N3OW/common/character_interactions/00_marriage_interactions.txt
2026-04-25 18:55:31 -04:00

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Text

###
# SPECIAL NOTE
#
# When evaluating whether or not the AI can send this interaction to the
# player, the AI will use the ai_accept value and send a proposal to the
# player IF AND ONLY IF the player, as an AI actor, would have positive
# ai_accept value. This is a special case for this specific interaction,
# and is being calculated specifically in code.
#
arrange_marriage_interaction = {
icon = icon_marriage
category = interaction_category_diplomacy
common_interaction = yes
filter_tags = { ceremonial_liege }
override_background = { reference = relaxing_room }
special_interaction = arrange_marriage_interaction
interface = marriage
use_diplomatic_range = {
trigger_if = {
limit = { exists = scope:secondary_actor.betrothed }
NOT = {
scope:secondary_actor = {
betrothed = scope:secondary_recipient
}
}
}
}
recipient_recieve_cooldown = {
years = marriage_recieve_proposal_cooldown
}
ignore_recipient_recieve_cooldown = {
AND = {
is_ai = no
scope:recipient = { is_ai = no }
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
scope:actor = scope:recipient
}
desc = arrange_marriage_interaction_desc_ruler_at_own_court
}
triggered_desc = {
trigger = {
scope:actor = {
can_marry_character_trigger = {
CHARACTER = scope:recipient
}
}
scope:recipient = { is_ruler = yes }
}
desc = arrange_marriage_interaction_desc_both_rulers_can_marry
}
triggered_desc = {
trigger = {
scope:recipient = {
is_ruler = yes
can_marry_trigger = yes
}
}
desc = arrange_marriage_interaction_desc_both_rulers_recipient_only_can_marry
}
triggered_desc = {
trigger = {
scope:recipient = {
is_ruler = yes
}
}
desc = arrange_marriage_interaction_desc_both_rulers_recipient_neither_can_marry
}
triggered_desc = {
trigger = {
scope:actor = {
can_marry_character_trigger = {
CHARACTER = scope:recipient
}
}
}
desc = arrange_marriage_interaction_desc_one_ruler_can_marry
}
desc = arrange_marriage_interaction_desc_recipient_one_ruler_cannot_marry
}
}
redirect = {
# If the define MARRIAGE_OWNER_IS_MATCHMAKER is set to yes, the actor must end up as the "matchmaker" link for courtiers
scope:actor = {
if = {
limit = {
exists = matchmaker
NOT = { this = matchmaker }
}
save_scope_as = secondary_actor
matchmaker = {
save_scope_as = actor
}
}
if = {
limit = {
is_betrothed = yes
betrothed = scope:recipient
}
save_scope_as = secondary_actor
}
}
scope:recipient = {
if = {
limit = {
is_betrothed = yes
betrothed.matchmaker = scope:actor
is_adult = yes
betrothed = {
is_adult = yes
}
}
save_scope_as = secondary_recipient
matchmaker = {
save_scope_as = recipient
}
betrothed = {
save_scope_as = secondary_actor
}
}
# marriage interactions are special, and code sets scopes in an unusual way
# secondary recipient must always be set for marriage script,
# but marriage UI only sets primary recipient
# make sure redirect solves this issue
if = {
limit = {
exists = matchmaker
this = matchmaker
NOT = { exists = scope:secondary_recipient }
}
save_scope_as = secondary_recipient
}
if = {
limit = {
exists = matchmaker
NOT = { this = matchmaker }
}
save_scope_as = secondary_recipient
matchmaker = {
save_scope_as = recipient
}
}
}
}
populate_actor_list = {
scope:actor = {
add_to_list = characters
every_courtier = {
limit = {
trigger_if = {
limit = {
is_concubine = yes
}
is_concubine_of = scope:actor
can_marry_character_trigger = { CHARACTER = scope:actor }
}
}
add_to_list = characters
}
every_courtier_away = {
limit = {
trigger_if = {
limit = {
is_concubine = yes
}
is_concubine_of = scope:actor
can_marry_character_trigger = { CHARACTER = scope:actor }
}
}
add_to_list = characters
}
every_child = {
even_if_dead = yes
if = {
limit = {
is_alive = yes
NOT = { is_in_list = characters }
trigger_if = {
limit = {
is_concubine = yes
}
is_concubine_of = scope:actor
can_marry_character_trigger = { CHARACTER = scope:actor }
}
}
add_to_list = characters
}
every_child = {
even_if_dead = yes
if = {
limit = {
is_alive = yes
NOT = { is_in_list = characters }
OR = {
top_liege = scope:actor
house.house_head = scope:actor
dynasty.dynast = scope:actor
}
trigger_if = {
limit = {
is_concubine = yes
}
is_concubine_of = scope:actor
can_marry_character_trigger = { CHARACTER = scope:actor }
}
}
add_to_list = characters
}
every_child = {
if = {
limit = {
is_alive = yes
NOT = { is_in_list = characters }
OR = {
top_liege = scope:actor
house.house_head = scope:actor
dynasty.dynast = scope:actor
}
trigger_if = {
limit = {
is_concubine = yes
}
is_concubine_of = scope:actor
can_marry_character_trigger = { CHARACTER = scope:actor }
}
}
add_to_list = characters
}
}
}
}
}
}
populate_recipient_list = {
scope:recipient = {
add_to_list = characters
every_courtier = {
add_to_list = characters
}
every_courtier_away = {
add_to_list = characters
}
every_child = {
limit = {
NOT = { is_in_list = characters }
}
add_to_list = characters
}
}
}
interface_priority = 60
cost = {
prestige = {
value = 0
if = {
limit = {
exists = scope:actor
exists = scope:recipient
exists = scope:secondary_recipient
exists = scope:secondary_actor
scope:secondary_actor = { is_close_family_of = scope:actor }
scope:recipient = {
OR = {
AND = {
vassal_contract_has_flag = vassal_contract_marriage_favor
is_allied_to = scope:actor
}
NOT = { vassal_contract_has_flag = vassal_contract_marriage_favor}
}
}
}
add = {
scope:actor = {
every_vassal = {
limit = {
vassal_contract_has_flag = vassal_contract_marriage_favor
NOT = { is_allied_to = scope:actor }
NOR = {
this = scope:recipient
this = scope:secondary_recipient
}
}
add = medium_prestige_value
}
}
desc = VASSAL_WITH_MARRIAGE_FAVOR
}
}
}
piety = {
value = 0
if = {
limit = { scope:piety_cost_reduction = yes }
add = scope:actor.medium_piety_value
desc = STRUGGLE_MARRIAGE_ACCEPTANCE_USING_PIETY_AS_CURRENCY
}
}
influence = {
value = 0
if = {
limit = { scope:influence_send_option = yes }
add = scope:actor.medium_influence_value
desc = INFLUENCE_INTERACTION_ACCEPTANCE_SEND_OPTION
}
}
}
# actor, recipient ... characters arranging the marriage
# secondary_actor, secondary_recipient ... characters that should marry
is_shown = {
scope:actor = {
OR = {
is_ruler = yes #Can arrange marriages for others
#You're just a courtier? Only use the interaction on characters you can marry
can_marry_character_trigger = { CHARACTER = scope:recipient }
}
}
# Block further marriage proposals for people who have a pending grand wedding
NOR = {
scope:secondary_actor ?= { has_been_promised_grand_wedding = yes }
scope:secondary_recipient ?= { has_been_promised_grand_wedding = yes }
}
#If you're interacting with someone who isn't their own matchmaker, only show the interaction if they can get married. (If someone isn't their own matchmaker, they will be set as secondary_recipient by code and their matchmaker becomes recipient)
trigger_if = {
limit = {
exists = scope:secondary_recipient
scope:secondary_recipient.matchmaker != scope:secondary_recipient
}
scope:secondary_recipient = {
OR = {
marriage_interaction_can_be_picked_trigger = yes #Can marry anyone
AND = {
ready_to_marry_betrothed_trigger = yes
OR = {
betrothed = scope:secondary_actor
trigger_if = {
limit = { exists = betrothed.liege }
betrothed.liege = scope:actor
}
}
}
}
#To account for a person marrying their concubines
trigger_if = {
limit = {
is_concubine = yes
}
is_concubine_of = scope:actor
can_marry_character_trigger = { CHARACTER = scope:actor }
}
}
}
#allow landless adventurers to marry only within their camp, or with Contact list courtiers (after using request_marriage option in contact_list_request_interaction), or prieviously betrothed characters
trigger_if = {
limit = {
scope:actor = {
OR = { government_has_flag = government_is_landless_adventurer government_has_flag = government_is_landless_minority }
}
}
trigger_if = {
limit = {
OR = {
scope:actor = {
is_target_in_variable_list = {
name = contact_list_marriage
target = scope:recipient
}
}
scope:recipient = {
is_betrothed = yes
betrothed = {
OR = {
scope:actor = this
scope:secondary_actor ?= this
}
}
}
scope:secondary_recipient ?= {
is_betrothed = yes
betrothed = {
OR = {
scope:actor = this
scope:secondary_actor ?= this
}
}
}
}
}
always = yes
}
trigger_else = {
scope:recipient = scope:actor
}
}
}
is_valid_showing_failures_only = {
#If we're opening this interaction through the interaction menu (i.e. not all scopes exist yet)
#This was giving double-warnings about a marry-able character existing so it's commented out for now
#custom_description = {
# text = character_to_marry_exists
# object = scope:recipient
# scope:recipient = {
# OR = {
# any_courtier = {
# is_at_home = yes
# marriage_interaction_can_be_picked_trigger= yes
# }
# any_child = {
# marriage_interaction_can_be_picked_trigger= yes
# }
# }
# }
#}
trigger_if = {
limit = {
NAND = {
exists = scope:secondary_actor
exists = scope:secondary_recipient
}
}
#There is an available marriage
custom_description = {
text = "basic_can_marry_check_recipient"
subject = scope:actor
object = scope:recipient
scope:recipient = {
OR = {
AND = {
#Recipient can marry
can_marry_trigger = yes
#To account for a person marrying their concubines
trigger_if = {
limit = {
is_concubine = yes
}
is_concubine_of = scope:actor
can_marry_character_trigger = { CHARACTER = scope:actor }
}
}
AND = {
is_ruler = yes #(Following are only for rulers)
OR = {
any_child = {
matchmaker = scope:actor
OR = {
#Any of recipient's children can marry
AND = {
can_marry_trigger = yes
#To account for a person marrying their concubines
trigger_if = {
limit = {
is_concubine = yes
}
is_concubine_of = scope:actor
}
}
#Any of recipient's children are ready to marry their betrothed
AND = {
ready_to_marry_betrothed_trigger = yes
betrothed.matchmaker = scope:actor
}
}
}
any_courtier = {
OR = {
#Any of recipient's courtiers can marry
AND = {
can_marry_trigger = yes
#To account for a person marrying their concubines
trigger_if = {
limit = {
is_concubine = yes
}
is_concubine_of = scope:actor
}
}
#Any of recipient's courtiers are ready to marry their betrothed
AND = {
ready_to_marry_betrothed_trigger = yes
betrothed.matchmaker = scope:actor
}
}
}
}
}
}
}
}
}
#Diplomatic availability & prison
scope:recipient = {
is_imprisoned = no
}
NOT = {
scope:actor = {
is_at_war_with = scope:recipient
}
}
trigger_if = { #(must be here because secondary_recipient can be set at the start)
limit = {
exists = scope:secondary_recipient
scope:secondary_recipient != scope:recipient
}
scope:secondary_recipient = {
is_imprisoned = no
bp2_valid_for_standard_interactions_trigger = yes
}
}
trigger_if = { #(must be here because secondary_recipient can be set at the start)
