurderer.desc } } theme = war left_portrait = { character = scope:avenger animation = war_over_win } override_background = { reference = battlefield } immediate = { play_music_cue = "mx_cue_combat_2" character:33911 = { save_scope_as = ali } character:163029 = { save_scope_as = muawiya } } option = { name = fp3_decision.0011.a avenge_the_battle_of_nahrawan_scripted_effect = yes stress_impact = { zealous = major_stress_impact_loss vengeful = major_stress_impact_loss ambitious = medium_stress_impact_loss } } } fp3_decision.0012 = { type = character_event title = fp3_decision.0012.t desc = fp3_decision.0012.desc theme = war left_portrait = { character = scope:avenger animation = personality_vengeful } override_background = { reference = battlefield } immediate = { play_music_cue = "mx_cue_combat_3" show_as_tooltip = { scope:avenger = { faith = { change_fervor = { value = major_fervor_gain desc = fervor_gain_avenged_battle_of_nahrawan } } } if = { limit = { exists = scope:sunni_faith } scope:sunni_faith = { change_fervor = { value = major_fervor_loss desc = fervor_loss_avenged_battle_of_nahrawan } } } if = { limit = { exists = scope:shia_faith } scope:shia_faith = { change_fervor = { value = major_fervor_loss desc = fervor_loss_avenged_battle_of_nahrawan } } } } } option = { name = fp3_decision.0012.a } option = { name = fp3_decision.0012.b } } fp3_decision.0013 = { type = character_event title = fp3_decision.0013.t desc = fp3_decision.0013.desc theme = faith override_background = { reference = throne_room } left_portrait = { character = root animation = dismissal } right_portrait = { character = scope:hof_emissary animation = chancellor } lower_left_portrait = { character = scope:righteous_caliph } immediate = { root.faith.religious_head = { save_scope_as = righteous_caliph } create_character = { #this is the head of faith's emissary age = { 25 75 } location = root.capital_province faith = root.faith.religious_head.faith gender_female_chance = root_faith_dominant_gender_female_chance #could be female, if given the right context. trait = diplomat template = priest_character_template save_scope_as = hof_emissary #this saves him as a scope so we can get nice effects to bounce off him! } } option = { name = fp3_decision.0013.a promote_persian_scripture_scripted_effect = yes if = { limit = { scope:righteous_caliph = { NOR = { has_relation_rival = root has_relation_nemesis = root } } } scope:righteous_caliph = { progress_towards_rival_effect = { REASON = rival_promoting_blasphemous_translations CHARACTER = root OPINION = -30 } } } stress_impact = { zealous = minor_stress_impact_loss arrogant = minor_stress_impact_loss craven = medium_stress_impact_gain trusting = medium_stress_impact_gain greedy = minor_stress_impact_gain humble = minor_stress_impact_gain } ai_chance = { #most AI prefer this option, once the decision is taken base = 100 ai_value_modifier = { ai_boldness = 1 ai_zeal = 1 ai_energy = 0.5 ai_vengefulness = 1 ai_rationality = 0.5 } } } option = { name = fp3_decision.0013.b add_gold = 400 add_piety = var:promote_persian_scripture_piety_refund custom_tooltip = promote_persian_scripture_cannot_take_decision.tt set_variable = { name = pledged_to_not_promote_persian years = 30 } remove_list_global_variable = { name = unavailable_unique_decisions target = flag:promote_persian_scripture_decision } stress_impact = { trusting = medium_stress_impact_loss craven = medium_stress_impact_loss arrogant = medium_stress_impact_gain ambitious = medium_stress_impact_gain } ai_chance = { #but cautious AI might cave in base = 100 ai_value_modifier = { ai_boldness = -1 ai_honor = 0.5 } } } after ={ scope:hof_emissary = { silent_disappearance_effect = yes } } } fp3_decision.0014 = { type = character_event title = fp3_decision.0014.t desc = { desc = fp3_decision.0014_opening.desc first_valid = { triggered_desc = { trigger = { exists = root.faith.religious_head this != root.faith.religious_head } desc = fp3_decision.0014_there_is_caliph.desc } desc = fp3_decision.0014_no_caliph.desc } } theme = faith override_background = { reference = throne_room } left_portrait = { character = root animation = personality_rational } right_portrait = { character = scope:persian_genius_ulama animation = chancellor } immediate = { if = { limit = { exists = root.faith.religious_head } root.faith.religious_head = { save_scope_as = uncaring_caliph } } create_character = { age = { 40 75 } location = root.capital_province faith = root.faith gender_female_chance = root_faith_dominant_gender_female_chance #could be female, if given the right context. trait = shrewd trait = theologian trait = diligent template = priest_character_template save_scope_as = persian_genius_ulama #this saves him as a scope so we can get nice effects to bounce off him! } } option = { name = fp3_decision.0014.a promote_persian_scripture_scripted_effect = yes scope:persian_genius_ulama = { move_to_pool = yes } ai_chance = { #most AI prefer this option, once the decision is taken base = 100 ai_value_modifier = { ai_boldness = 1 ai_zeal = 1 ai_energy = 0.5 ai_vengefulness = 1 ai_rationality = 0.5 } } } option = { name = fp3_decision.0014.b promote_persian_scripture_scripted_effect = yes pay_short_term_gold = { gold = minor_gold_value target = scope:persian_genius_ulama } add_courtier = scope:persian_genius_ulama ai_chance = { #but cautious AI might cave in base = 100 ai_value_modifier = { ai_boldness = -1 ai_honor = 0.5 } } } } ################################################## # #Islamic Decision Events # 0015-0016 - Friday Prayer Politics # by Ewan Cowhig Croft ################################################## scripted_effect fp3_decision_0015_apply_rebellious_stress_effect = { stress_impact = { arrogant = miniscule_stress_impact_loss ambitious = minor_stress_impact_loss disloyal = minor_stress_impact_loss humble = minor_stress_impact_gain content = medium_stress_impact_gain loyal = major_stress_impact_gain } } scripted_effect fp3_decision_0015_apply_seditious_intent_effect = { add_prestige = major_prestige_gain save_scope_as = prestige_gained reverse_add_opinion = { target = liege modifier = fp3_plotting_rebellion_opinion opinion = -30 } # Notify the liege. hidden_effect = { liege = { send_interface_toast = { title = fp3_decision.0015.vassal_semi_rebel left_icon = root reverse_add_opinion = { target = root modifier = respect_opinion opinion = -30 } } } } } # Your name is read in the Friday Prayer fp3_decision.0015 = { type = character_event title = fp3_decision.0015.t desc = { # Who are we switching to? first_valid = { # Supporter: switching to detractor. triggered_desc = { trigger = { has_trait = fp3_struggle_detractor } desc = fp3_decision.0015.desc.switch.supporter_becoming_detractor } # Detractor: switching to supporter. triggered_desc = { trigger = { has_trait = fp3_struggle_supporter } desc = fp3_decision.0015.desc.switch.detractor_becoming_supporter } # Neutral: switching to either. desc = fp3_decision.0015.desc.switch.presently_neutral } # Do we have a liege to consider? first_valid = { # Yes, and we're making our alignment choice in the event. triggered_desc = { trigger = { NOR = { has_trait = fp3_struggle_supporter has_trait = fp3_struggle_detractor } liege ?= { this != root OR = { has_trait = fp3_struggle_supporter has_trait = fp3_struggle_detractor } } } desc = fp3_decision.0015.desc.liege.presently_neutral } # Yes, and we'll be aligning with them. triggered_desc = { trigger = { NOT = { liege ?