limit = {
exists = scope:secondary_actor
scope:secondary_actor != scope:actor
}
scope:secondary_actor = {
is_imprisoned = no
bp2_valid_for_standard_interactions_trigger = yes
}
}
# Account for regents being bolshy.
marriage_interaction_non_loyal_diarchs_refuse_secondary_marriage_trigger = { TARGET = secondary_actor }
marriage_interaction_non_loyal_diarchs_refuse_secondary_marriage_trigger = { TARGET = secondary_recipient }
marriage_interaction_non_loyal_diarchs_refuse_secondary_marriage_trigger = { TARGET = actor }
marriage_interaction_non_loyal_diarchs_refuse_secondary_marriage_trigger = { TARGET = recipient }
}
# whether a character can be picked for the interaction, interface only (e.g. picking the first character in the marriage interaction)
# in character scope, actor and recipient event targets can be used, but not the secondary characters (because none exist yet)
can_be_picked = {
OR = {
marriage_interaction_can_be_picked_trigger = yes
AND = {
exists = scope:secondary_actor
exists = scope:secondary_recipient
scope:secondary_actor.betrothed = scope:secondary_recipient
}
}
}
#Is evaluated only after secondary_recipient and secondary_actor are both chosen
has_valid_target_showing_failures_only = {
marriage_interaction_valid_target_trigger = yes #Checks marriage status, betrothed, gender, consanguinity, faith hostility etc.
#Blocks AI from marrying player guests
scope:secondary_recipient = {
trigger_if = {
limit = {
is_pool_guest = yes
host = {
is_ai = no
this != scope:actor
}
}
NOT = { is_pool_guest_of = host }
}
}
#Blocks most AI's from marrying Evil faiths
trigger_if = {
limit = {
scope:actor = {
is_ai = yes
NOT = { has_trait = cynical }
#AI should honor betrothal even if faiths change
scope:secondary_actor.betrothed != scope:secondary_recipient
}
}
scope:recipient.faith = {
faith_hostility_level = {
target = scope:actor.faith
value < faith_hostility_prevents_marriage_level
}
}
}
#Blocks AI from marrying single mayors in their area unless they are also mayors
trigger_if = {
limit = {
scope:actor = {
is_ai = yes
NOT = { government_has_flag = government_is_republic }
}
}
NOT = {
scope:recipient = { government_has_flag = government_is_republic }
}
}
trigger_if = { # Cultural Traditions, for AI
limit = {
scope:actor = {
is_ai = yes
culture = {
has_cultural_parameter = dislikes_marrying_outside_of_culture
}
}
}
OR = {
scope:actor.culture = scope:recipient.culture
scope:actor.culture = scope:secondary_recipient.culture
}
}
}
pre_auto_accept = {
if = {
limit = {
NOR = {
scope:recipient = scope:actor
scope:secondary_actor = { has_been_promised_grand_wedding = yes }
scope:secondary_recipient = { has_been_promised_grand_wedding = yes }
}
}
scope:recipient = {
if = {
limit = { scope:secondary_actor.betrothed = scope:secondary_recipient }
send_interface_toast = {
type = msg_betrothal_fulfilled
left_icon = scope:secondary_actor
right_icon = scope:secondary_recipient
}
}
else = {
send_interface_toast = {
type = msg_marriage_forced
left_icon = scope:secondary_actor
right_icon = scope:secondary_recipient
}
}
}
}
}
on_send = {
if = {
limit = {
scope:grand_wedding_promise = yes
}
scope:actor = {
set_variable = {
name = grand_wedding_promise_pending
days = 10
}
if = {
limit = {
is_ai = yes
}
remove_short_term_gold = ai_wedding_promise_gold_actor
}
#if = { # Activity count debugging, left in for QA purposes
# limit = {
# NOT = {
# exists = global_var:wedding_promise
# }
# }
# set_global_variable = {
# name = wedding_promise
# value = 1
# }
#}
#else = {
# change_global_variable = {
# name = wedding_promise
# add = 1
# }
#}
}
}
}
on_accept = {
marriage_interaction_on_accept_effect = yes
scope:actor = {
if = {
limit = {
scope:herd_send_option = yes
}
pay_herd = {
target = scope:recipient
value = scope:actor.domicile.medium_herd_value
}
}
if = {
limit = {
has_variable = grand_wedding_promise_pending
}
remove_variable = grand_wedding_promise_pending
}
if = {
limit = {
is_target_in_variable_list = {
name = contact_list_marriage
target = scope:recipient
}
}
remove_list_variable = {
name = contact_list_marriage
target = scope:recipient
}
}
}
}
on_decline = {
scope:actor = {
if = {
limit = { this != scope:recipient }
trigger_event = marriage_interaction.0011
}
if = {
limit = {
has_variable = grand_wedding_promise_pending
}
remove_variable = grand_wedding_promise_pending
}
}
scope:secondary_actor = {
add_character_flag = {
flag = player_declined_marriage
years = 5
}
}
}
auto_accept = {
marriage_interaction_auto_accept_trigger = yes #Strong hook conditions
}
ai_accept = {
base = 0
marriage_ai_accept_modifier = yes
}
# If you want the AI to set these options then it needs to be hooked into the code as well
send_option = {
flag = grand_wedding_promise
localization = GRAND_WEDDING_PROMISE
is_shown = {
scope:actor = { #Can organize a Grand Wedding
highest_held_title_tier > tier_barony
is_landed_or_landless_administrative = yes
trigger_if = {
limit = {
is_ai = yes
}
is_at_war = no
}
# DLC locked
has_dlc_feature = tours_and_tournaments
has_dlc_feature = advanced_activities
}
}
current_description = {
desc = "GRAND_WEDDING_PROMISE_INFO"
}
is_valid = {
scope:actor = {
gold >= real_wedding_cost_actor_scope
is_available = yes
custom_tooltip = {
text = grand_wedding_already_promised_tt
NOR = {
var:promised_grand_wedding_marriage_countdown ?= { is_alive = yes }
has_variable = grand_wedding_promise_pending
}
}
}
trigger_if = {
limit = {
exists = scope:secondary_actor
}
custom_tooltip = {
text = grand_wedding_only_dominant_side
trigger_if = {
limit = {
scope:secondary_actor ?= {
is_female = yes
}
}
OR = {
scope:secondary_actor ?= { matrilinear_betrothal = yes }
scope:matrilineal = yes
}
}
trigger_else = {
NOR = {
scope:secondary_actor ?= { matrilinear_betrothal = yes }
scope:matrilineal = yes
}
}
}
custom_tooltip = {
text = grand_wedding_only_family
scope:secondary_actor ?= {
is_close_or_extended_family_of = scope:actor
}
}
# Cannot promise grand weddings with regents due to regency and travel limitations
custom_tooltip = {
text = grand_wedding_secondary_regent
NOT = {
scope:secondary_actor.liege = {
diarch = scope:secondary_actor
has_active_diarchy = yes
}
}
}
}
# Safety check because players shouldn't be spouse_2
trigger_if = {
limit = {
has_multiple_players = yes
}
custom_tooltip = {
text = grand_wedding_mp_ai
trigger_if = {
limit = {
OR = {
scope:actor = { is_ai = no }
scope:secondary_actor ?= { is_ai = no }
}
}
scope:secondary_recipient ?= {
is_ai = yes
}
}
}
}
trigger_if = {
limit = {
scope:secondary_recipient.liege ?= {
diarch = scope:secondary_recipient
has_active_diarchy = yes
}
}
# Cannot promise grand weddings with regents due to regency and travel limitations
custom_tooltip = {
text = grand_wedding_secondary_regent
NOT = {
scope:secondary_recipient.liege = {
diarch = scope:secondary_recipient
has_active_diarchy = yes
}
}
}
}
}
}
send_option = {
flag = matrilineal
localization = MATRILINEAL_OFFER
is_shown = {
NAND = {
scope:secondary_actor ?= { is_male = yes }
scope:secondary_recipient ?= { is_male = yes }
}
}
current_description = {
triggered_desc = {
trigger = {
scope:secondary_actor ?= {
betrothed = scope:secondary_recipient
matrilinear_betrothal = yes
}
}
desc = "MATRILINEAL_OFFER_BETROTHAL_INFO"
}
}
is_valid = {
custom_tooltip = { # TGP TENNO EXCEPTION
text = tgp_blocked_ceremonial_house_matrilineal_marriage_trigger
NOT = {
scope:secondary_actor.top_liege.primary_title.var:administrative_ui_special_title.holder ?= {
scope:recipient ?= this
NOR = {
faith = { has_doctrine = doctrine_gender_female_dominated }
AND = {
scope:secondary_recipient ?= { is_female = yes }
faith = { has_doctrine = doctrine_gender_equal }
}
}
}
}
}
}
can_be_changed = {
trigger_if = {
limit = {
exists = scope:secondary_actor
}
OR = {
NOT = {
exists = scope:secondary_recipient
}
scope:secondary_actor = {
betrothed != scope:secondary_recipient
}
}
}
# so they can use grand wedding...
NAND = {
scope:secondary_actor ?= { is_female = yes }
scope:secondary_recipient ?= { is_female = yes }
}
}
starts_enabled = {
trigger_if = {
limit = {
scope:secondary_actor ?= {
betrothed = scope:secondary_recipient
}
}
scope:secondary_actor = {
matrilinear_betrothal = yes
}
}
trigger_else_if = {
limit = {
scope:secondary_actor ?= scope:actor
scope:actor = {
is_female = yes
is_ai = no
}
}
always = yes
}
trigger_else = {
scope:actor = {
OR = {
faith = {
has_doctrine = doctrine_gender_female_dominated
}
AND = {
this = scope:recipient
scope:secondary_recipient ?= {
is_female = yes
}
faith = { has_doctrine = doctrine_gender_equal }
}
AND = {
scope:secondary_actor ?= this
is_female = yes
is_ai = no
}
AND = {
scope:secondary_actor ?= { is_female = yes }
scope:secondary_recipient ?= { is_female = yes }
}
}
}
}
}
}
send_option = {
is_shown = {
scope:secondary_actor = {
betrothed != scope:secondary_recipient
}
}
is_valid = {
scope:actor = {
has_usable_hook = scope:recipient
}
}
flag = hook
localization = MARRIAGE_HOOK
}
send_option = { # FP3
is_shown = {
scope:actor = {
any_character_struggle = {
is_struggle_type = persian_struggle
has_struggle_phase_parameter = can_trade_piety_for_marriage_acceptance
}
}
}
is_valid = {
scope:actor = {
any_character_struggle = {
involvement = involved
is_struggle_type = persian_struggle
}
}
scope:recipient = {
any_character_struggle = {
involvement = involved
is_struggle_type = persian_struggle
}
}
}
flag = piety_cost_reduction
localization = TRADE_PIETY_FOR_BETTER_AI_ACCEPTANCE
}
send_option = { # EP3 Influence
is_shown = { # Actor must have a government that uses influence
scope:actor = {
government_has_flag = government_has_influence
}
}
is_valid = {
# Actor has enough influence
scope:actor = { influence >= medium_influence_value }
# Both characters are within the same top realm
custom_tooltip = {
text = not_same_realm_tt
scope:recipient.top_liege = scope:actor.top_liege
}
}
flag = influence_send_option
localization = TRADE_INFLUENCE_FOR_BETTER_AI_ACCEPTANCE
}
send_option = { # MPO Herd
is_shown = { # Actor must have a government that uses Herd
scope:actor = {
government_has_flag = government_is_nomadic
is_ai = no
}
# Recipient must care about Herd
scope:recipient = {
government_has_flag = government_is_nomadic
}
}
is_valid = {
# Actor has enough Herd
scope:actor = { domicile.herd >= domicile.medium_herd_value }
}
flag = herd_send_option
localization = TRADE_HERD_FOR_BETTER_AI_ACCEPTANCE
}
should_use_extra_icon = {
scope:actor = { has_usable_hook = scope:recipient }
}
extra_icon = "gfx/interface/icons/character_interactions/hook_icon.dds"
send_options_exclusive = no
show_effects_in_notification = no
greeting = positive
notification_text = {
first_valid = {
triggered_desc = {
trigger = {
scope:secondary_actor = {
is_adult = yes
}
scope:secondary_recipient = {
is_adult = yes
}
NOR = {
scope:secondary_actor = { has_been_promised_grand_wedding = yes }
scope:secondary_recipient = { has_been_promised_grand_wedding = yes }
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
scope:matrilineal = yes
scope:secondary_actor = scope:actor
scope:secondary_recipient = scope:recipient
}
desc = MARRIAGE_NOTIFICATION_BOTH_PERSONAL_MATRI
}
triggered_desc = {
trigger = {
scope:matrilineal = yes
scope:secondary_actor = scope:actor
}
desc = MARRIAGE_NOTIFICATION_ACTOR_PERSONAL_MATRI
}
triggered_desc = {
trigger = {
scope:matrilineal = yes
scope:secondary_recipient = scope:recipient
}
desc = MARRIAGE_NOTIFICATION_RECIPIENT_PERSONAL_MATRI
}
triggered_desc = {
trigger = {
scope:matrilineal = yes
}
desc = MARRIAGE_NOTIFICATION_MATRI
}
triggered_desc = {
trigger = {
scope:secondary_actor = scope:actor
scope:secondary_recipient = scope:recipient
}
desc = MARRIAGE_NOTIFICATION_BOTH_PERSONAL
}
triggered_desc = {
trigger = {
scope:secondary_actor = scope:actor
}
desc = MARRIAGE_NOTIFICATION_ACTOR_PERSONAL
}
triggered_desc = {
trigger = {
scope:secondary_recipient = scope:recipient
}
desc = MARRIAGE_NOTIFICATION_RECIPIENT_PERSONAL
}
desc = MARRIAGE_NOTIFICATION
}
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
scope:matrilineal = yes
scope:secondary_actor = scope:actor
scope:secondary_recipient = scope:recipient
}
desc = BETROTHAL_NOTIFICATION_BOTH_PERSONAL_MATRI
}
triggered_desc = {
trigger = {
scope:matrilineal = yes
scope:secondary_actor = scope:actor
}
desc = BETROTHAL_NOTIFICATION_ACTOR_PERSONAL_MATRI
}
triggered_desc = {
trigger = {
scope:matrilineal = yes
scope:secondary_recipient = scope:recipient
}
desc = BETROTHAL_NOTIFICATION_RECIPIENT_PERSONAL_MATRI
}
triggered_desc = {
trigger = {
scope:matrilineal = yes
}
desc = BETROTHAL_NOTIFICATION_MATRI
}
triggered_desc = {
trigger = {
scope:secondary_actor = scope:actor
scope:secondary_recipient = scope:recipient
}
desc = BETROTHAL_NOTIFICATION_BOTH_PERSONAL
}
triggered_desc = {
trigger = {
scope:secondary_actor = scope:actor
}
desc = BETROTHAL_NOTIFICATION_ACTOR_PERSONAL
}
triggered_desc = {
trigger = {
scope:secondary_recipient = scope:recipient
}
desc = BETROTHAL_NOTIFICATION_RECIPIENT_PERSONAL
}
desc = BETROTHAL_NOTIFICATION
}
}
}
}
}
#This interaction is referenced in code! If it's renamed you have to ping a coder
marry_off_interaction = {
icon = icon_marriage
category = interaction_category_diplomacy
common_interaction = yes
desc = marry_off_interaction_desc
send_name = marry_off_send
needs_recipient_to_open = no
special_interaction = arrange_marriage_interaction
interface = marriage
redirect = {
if = {
limit = {
exists = scope:secondary_actor
}
scope:recipient = {
save_scope_as = secondary_recipient
matchmaker = {
save_scope_as = recipient
}
}
}
else = {
scope:recipient = {
save_scope_as = secondary_actor
}
clear_saved_scope = recipient
}
}
populate_recipient_list = {
#populate only with your courtiers or children/grandchildren if you are a landless adventurer
if = {
limit = {
scope:actor = {
has_government = landless_adventurer_government
}
}
scope:secondary_actor = {
if = {
limit = {
scope:actor != this
}
add_to_list = characters
}
every_courtier = {
limit = {
trigger_if = {
limit = {
is_concubine = yes
}
is_concubine_of = scope:actor
can_marry_character_trigger = { CHARACTER = scope:actor }
}
}
add_to_list = characters
}
every_courtier_away = {
limit = {
trigger_if = {
limit = {
is_concubine = yes
}
is_concubine_of = scope:actor
can_marry_character_trigger = { CHARACTER = scope:actor }
}
}
add_to_list = characters
}
every_child = {
even_if_dead = yes
if = {
limit = {
is_alive = yes
NOT = { is_in_list = characters }
trigger_if = {
limit = {
is_concubine = yes
}
is_concubine_of = scope:actor
can_marry_character_trigger = { CHARACTER = scope:actor }
}
}
add_to_list = characters
}
every_child = {
even_if_dead = yes
if = {
limit = {
is_alive = yes
NOT = { is_in_list = characters }
trigger_if = {
limit = {
is_concubine = yes
}
is_concubine_of = scope:actor
can_marry_character_trigger = { CHARACTER = scope:actor }
}
}
add_to_list = characters
}
every_child = {
if = {
limit = {
is_alive = yes
NOT = { is_in_list = characters }
trigger_if = {
limit = {
is_concubine = yes
}
is_concubine_of = scope:actor
can_marry_character_trigger = { CHARACTER = scope:actor }
}
}
add_to_list = characters
}
}
}
}
}
}
#otherwise, populate with anyone eligible
else = {
scope:secondary_actor = {
if = {
limit = {
culture = { has_cultural_parameter = reduced_marriage_acceptance_distant_realms }
}
every_opposite_sex_spouse_candidate = {
limit = {
top_liege.culture = scope:secondary_actor.top_liege.culture
}
add_to_list = characters
}
if = {
limit = { allowed_to_marry_same_sex_trigger = yes }
every_same_sex_spouse_candidate = {
limit = {
scope:secondary_actor != this
top_liege.culture = scope:secondary_actor.top_liege.culture
}
add_to_list = characters
}
}
}
else = {
every_opposite_sex_spouse_candidate = {
add_to_list = characters
}
if = {
limit = { allowed_to_marry_same_sex_trigger = yes }
every_same_sex_spouse_candidate = {
limit = {
scope:secondary_actor != this
}
add_to_list = characters
}
}
}
}
}
}
cost = {
prestige = {
value = 0
if = {
limit = {
exists = scope:actor
exists = scope:recipient
exists = scope:secondary_recipient
exists = scope:secondary_actor
scope:secondary_actor = { is_close_family_of = scope:actor }
scope:recipient = {
OR = {
AND = {
vassal_contract_has_flag = vassal_contract_marriage_favor
is_allied_to = scope:actor
}
NOT = { vassal_contract_has_flag = vassal_contract_marriage_favor}
}
}
}
add = {
scope:actor = {
every_vassal = {
limit = {
vassal_contract_has_flag = vassal_contract_marriage_favor
NOT = { is_allied_to = scope:actor }
NOR = {
this = scope:recipient
this = scope:secondary_recipient
}
}
add = medium_prestige_value
}
}
desc = VASSAL_WITH_MARRIAGE_FAVOR
}
}
}
influence = {
value = 0
if = {
limit = { scope:influence_send_option = yes }
add = scope:actor.medium_influence_value
desc = INFLUENCE_INTERACTION_ACCEPTANCE_SEND_OPTION
}
}
}
interface_priority = 60
# actor, recipient ... characters arranging the marriage
# secondary_actor, secondary_recipient ... characters that should marry
is_shown = {
# Enable only for yourself if you're a landless adventurer
trigger_if = {
limit = {
scope:actor = {
has_government = landless_adventurer_government
}
}
scope:secondary_actor = {
scope:actor = this
}
}
scope:secondary_actor = {
#Is this someone I can marry off?