= { this = root } } OR = { AND = { has_trait = fp3_struggle_supporter liege ?= { has_trait = fp3_struggle_supporter } } AND = { has_trait = fp3_struggle_detractor liege ?= { has_trait = fp3_struggle_detractor } } } } desc = fp3_decision.0015.desc.liege.aligning } # Yes, and we'll be contradicting them. triggered_desc = { trigger = { NOT = { liege ?= { this = root } } OR = { AND = { has_trait = fp3_struggle_supporter liege ?= { has_trait = fp3_struggle_detractor } } AND = { has_trait = fp3_struggle_detractor liege ?= { has_trait = fp3_struggle_supporter } } } } desc = fp3_decision.0015.desc.liege.contradicting } # Yes, and they don't much care. triggered_desc = { trigger = { liege ?= { NOR = { this = root has_trait = fp3_struggle_supporter has_trait = fp3_struggle_detractor } } } } # Else no, and we need no loc. } } theme = faith left_portrait = { character = root animation = personality_bold } right_portrait = { character = scope:right_portrait triggered_animation = { trigger = { OR = { AND = { has_trait = fp3_struggle_supporter scope:right_portrait = { has_trait = fp3_struggle_supporter } } AND = { has_trait = fp3_struggle_detractor scope:right_portrait = { has_trait = fp3_struggle_detractor } } } } animation = admiration } triggered_animation = { trigger = { OR = { AND = { has_trait = fp3_struggle_supporter scope:right_portrait = { has_trait = fp3_struggle_detractor} } AND = { has_trait = fp3_struggle_detractor scope:right_portrait = { has_trait = fp3_struggle_supporter } } } } animation = anger } } lower_center_portrait = { character = scope:lower_centre_portrait } immediate = { # Work out who goes in the righthand portrait slot. ## Do we have a suitable liege? if = { limit = { top_liege != this liege = { OR = { has_trait = fp3_struggle_supporter has_trait = fp3_struggle_detractor } NOT = { has_title = title:d_sunni } } } liege = { save_scope_as = right_portrait } # In which case, we try to put the caliph in the bottom slot. title:d_sunni.holder = { if = { limit = { this != root.liege } save_scope_as = lower_centre_portrait } } } ## If we don't, it's the caliph. else = { title:d_sunni.holder = { save_scope_as = right_portrait } # If we still have a liege, we put them in the bottom slot as they're mentioned in the copy — even though it's for not much caring. if = { limit = { top_liege != this } liege = { save_scope_as = lower_centre_portrait } } } ## If we're flipflopping, apply base logic. if = { limit = { OR = { has_trait = fp3_struggle_supporter has_trait = fp3_struggle_detractor } } read_name_in_friday_prayer_scripted_effect = yes # For ease of reference, we save a scope to avoid rechecking this constantly. save_scope_value_as = { name = change_type value = flag:flipflop } } ## If we're neutral, we only flag that — we'll make our actual choice in the options. else = { save_scope_value_as = { name = change_type value = flag:neutral } } } # Neutral: become a supporter, irritate liege. option = { name = fp3_decision.0015.a flavor = fp3_decision.0015.a.tt trigger = { scope:change_type = flag:neutral liege ?= { NOR = { this = prev this = title:d_sunni.holder } } } # Switch traits. read_name_in_friday_prayer_guts_become_supporter_effect = yes # Annoy your liege. fp3_decision_0015_apply_seditious_intent_effect = yes # Apply the remainder effects. read_name_in_friday_prayer_guts_apply_sundry_changes_effect = yes read_name_in_friday_prayer_guts_apply_house_unity_changes_effect = yes fp3_decision_0015_apply_rebellious_stress_effect = yes ai_chance = { base = 1 ai_value_modifier = { ai_boldness = 1 ai_honor = -0.25 } opinion_modifier = { opinion_target = liege multiplier = -1 } } } # Neutral: become a supporter, ignore liege. option = { name = fp3_decision.0015.b trigger = { scope:change_type = flag:neutral } # Switch traits. read_name_in_friday_prayer_guts_become_supporter_effect = yes # Apply the remainder effects. read_name_in_friday_prayer_guts_apply_sundry_changes_effect = yes read_name_in_friday_prayer_guts_apply_house_unity_changes_effect = yes # No extra stress on ignore. ai_chance = { base = 1 ai_value_modifier = { ai_honor = 0.5 ai_boldness = -0.25 } opinion_modifier = { opinion_target = liege multiplier = 1 } } } # Neutral: become a detractor, irritate liege. option = { name = fp3_decision.0015.c flavor = fp3_decision.0015.c.tt trigger = { scope:change_type = flag:neutral liege ?= { NOR = { this = prev this = title:d_sunni.holder } } } # Switch traits. read_name_in_friday_prayer_guts_become_detractor_effect = yes # Annoy your liege. fp3_decision_0015_apply_seditious_intent_effect = yes # Apply the remainder effects. read_name_in_friday_prayer_guts_apply_sundry_changes_effect = yes read_name_in_friday_prayer_guts_apply_house_unity_changes_effect = yes fp3_decision_0015_apply_rebellious_stress_effect = yes ai_chance = { base = 1 ai_value_modifier = { ai_boldness = 1 ai_honor = -0.25 } opinion_modifier = { opinion_target = liege multiplier = -1 } } } # Neutral: become a detractor, ignore liege. option = { name = fp3_decision.0015.d trigger = { scope:change_type = flag:neutral } # Switch traits. read_name_in_friday_prayer_guts_become_detractor_effect = yes # Apply the remainder effects. read_name_in_friday_prayer_guts_apply_sundry_changes_effect = yes read_name_in_friday_prayer_guts_apply_house_unity_changes_effect = yes # No extra stress on ignore. ai_chance = { base = 1 ai_value_modifier = { ai_honor = 0.5 ai_boldness = -0.25 } opinion_modifier = { opinion_target = liege multiplier = 1 } } } # Flipflopped + irritate liege. option = { name = fp3_decision.0015.e flavor = fp3_decision.0015.e.tt trigger = { scope:change_type = flag:flipflop liege ?= { NOR = { this = prev this = title:d_sunni.holder } } } # Annoy your liege. fp3_decision_0015_apply_seditious_intent_effect = yes fp3_decision_0015_apply_rebellious_stress_effect = yes ai_chance = { base = 1 ai_value_modifier = { ai_boldness = 1 ai_honor = -0.25 } opinion_modifier = { opinion_target = liege multiplier = -1 } } } # Flipflopped + ignore liege. option = { name = fp3_decision.0015.f trigger = { scope:change_type = flag:flipflop } # No further effects. # No extra stress on ignore. ai_chance = { base = 1 ai_value_modifier = { ai_honor = 0.5 ai_boldness = -0.25 } opinion_modifier = { opinion_target = liege multiplier = 1 } } } after = { # Plus this can be a catalyst. hidden_effect = { if = { limit = { is_important_or_vip_struggle_character = yes OR = { AND = { any_character_struggle = { phase_has_catalyst = catalyst_became_supporter_fp3 } has_trait = fp3_struggle_supporter } AND = { any_character_struggle = { phase_has_catalyst = catalyst_became_detractor_fp3 } has_trait = fp3_struggle_detractor } } } ## Is the character now a supporter? Move towards stabilisation. if = { limit = { has_trait = fp3_struggle_supporter } every_character_struggle = { activate_struggle_catalyst = { catalyst = catalyst_became_supporter_fp3 character = root } log_debug_variable_for_persian_struggle_effect = { VAR = stabil_catalyst_became_supporter_fp3 } } } ## Is the character now a detractor? Move towards unrest. if = { limit = { has_trait = fp3_struggle_detractor } every_character_struggle = { activate_struggle_catalyst = { catalyst = catalyst_became_detractor_fp3 character = root } log_debug_variable_for_persian_struggle_effect = { VAR = unrest_catalyst_became_detractor_fp3 } } } } } } }