OR = {
is_courtier_of = scope:actor
AND = {
is_child_of = scope:actor
target_is_liege_or_above = scope:actor
}
scope:actor = this
}
#They can be married
can_marry_trigger = yes
#To account for a person marrying their concubines
trigger_if = {
limit = {
is_concubine = yes
}
is_concubine_of = scope:actor
can_marry_character_trigger = { CHARACTER = scope:actor }
}
}
# Block further marriage proposals for people who have a pending grand wedding
NOR = {
scope:secondary_actor ?= { has_been_promised_grand_wedding = yes }
scope:secondary_recipient ?= { has_been_promised_grand_wedding = yes }
}
}
is_valid_showing_failures_only = {
#Diplomatic availability & prison
scope:secondary_actor = {
is_imprisoned = no
bp2_valid_for_standard_interactions_trigger = yes
}
marriage_interaction_non_loyal_diarchs_refuse_secondary_marriage_trigger = { TARGET = secondary_actor }
trigger_if = {
limit = {
scope:secondary_actor != scope:secondary_recipient
}
marriage_interaction_non_loyal_diarchs_refuse_secondary_marriage_trigger = { TARGET = secondary_recipient }
}
marriage_interaction_non_loyal_diarchs_refuse_secondary_marriage_trigger = { TARGET = actor }
marriage_interaction_non_loyal_diarchs_refuse_secondary_marriage_trigger = { TARGET = recipient }
}
has_valid_target_showing_failures_only = {
marriage_interaction_valid_target_trigger = yes #Checks marriage status, betrothed, gender, consanguinity, faith hostility etc.
#Diplomatic availability & prison (located here because these will never be set at the start)
scope:recipient = {
is_imprisoned = no
}
NOT = {
scope:actor = {
is_at_war_with = scope:recipient
}
}
trigger_if = {
limit = { scope:recipient != scope:secondary_recipient }
scope:secondary_recipient = {
is_imprisoned = no
bp2_valid_for_standard_interactions_trigger = yes
}
}
#secondary_actor is checked above because they are always available
#Blocks AI from marrying player guests
scope:secondary_recipient = {
trigger_if = {
limit = {
is_pool_guest = yes
host = {
is_ai = no
this != scope:actor
}
}
NOT = { is_pool_guest_of = host }
}
}
}
on_send = {
if = {
limit = {
scope:grand_wedding_promise = yes
}
scope:actor = {
set_variable = {
name = grand_wedding_promise_pending
days = 10
}
if = {
limit = {
is_ai = yes
}
remove_short_term_gold = ai_wedding_promise_gold_actor
}
#if = { # Activity count debugging, left in for QA purposes
# limit = {
# NOT = {
# exists = global_var:wedding_promise
# }
# }
# set_global_variable = {
# name = wedding_promise
# value = 1
# }
#}
#else = {
# change_global_variable = {
# name = wedding_promise
# add = 1
# }
#}
}
}
}
on_accept = {
marriage_interaction_on_accept_effect = yes
# If we're a clan this interaction affects unity
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = medium_unity_gain
DESC = clan_unity_marry_off.desc
REVERSE_NON_HOUSE_TARGET = no
}
scope:actor = {
if = {
limit = {
scope:herd_send_option = yes
}
pay_herd = {
target = scope:recipient
value = scope:actor.domicile.medium_herd_value
}
}
if = {
limit = {
has_variable = grand_wedding_promise_pending
}
remove_variable = grand_wedding_promise_pending
}
}
}
on_decline = {
scope:actor = {
if = {
limit = { this != scope:recipient }
trigger_event = marriage_interaction.0011
}
if = {
limit = {
has_variable = grand_wedding_promise_pending
}
remove_variable = grand_wedding_promise_pending
}
}
# If we're a clan this interaction affects unity
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = medium_unity_loss
DESC = clan_unity_marry_off_decline.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
auto_accept = {
marriage_interaction_auto_accept_trigger = yes #Strong hook conditions
}
ai_accept = {
base = 0 # Should be 0 for all interactions
marriage_ai_accept_modifier = yes
# Unity modifiers
evaluate_action_increasing_house_unity = {
VALUE = 100
}
}
send_option = {
flag = grand_wedding_promise
localization = GRAND_WEDDING_PROMISE
is_shown = {
scope:actor = { #Can organize a Grand Wedding
highest_held_title_tier > tier_barony
is_landed_or_landless_administrative = yes
trigger_if = {
limit = {
is_ai = yes
}
is_at_war = no
}
# DLC locked
has_dlc_feature = tours_and_tournaments
has_dlc_feature = advanced_activities
}
}
current_description = {
desc = "GRAND_WEDDING_PROMISE_INFO"
}
is_valid = {
scope:actor = {
gold >= real_wedding_cost_actor_scope
is_available = yes
custom_tooltip = {
text = grand_wedding_already_promised_tt
NOR = {
AND = {
has_variable = promised_grand_wedding_marriage_countdown
var:promised_grand_wedding_marriage_countdown = { is_alive = yes }
}
has_variable = grand_wedding_promise_pending
}
}
}
custom_tooltip = {
text = grand_wedding_only_dominant_side
trigger_if = {
limit = {
scope:secondary_actor ?= {
is_female = yes
}
}
OR = {
scope:secondary_actor ?= { matrilinear_betrothal = yes }
scope:matrilineal = yes
}
}
trigger_else = {
NOR = {
scope:secondary_actor ?= { matrilinear_betrothal = yes }
scope:matrilineal = yes
}
}
}
custom_tooltip = {
text = grand_wedding_only_family
scope:secondary_actor ?= {
is_close_or_extended_family_of = scope:actor
}
}
}
}
send_option = {
flag = matrilineal
localization = "MATRILINEAL_OFFER"
is_shown = {
NAND = {
scope:secondary_actor ?= { is_male = yes }
scope:secondary_recipient ?= { is_male = yes }
}
}
starts_enabled = {
scope:actor = {
OR = {
faith = {
has_doctrine = doctrine_gender_female_dominated
}
AND = {
scope:secondary_actor ?= { is_female = yes }
faith = { has_doctrine = doctrine_gender_equal }
}
AND = {
scope:secondary_actor ?= this
is_female = yes
is_ai = no
}
AND = {
scope:secondary_actor ?= { is_female = yes }
scope:secondary_recipient ?= { is_female = yes }
}
}
}
}
# so they can use grand wedding...
can_be_changed = {
NAND = {
scope:secondary_actor ?= { is_female = yes }
scope:secondary_recipient ?= { is_female = yes }
}
}
}
send_option = {
is_valid = {
scope:actor = {
has_usable_hook = scope:recipient
}
}
flag = hook
localization = MARRIAGE_HOOK
}
#This option cannot be linked with the hook icon, because recipient isn't known in the right-click menu
send_option = { # EP3 Influence
is_shown = { # Actor must have a government that uses influence
scope:actor = {
government_has_flag = government_has_influence
}
}
is_valid = {
# Actor has enough influence
scope:actor = { influence >= medium_influence_value }
# Both characters are within the same top realm
custom_tooltip = {
text = not_same_realm_tt
scope:recipient.top_liege = scope:actor.top_liege
}
}
flag = influence_send_option
localization = TRADE_INFLUENCE_FOR_BETTER_AI_ACCEPTANCE
}
send_option = { # MPO Herd
is_shown = { # Actor must have a government that uses Herd
scope:actor = {
government_has_flag = government_is_nomadic
is_ai = no
}
# Recipient must care about Herd
scope:recipient = {
government_has_flag = government_is_nomadic
}
}
is_valid = {
# Actor has enough Herd
scope:actor = { domicile.herd >= domicile.medium_herd_value }
}
flag = herd_send_option
localization = TRADE_HERD_FOR_BETTER_AI_ACCEPTANCE
}
send_options_exclusive = no
show_effects_in_notification = no
greeting = positive
notification_text = {
first_valid = {
triggered_desc = {
trigger = {
scope:secondary_actor = {
is_adult = yes
}
scope:secondary_recipient = {
is_adult = yes
}
NOR = {
scope:secondary_actor = { has_been_promised_grand_wedding = yes }
scope:secondary_recipient = { has_been_promised_grand_wedding = yes }
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
scope:matrilineal = yes
scope:secondary_actor = scope:actor
scope:secondary_recipient = scope:recipient
}
desc = MARRIAGE_NOTIFICATION_BOTH_PERSONAL_MATRI
}
triggered_desc = {
trigger = {
scope:matrilineal = yes
scope:secondary_actor = scope:actor
}
desc = MARRIAGE_NOTIFICATION_ACTOR_PERSONAL_MATRI
}
triggered_desc = {
trigger = {
scope:matrilineal = yes
scope:secondary_recipient = scope:recipient
}
desc = MARRIAGE_NOTIFICATION_RECIPIENT_PERSONAL_MATRI
}
triggered_desc = {
trigger = {
scope:matrilineal = yes
}
desc = MARRIAGE_NOTIFICATION_MATRI
}
triggered_desc = {
trigger = {
scope:secondary_actor = scope:actor
scope:secondary_recipient = scope:recipient
}
desc = MARRIAGE_NOTIFICATION_BOTH_PERSONAL
}
triggered_desc = {
trigger = {
scope:secondary_actor = scope:actor
}
desc = MARRIAGE_NOTIFICATION_ACTOR_PERSONAL
}
triggered_desc = {
trigger = {
scope:secondary_recipient = scope:recipient
}
desc = MARRIAGE_NOTIFICATION_RECIPIENT_PERSONAL
}
desc = MARRIAGE_NOTIFICATION
}
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
scope:matrilineal = yes
scope:secondary_actor = scope:actor
scope:secondary_recipient = scope:recipient
}
desc = BETROTHAL_NOTIFICATION_BOTH_PERSONAL_MATRI
}
triggered_desc = {
trigger = {
scope:matrilineal = yes
scope:secondary_actor = scope:actor
}
desc = BETROTHAL_NOTIFICATION_ACTOR_PERSONAL_MATRI
}
triggered_desc = {
trigger = {
scope:matrilineal = yes
scope:secondary_recipient = scope:recipient
}
desc = BETROTHAL_NOTIFICATION_RECIPIENT_PERSONAL_MATRI
}
triggered_desc = {
trigger = {
scope:matrilineal = yes
}
desc = BETROTHAL_NOTIFICATION_MATRI
}
triggered_desc = {
trigger = {
scope:secondary_actor = scope:actor
scope:secondary_recipient = scope:recipient
}
desc = BETROTHAL_NOTIFICATION_BOTH_PERSONAL
}
triggered_desc = {
trigger = {
scope:secondary_actor = scope:actor
}
desc = BETROTHAL_NOTIFICATION_ACTOR_PERSONAL
}
triggered_desc = {
trigger = {
scope:secondary_recipient = scope:recipient
}
desc = BETROTHAL_NOTIFICATION_RECIPIENT_PERSONAL
}
desc = BETROTHAL_NOTIFICATION
}
}
}
}
}
break_betrothal_interaction = {
category = interaction_category_diplomacy
special_interaction = break_betrothal_interaction
use_diplomatic_range = no
icon = icon_marriage
interface_priority = 30
is_shown = {
OR = {
#Actor breaking their betrothal to recipient or recipient's courtier/vassal child
scope:actor.betrothed ?= {
break_betrothal_valid_target_trigger = { CHARACTER = scope:recipient }
}
#Actor breaking the betrothal of their courtier/vassal child
scope:recipient = {
break_betrothal_valid_target_trigger = { CHARACTER = scope:actor }
}
#Break recipient's betrothal with actor, or actor's vassal child/courtier
scope:recipient.betrothed ?= {
break_betrothal_valid_target_trigger = { CHARACTER = scope:actor }
}
}
}
populate_actor_list = {
# breaking your own betrothal to recipient or their courtier or unplayable child
if = {
limit = {
betrothed ?= {
break_betrothal_valid_target_trigger = { CHARACTER = scope:recipient }
}
}
add_to_list = characters
}
scope:recipient = {
if = {
limit = {
betrothed ?= {
is_ai = yes
break_betrothal_valid_target_trigger = { CHARACTER = scope:actor }
}
}
add_to_list = characters
}
}
every_courtier = {
limit = {
is_ai = yes
is_betrothed = yes
betrothed ?= {
break_betrothal_valid_target_trigger = { CHARACTER = scope:recipient }
}
OR = {
is_playable_character = no
any_parent = { this = scope:actor }
}
}
add_to_list = characters
}
}
redirect = {
# secondary_actor is the one under actor's control, could be actor
if = {
limit = {
scope:actor.betrothed ?= {
break_betrothal_valid_target_trigger = { CHARACTER = scope:recipient }
}
}
scope:actor = { save_scope_as = secondary_actor }
}
else_if = {
limit = {
scope:recipient = {
break_betrothal_valid_target_trigger = { CHARACTER = scope:actor }
}
}
scope:recipient = { save_scope_as = secondary_actor }
}
else = {
scope:recipient.betrothed ?= { save_scope_as = secondary_actor }
}
}
is_valid_showing_failures_only = {
scope:recipient = { NOT = { has_strong_hook = scope:actor } }
# Recipient is the betrothed
custom_description = {
text = break_betrothal_hook_used
object = scope:recipient
trigger_if = {
limit = {
scope:recipient.betrothed ?= {
break_betrothal_valid_target_trigger = { CHARACTER = scope:actor }
}
exists = scope:recipient.var:hook_used_for_betrothal
}
scope:recipient.var:hook_used_for_betrothal = {
this != scope:recipient.betrothed
}
}
}
custom_description = {
text = break_betrothal_hook_used
object = scope:recipient
trigger_if = {
limit = {
scope:recipient.betrothed ?= {
break_betrothal_valid_target_trigger = { CHARACTER = scope:actor }
}
exists = scope:recipient.betrothed.var:hook_used_for_betrothal
}
scope:recipient.betrothed.var:hook_used_for_betrothal = {
this != scope:recipient
}
}
}
# Secondary Recipient is the betrothed
custom_description = {
text = break_betrothal_hook_used
object = scope:recipient
trigger_if = {
limit = {
scope:recipient = {
OR = {
#Check for courtiers
any_courtier = {
is_betrothed = yes
betrothed = scope:actor
liege = scope:recipient
var:hook_used_for_betrothal ?= {
this = scope:actor
}
}
#Check for vassal children
any_child = {
is_betrothed = yes
betrothed = scope:actor
OR = {
is_playable_character = no
target_is_liege_or_above = scope:recipient
}
NOT = {
matchmaker = {
is_parent_of = prev
this != scope:actor
}
}
var:hook_used_for_betrothal ?= {
this = scope:actor
}
}
}
}
}
always = no
}
}
# Secondary Actor and Recipient were promised a Grand Wedding, and the Activity has already been organized and is ongoing
custom_description = {
text = break_betrothal_gwedding_ongoing
trigger_if = {
limit = {
OR = {
scope:recipient = { has_been_promised_grand_wedding = yes }
scope:recipient.betrothed ?= { has_been_promised_grand_wedding = yes }
}
}
NOR = {
scope:recipient.involved_activity ?= {
has_activity_type = activity_wedding
OR = {
special_guest:spouse_1 ?= scope:recipient
special_guest:spouse_2 ?= scope:recipient
special_guest:spouse_1 ?= scope:recipient.betrothed
special_guest:spouse_2 ?= scope:recipient.betrothed
}
}
scope:recipient.betrothed.involved_activity ?= {
has_activity_type = activity_wedding
OR = {
special_guest:spouse_1 ?= scope:recipient
special_guest:spouse_2 ?= scope:recipient
special_guest:spouse_1 ?= scope:recipient.betrothed
special_guest:spouse_2 ?= scope:recipient.betrothed
}
}
}
}
}
}
on_accept = {
#Identifies the "injured party"
# rejected_betrothed NEVER actor
scope:secondary_actor = {
save_scope_as = rejecting_betrothed
betrothed = { save_scope_as = rejected_betrothed }
}
# If it was a Grand Wedding, find the host
scope:rejecting_betrothed.var:promised_grand_wedding_by ?= {
save_scope_as = promising_host
}
scope:recipient = { trigger_event = marriage_interaction.0020 }
#Tooltip for betrothal breakage
show_as_tooltip = {
scope:rejected_betrothed = {
break_betrothal = scope:rejecting_betrothed
}
}
#Figures out if the liege of rejected_betrothed cares
scope:rejected_betrothed = {
if = {
limit = { #The liege matter when assigning prestige/opinion hits
matchmaker = {
this != scope:rejected_betrothed
is_close_or_extended_family_of = scope:rejected_betrothed
}
}
matchmaker = { save_scope_as = rejected_betrothal_owner }
}
else = { #The liege doesn't matter, only the betrothed
save_scope_as = rejected_betrothal_owner
}
}
if = {
limit = { #Only if you had no reason to break the betrothal
has_proper_reason_to_break_betrothal_trigger = no
NOR = {
# Prestige loss for Grand Weddings is handled below in the specific effect
scope:rejecting_betrothed = { has_been_promised_grand_wedding = yes }
scope:rejected_betrothed = { has_been_promised_grand_wedding = yes }
}
}
#Prestige penalty
if = {
limit = {
OR = {
scope:rejected_betrothed = { highest_held_title_tier > tier_empire }
scope:rejected_betrothal_owner = { highest_held_title_tier > tier_empire }
}
#Only applied for relevant characters
cost_prestige_for_break_betrothal_trigger = yes
}
scope:actor = { add_prestige = monumental_prestige_loss }
}
else_if = {
limit = {
OR = {
scope:rejected_betrothed = { highest_held_title_tier = tier_empire }
scope:rejected_betrothal_owner = { highest_held_title_tier = tier_empire }
}
#Only applied for relevant characters
cost_prestige_for_break_betrothal_trigger = yes
}
scope:actor = { add_prestige = massive_prestige_loss }
}
else_if = {
limit = {
OR = {
scope:rejected_betrothed = { highest_held_title_tier = tier_kingdom }
scope:rejected_betrothal_owner = { highest_held_title_tier = tier_kingdom }
}
#Only applied for relevant characters
cost_prestige_for_break_betrothal_trigger = yes
}
scope:actor = { add_prestige = major_prestige_loss }
}
else_if = {
limit = {
OR = {
scope:rejected_betrothed = { highest_held_title_tier = tier_duchy }
scope:rejected_betrothal_owner = { highest_held_title_tier = tier_duchy }
}
#Only applied for relevant characters
cost_prestige_for_break_betrothal_trigger = yes
}
scope:actor = { add_prestige = medium_prestige_loss }
}
else_if = {
limit = {
OR = {
scope:rejected_betrothed = { highest_held_title_tier = tier_county }
scope:rejected_betrothal_owner = { highest_held_title_tier = tier_county }
}
#Only applied for relevant characters
cost_prestige_for_break_betrothal_trigger = yes
}
scope:actor = { add_prestige = minor_prestige_loss }
}
else_if = {
limit = {
OR = {
scope:rejected_betrothed = { highest_held_title_tier = tier_barony }
scope:rejected_betrothal_owner = { highest_held_title_tier = tier_barony }
}
#Only applied for relevant characters
cost_prestige_for_break_betrothal_trigger = yes
}
scope:actor = { add_prestige = miniscule_prestige_loss }
}
}
############################################
# EP2 - Breaking a Grand Wedding Betrothal #
############################################
if = {
limit = {
# There is no forced reason for breaking the betrothal
has_proper_reason_to_break_betrothal_trigger = no
# A Grand Wedding was promised
OR = {
scope:rejecting_betrothed = {
has_been_promised_grand_wedding = yes
}
scope:rejected_betrothed = {
has_been_promised_grand_wedding = yes
}
}
}
scope:actor = { break_grand_wedding_betrothal_effect = yes }
}
######################################
# Opinion hits & notification events #
######################################
#Personal opinion hit for the rejected_betrothed
else = {
if = {
limit = {
has_proper_reason_to_break_betrothal_trigger = no
}
scope:rejected_betrothed = {
show_as_tooltip = {
add_opinion = {
target = scope:actor
modifier = broke_betrothal_opinion
}
}
}
if = {
limit = {
scope:actor != scope:rejected_betrothal_owner
scope:rejected_betrothal_owner != scope:rejected_betrothed
}
scope:rejected_betrothal_owner = {
show_as_tooltip = {
add_opinion = {
target = scope:actor
modifier = broke_betrothal_opinion
}
}
}
}
}
if = {
limit = {
scope:actor != scope:rejected_betrothal_owner
}
scope:rejected_betrothal_owner = { trigger_event = marriage_interaction.0001 }
}
else = {
hidden_effect = {
scope:rejecting_betrothed = {
break_betrothal = scope:rejected_betrothed
}
}
}
}
#Personal opinion hit for other relative
if = {
limit = {
has_proper_reason_to_break_betrothal_trigger = no
}
#Opinion hit for close relatives of the rejected_betrothed (that are not rejected_betrothed_owner)
if = {
limit = {
scope:rejected_betrothed != scope:actor
scope:rejected_betrothed = {
any_close_or_extended_family_member = {
this != scope:rejected_betrothal_owner
count >= 1
}
}
}
if = {
limit = {
OR = {
scope:rejected_betrothed = { has_been_promised_grand_wedding = yes }
scope:rejecting_betrothed = { has_been_promised_grand_wedding = yes }
}
}
scope:rejected_betrothed = {
every_close_or_extended_family_member = {
limit = {
this != scope:rejected_betrothal_owner
}
custom = all_family_members
add_opinion = {
target = scope:actor
modifier = broke_betrothal_grand_wedding_opinion
opinion = -50
}
}
}
}
else = {
scope:rejected_betrothed = {
every_close_or_extended_family_member = {
limit = {
this != scope:rejected_betrothal_owner
}
custom = all_family_members
add_opinion = {
target = scope:actor
modifier = broke_betrothal_opinion
}
}
}
}
}
#Opinion hit for close relatives of the rejecting_betrothed (that are not also close relatives to rejected_betrothed)
if = {
limit = {
scope:rejecting_betrothed != scope:actor
scope:rejected_betrothed != scope:actor
scope:rejecting_betrothed = {
any_close_or_extended_family_member = {
NOR = {
is_close_or_extended_family_of = scope:rejected_betrothed
this = scope:rejected_betrothal_owner
this = scope:rejected_betrothed
}
count >= 1
}
}
}
if = {
limit = {
OR = {
scope:rejected_betrothed = { has_been_promised_grand_wedding = yes }
scope:rejecting_betrothed = { has_been_promised_grand_wedding = yes }
}
}
scope:rejecting_betrothed = {
every_close_or_extended_family_member = {
limit = {
NOR = {
is_close_or_extended_family_of = scope:rejected_betrothed
this = scope:rejected_betrothal_owner
this = scope:rejected_betrothed
this = scope:actor
}
}
custom = all_family_members
add_opinion = {
target = scope:actor
modifier = broke_betrothal_grand_wedding_opinion
opinion = -50
}
}
}
}
else = {
scope:rejecting_betrothed = {
every_close_or_extended_family_member = {
limit = {
NOR = {
is_close_or_extended_family_of = scope:rejected_betrothed
this = scope:rejected_betrothal_owner
this = scope:rejected_betrothed
this = scope:actor
}
}
custom = all_family_members
add_opinion = {
target = scope:actor
modifier = broke_betrothal_opinion
}
}
}
}
}
}
scope:actor = {
# Was the marriage of relevence to the player?
if = {
limit = {
scope:rejecting_betrothed = {
is_child_of = scope:actor
}
}
hidden_effect = {
send_interface_toast = {
type = msg_break_betrothal_player_heir
title = msg_break_betrothal_player_heir
left_icon = scope:rejecting_betrothed
right_icon = scope:rejected_betrothed
custom_tooltip = break_betrothal_hook_toast_desc
}
}
}
else_if = {
limit = {
scope:actor != scope:rejecting_betrothed
}
hidden_effect = {
send_interface_message = {
type = msg_break_betrothal
title = msg_break_betrothal
left_icon = scope:rejecting_betrothed
right_icon = scope:rejected_betrothed
custom_tooltip = break_betrothal_hook_toast_desc
}
}
}
#Was the marriage promised to a vassal?
if = {
limit = {
var:promised_to_marry_1 ?= {
this = scope:rejected_betrothed
any_parent = {
is_vassal_of = scope:actor
}
}
var:promised_to_marry_2 ?= {
this = scope:rejecting_betrothed
is_close_family_of = scope:actor
}
}
remove_variable = promised_to_marry_1
remove_variable = promised_to_marry_2
trigger_event = clan.1002
}
}
# If we're a clan this interaction affects unity
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = major_unity_loss
DESC = clan_unity_betrothal_breakage.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
auto_accept = yes
}
# Stripped down version of make_concubine_interaction for the AI
# Avoids redirection logic and recipient list building to improve performance
ai_make_concubine_interaction = {
hidden = yes
ai_targets = {
ai_recipients = prisoners
}
ai_targets = {
ai_recipients = courtiers
max = 10
}
ai_target_quick_trigger = {
adult = yes
owner_attracted = yes # Not optimal, but saves a lot of performance
}
ai_frequency_by_tier = {
barony = 0
county = 60
duchy = 12
kingdom = 12
empire = 12
hegemony = 3
}
ai_potential = {
is_playable_character = yes
is_adult = yes
fertility > 0
allowed_more_concubines = yes
NOR = {
has_trait = chaste
has_trait = celibate
has_sexuality = asexual
}
}
is_shown = {
make_concubine_is_shown_trigger = yes
}
is_valid_showing_failures_only = {
make_concubine_is_valid_trigger = yes
}
auto_accept = yes
ai_will_do = {
base = 0
modifier = { # Basic Filtering
add = 100
scope:actor = {
number_of_concubines < number_of_desired_concubines
}
scope:recipient = {
can_have_children_with = { CHARACTER = scope:actor } # Only if you can have kids since this is about fertility and genetic traits
fertility > 0.2
is_young_character = yes
}
}
modifier = {
add = 100
scope:recipient = {
is_imprisoned_by = scope:actor
can_have_children_with = { CHARACTER = scope:actor } # Only if you can have kids since this is about fertility and genetic traits
OR = {
is_lowborn = no
num_of_good_genetic_traits > 0
}
fertility > 0.1
trigger_if = {
limit = {
is_female = yes
}
is_aging_character = no
}
}
}
modifier = {
add = 100
scope:actor = {
allowed_to_marry_same_sex_trigger = yes
sex_same_as = scope:recipient
is_attracted_to_gender_of = scope:recipient
OR = { #If they're not in need of kids, or someone who they can have kids with
any_child = {
count >= 2
}
any_consort = {
can_have_children_with = { CHARACTER = scope:actor }
fertility > 0.1
}
}
}
}
modifier = { #Even if you're allowed to take same-sex concubines we don't want the AI to do so without a good reason if they're not attracted to the person
add = -200
scope:actor = {
allowed_to_marry_same_sex_trigger = yes
sex_same_as = scope:recipient
NOT = { is_attracted_to_gender_of = scope:recipient }
}
}
modifier = { # If they don't have a batch of kids and opposite sex consorts to handle that situation
add = -200
scope:actor = {
allowed_to_marry_same_sex_trigger = yes
sex_same_as = scope:recipient
NOT = {
any_child = {
count >= 2
}
}
NOT = {
any_consort = {
can_have_children_with = { CHARACTER = scope:actor }
fertility > 0.1
}
}
}
}
# Unity modifiers
evaluate_action_increasing_house_unity = {
VALUE = 100
}
modifier = { # Incest Filtering: Hard NO!
factor = 0
scope:actor = {
relation_with_character_is_incestuous_in_my_faith_trigger = { CHARACTER = scope:recipient }
NOR = {
accepts_incest_with_trigger = { CHARACTER = scope:recipient }
sexually_liberal_trigger = yes
AND = {
primary_heir ?= { dynasty != root.dynasty }
NOT = {
primary_title = {
any_title_heir = { dynasty = root.dynasty }
}
}
}
}
}
}
modifier = { # Incest Filtering: Not likely, but keep the door open...
factor = 0.2
scope:actor = {
relation_with_character_is_incestuous_in_my_faith_trigger = { CHARACTER = scope:recipient }
OR = {
accepts_incest_with_trigger = { CHARACTER = scope:recipient }
sexually_liberal_trigger = yes
AND = {
primary_heir ?= { dynasty != root.dynasty }
NOT = {
primary_title = {
any_title_heir = { dynasty = root.dynasty }
}
}
}
}
}
}
modifier = { # Less likely if married to a player and the target is the player heir
factor = 0.4
scope:actor = {
any_spouse = {
is_ai = no
scope:recipient = {
OR = {
is_primary_heir_of = prev
is_heir_of = prev
}
}
}
}
}
}
on_accept = {
scope:actor = {
save_scope_as = secondary_actor
}
scope:recipient = {
save_scope_as = secondary_recipient
}
concubine_on_accept_effect = yes
# If we're a clan this interaction affects unity
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = minor_unity_gain
DESC = clan_unity_concubinage.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
}
make_concubine_interaction = {
category = interaction_category_diplomacy
icon = concubine_icon
desc = make_concubine_interaction_desc
interface = concubine_list
redirect = {
# The UI will open to the already filled left and right first if we don't tell it we've got both sides filled
scope:actor = {
save_scope_as = secondary_actor
}
scope:recipient = {
save_scope_as = secondary_recipient
}
}
populate_recipient_list = {
scope:actor = {
every_courtier = {
limit = {
can_become_concubine_of_character_trigger = { CHARACTER = scope:actor }
}
add_to_list = characters
}
every_prisoner = {
limit = {
NOT = { is_in_list = characters }
can_become_concubine_of_character_trigger = { CHARACTER = scope:actor }
}
add_to_list = characters
}
}
}
is_shown = {
make_concubine_is_shown_trigger = yes
}
is_valid_showing_failures_only = {
make_concubine_is_valid_trigger = yes
}
auto_accept = yes
on_accept = {
concubine_on_accept_effect = yes
# If we're a clan this interaction affects unity
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = minor_unity_gain
DESC = clan_unity_concubinage.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
}
find_concubine = {
category = interaction_category_diplomacy
icon = concubine_icon
desc = find_concubine_desc
interface = concubine_list
needs_recipient_to_open = no
redirect = {
scope:actor = { # The UI will open to the already filled left first if we don't tell it we've got "our side" actor which is always ourselves
save_scope_as = secondary_actor
}
if = {
limit = {
# This is needed for the UI to function properly. Initially UI opens with player as both actor and recipient
# After UI opens with empty recipient, player can click on a candidate
# When candidate is selected both primary and secondary recipient must be set for the interaction to work
scope:actor != scope:recipient
}
scope:recipient = {
save_scope_as = secondary_recipient
}
}
}
populate_recipient_list = {
scope:actor = {
every_courtier = {
limit = {
can_become_concubine_of_character_trigger = { CHARACTER = scope:actor }
}
add_to_list = characters
}
every_prisoner = {
limit = {
NOT = { is_in_list = characters }
can_become_concubine_of_character_trigger = { CHARACTER = scope:actor }
}
add_to_list = characters
}
}
}
is_shown = {
scope:actor = {
allowed_concubines = yes
is_adult = yes
trigger_if = { #So that we show the recipient list, but can also only use this on ourselves, we have to do this check in the beginning
limit = {
NOT = { exists = scope:secondary_recipient }
}
scope:actor = scope:recipient
}
}
trigger_if = {
limit = {
scope:actor != scope:recipient
}
scope:actor = {
trigger_if = {
limit = {
allowed_to_marry_same_sex_trigger = no
}
sex_opposite_of = scope:recipient
}
NOT = { relation_with_character_is_incestuous_in_my_faith_trigger = { CHARACTER = scope:recipient } }
}
scope:recipient = {
can_become_concubine_of_character_trigger = { CHARACTER = scope:actor }
is_adult = yes
OR = {
is_imprisoned_by = scope:actor
is_courtier_of = scope:actor
}
}
}
}
is_valid_showing_failures_only = {
custom_description = {
text = take_concubine_allowed_more
object = scope:recipient
scope:actor = {
allowed_more_concubines = yes
}
}
custom_description = {
text = take_concubine_available_character_opp
object = scope:actor
scope:actor = {
OR = {
any_courtier = {
can_become_concubine_of_character_trigger = { CHARACTER = scope:actor }
}
any_prisoner = {
can_become_concubine_of_character_trigger = { CHARACTER = scope:actor }
}
}
}
}
trigger_if = {
limit = {
scope:actor != scope:recipient
}
scope:recipient = {
can_become_concubine_of_character_trigger = { CHARACTER = scope:actor }
}
}
}
can_be_picked = {
is_adult = yes
}
auto_accept = yes
ai_will_do = {
base = 0
}
on_accept = {
concubine_on_accept_effect = yes
# If we're a clan this interaction affects unity
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = minor_unity_gain
DESC = clan_unity_concubinage.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
}
offer_concubine = {
category = interaction_category_diplomacy
icon = concubine_icon
desc = offer_concubine_desc
ai_targets = {
ai_recipients = neighboring_rulers
ai_recipients = suzerain
ai_recipients = liege
max = 5
}
ai_target_quick_trigger = {
adult = yes
}
ai_frequency_by_tier = {
barony = 0
county = 36
duchy = 36
kingdom = 0
empire = 0
hegemony = 0
}
greeting = positive
notification_text = OFFER_CONCUBINE_NOTIFICATION
#interface = concubine_list
populate_recipient_list = {
scope:actor = {
every_courtier = {
limit = {
can_be_offered_as_concubine_to_character_trigger = {
GIVER = scope:actor
CHARACTER = scope:recipient
}
}
add_to_list = characters
}
every_prisoner = {
limit = {
NOT = { is_in_list = characters }
can_be_offered_as_concubine_to_character_trigger = {
GIVER = scope:actor
CHARACTER = scope:recipient
}
}
add_to_list = characters
}
}
}
is_shown = {
scope:actor != scope:recipient
scope:actor = {
allowed_more_concubines = yes
}
scope:recipient = {
#NOT = { government_has_flag = government_is_true_herder }
allowed_concubines = yes
is_adult = yes
}
}
is_valid_showing_failures_only = {
custom_description = {
text = take_concubine_available_character_opp
object = scope:recipient
scope:actor = {
OR = {
any_courtier = {
can_be_offered_as_concubine_to_character_trigger = {
GIVER = scope:actor
CHARACTER = scope:recipient
}
}
any_prisoner = {
can_be_offered_as_concubine_to_character_trigger = {
GIVER = scope:actor
CHARACTER = scope:recipient
}
}
}
}
}
custom_description = {
text = take_concubine_allowed_more
object = scope:recipient
scope:recipient = {
allowed_more_concubines = yes
}
}
trigger_if = { #Landless adventurers check range
limit = {
scope:actor = {
is_landless_adventurer = yes
}
}
ep3_laamp_diplo_range_trigger = {
TARGET = scope:recipient
LAAMP = scope:actor
}
}
}
can_be_picked = {
is_adult = yes
}
can_send = {
custom_description = {
text = character_unavailable_to_be_offered_as_concubine
object = scope:secondary_recipient
scope:secondary_recipient = {
can_be_offered_as_concubine_to_character_trigger = {
GIVER = scope:actor
CHARACTER = scope:recipient
}
}
}
}
auto_accept = no
ai_accept = {
base = 50
modifier = {
add = {
value = 50
multiply = scope:secondary_recipient.num_of_good_genetic_traits
}
scope:secondary_recipient = {
num_of_good_genetic_traits > 0
trigger_if = {
limit = {
is_female = yes
}
is_aging_character = no
}
}
desc = AI_POSITIVE_TRAIT_REASON
}
modifier = {
add = {
value = 50
}
scope:secondary_recipient = {
is_lowborn = no
trigger_if = {
limit = {
is_female = yes
}
is_aging_character = no
}
}
desc = AI_DYNASTY_PRESTIGE_REASON_NOBLE
}
modifier = {
add = {
value = -50
multiply = scope:secondary_recipient.num_of_bad_genetic_traits
}
scope:secondary_recipient = {
num_of_bad_genetic_traits > 0
trigger_if = {
limit = {
is_female = yes
}
is_aging_character = no
}
}
desc = AI_NEGATIVE_TRAIT_REASON
}
modifier = {
add = {
value = -50
}
scope:secondary_recipient = {
is_lowborn = yes
num_of_good_genetic_traits = 0
trigger_if = {
limit = {
is_female = yes
}
is_aging_character = no
}
}
desc = AI_DYNASTY_PRESTIGE_REASON_LOWBORN_NO_POSITIVE_TRAIT
}
opinion_modifier = { # Opinion of you
who = scope:recipient
opinion_target = scope:actor
multiplier = 1.0
desc = AI_OPINION_REASON
}
opinion_modifier = { # Opinion of concubine
who = scope:recipient
opinion_target = scope:secondary_recipient
multiplier = 0.25
desc = AI_OPINION_REASON
}
compare_modifier = { # Recipient is reluctant to marry old women (procreation is a key factor)
trigger = {
scope:secondary_recipient = {
is_young_character = no
is_female = yes
}
}
target = scope:secondary_recipient
value = age
multiplier = -5.0
step = 1
offset = -29
desc = MARRY_AGE
}
modifier = { # A Recipient is unwilling to take a same-sex concubine if their faith doesn't support it
add = -1000
scope:recipient = {
allowed_to_marry_same_sex_trigger = no
sex_same_as = scope:secondary_recipient
}
desc = SAME_SEX_MARRIAGE_FAITH_REASON_RECIPIENT
}
modifier = { # Unwilling if they don't have a batch of kids and opposite sex consorts to handle that situation
add = -200
scope:recipient = {
allowed_to_marry_same_sex_trigger = yes
sex_same_as = scope:secondary_recipient
trigger_if = {
limit = {
NOT = {
any_consort = {
can_have_children_with = { CHARACTER = scope:recipient }
fertility > 0.1
}
}
}
any_child = { is_player_heir_of = root }
}
trigger_else = {
always = no
}
}
desc = AI_NO_FERTILITY_REASON
}
modifier = {
add = 50
scope:recipient = {
is_attracted_to_gender_of = scope:secondary_recipient
}
desc = AI_ATTRACTION_REASON
}
modifier = { # A Recipient is more likely to agree if you're their liege
add = 40
scope:actor = { is_landed = yes }
scope:recipient = {
is_landed = yes
target_is_liege_or_above = scope:actor
}
desc = LIEGE_REASON
}
#More/Less likely based on difference in rank between actor and recipient
modifier = {
add = 20
scope:actor = {
tier_difference = {
target = scope:recipient
value = 1
}
}
desc = AI_RANK_DIFF
}
modifier = {
add = 30
scope:actor = {
tier_difference = {
target = scope:recipient
value = 2
}
}
desc = AI_RANK_DIFF
}
modifier = {
add = 40
scope:actor = {
tier_difference = {
target = scope:recipient
value = 3
}
}
desc = AI_RANK_DIFF
}
modifier = {
add = 50
scope:actor = {
tier_difference = {
target = scope:recipient
value = 4
}
}
desc = AI_RANK_DIFF
}
modifier = {
add = 60
scope:actor = {
tier_difference = {
target = scope:recipient
value = 5
}
}
desc = AI_RANK_DIFF
}
modifier = {
add = -20
scope:actor = {
tier_difference = {
target = scope:recipient
value = -1
}
}
desc = AI_RANK_DIFF
}
modifier = {
add = -30
scope:actor = {
tier_difference = {
target = scope:recipient
value = -2
}
}
desc = AI_RANK_DIFF
}
modifier = {
add = -40
scope:actor = {
tier_difference = {
target = scope:recipient
value = -3
}
}
desc = AI_RANK_DIFF
}
modifier = {
add = -50
scope:actor = {
tier_difference = {
target = scope:recipient
value = -4
}
}
desc = AI_RANK_DIFF
}
modifier = {
add = -60
scope:actor = {
tier_difference = {
target = scope:recipient
value = -5
}
}
desc = AI_RANK_DIFF
}
modifier = {
add = intimidated_reason_value
scope:recipient = {
target_is_liege_or_above = scope:actor
has_dread_level_towards = {
target = scope:actor
level = 1
}
}
desc = INTIMIDATED_REASON
}
modifier = {
add = cowed_reason_value
scope:recipient = {
target_is_liege_or_above = scope:actor
has_dread_level_towards = {
target = scope:actor
level = 2
}
}
desc = COWED_REASON
}
modifier = {
add = intimidated_external_reason_value
scope:recipient = {
NOT = { target_is_liege_or_above = scope:actor }
has_dread_level_towards = {
target = scope:actor
level = 1
}
}
desc = INTIMIDATED_REASON
}
modifier = {
add = cowed_external_reason_value
scope:recipient = {
NOT = { target_is_liege_or_above = scope:actor }
has_dread_level_towards = {
target = scope:actor
level = 2
}
}
desc = COWED_REASON
}
modifier = {
add = -250
scope:secondary_recipient = {
has_std_trigger = yes
}
desc = AI_STD_REASON
}
modifier = {
add = -250
scope:secondary_recipient = {
has_trait_with_flag = epidemic_disease
}
desc = AI_CONTAGIOUS_REASON
}
modifier = {
add = -5000
scope:secondary_recipient = {
fertility <= 0
}
desc = AI_FERTILITY_REASON
}
modifier = {
scope:hook = yes
add = 500
scope:actor = { NOT = { has_strong_hook = scope:recipient } }
desc = SCHEME_WEAK_HOOK_USED
}
modifier = {
scope:hook = yes
add = 1000
scope:actor = { has_strong_hook = scope:recipient }
desc = SCHEME_STRONG_HOOK_USED
}
# Unity modifiers
evaluate_action_increasing_house_unity = {
VALUE = 100
}
}
ai_potential = {
is_adult = yes
NOT = { has_trait = incapable }
is_at_war = no
NOR = {
has_trait = greedy
ai_greed > very_high_positive_ai_value
}
allowed_concubines = yes
}
ai_will_do = {
base = 0
modifier = { # Basic Filtering
add = 100
scope:recipient = {
number_of_concubines < number_of_desired_concubines
}
scope:secondary_recipient = {
trigger_if = {
limit = {
allowed_to_marry_same_sex_trigger = no
}
sex_opposite_of = scope:recipient
}
fertility > 0.2
is_young_character = yes
NOR = {
is_councillor_of = scope:actor
is_of_major_interest_trigger = {
CHARACTER = scope:actor
}
is_concubine_of = scope:actor
}
}
}
modifier = { # If secondary_recipient is close to actor, a good character, or if actor should take them as concubine
add = -100
scope:secondary_recipient = {
is_of_minor_interest_trigger = {
CHARACTER = scope:actor
}
AND = {
can_become_concubine_of_character_trigger = { CHARACTER = scope:actor }
scope:actor = { number_of_concubines < number_of_desired_concubines }
}
}
}
modifier = { # If secondary_recipient could be an agent...
add = 25
scope:actor = {
any_scheme = {
scheme_target_character ?= scope:recipient
save_temporary_scope_as = scheme_check
}
}
scope:secondary_recipient = {
char_can_fit_into_scheme_trigger = { SCHEME = scope:scheme_check }
}
}
modifier = { # More likely if it's a neighboring ruler that you want to like you
add = 50
scope:recipient = {
any_neighboring_top_liege_realm_owner = { this = scope:actor }
max_military_strength > scope:actor.max_military_strength
}
}
modifier = { # More likely if it's your friend and it's a nice concubine
add = 50
scope:recipient = {
OR = {
has_relation_friend = scope:actor
has_relation_best_friend = scope:actor
}
}
scope:secondary_recipient = {
fertility > 0.2
is_young_character = yes
OR = {
has_trait = lustful
num_of_good_genetic_traits > 0
}
}
}
modifier = { #Even if they're allowed to take same-sex concubines we don't want the AI to suggest it without a good reason if they're not attracted to the person
add = -200
scope:recipient = {
allowed_to_marry_same_sex_trigger = yes
sex_same_as = scope:secondary_recipient
NOT = { is_attracted_to_gender_of = scope:secondary_recipient }
}
}
# Unity modifiers
evaluate_action_increasing_house_unity = {
VALUE = 100
}
modifier = { # No if it's a same-sex concubinage and actor isn't accepting of it
factor = 0
scope:actor = {
allowed_to_marry_same_sex_trigger = no
scope:recipient = { sex_same_as = scope:secondary_recipient }
}
}
modifier = { # No if it's a same-sex concubinage and recipient isn't accepting of it
factor = 0
scope:recipient = {
allowed_to_marry_same_sex_trigger = no
sex_same_as = scope:secondary_recipient
}
}
modifier = { # Age considerations
factor = 0
scope:recipient = {
OR = {
age >= scope:secondary_actor.age_plus_10
age <= scope:secondary_actor.age_minus_10
scope:secondary_actor.age >= 30 # Concubines are meant to be young...
}
}
}
modifier = { # Incest Filtering: Hard NO!
factor = 0
scope:recipient = {
relation_with_character_is_incestuous_in_my_faith_trigger = { CHARACTER = scope:secondary_recipient }
NOR = {
accepts_incest_with_trigger = { CHARACTER = scope:secondary_recipient }
sexually_liberal_trigger = yes
}
}
}
modifier = { # Incest Filtering: Not likely, but keep the door open...
factor = 0.2
scope:recipient = {
relation_with_character_is_incestuous_in_my_faith_trigger = { CHARACTER = scope:secondary_recipient }
OR = {
accepts_incest_with_trigger = { CHARACTER = scope:secondary_recipient }
sexually_liberal_trigger = yes
}
}
}
modifier = { # Faith considerations
factor = 0
scope:recipient = {
faith = {
faith_hostility_level = {
target = scope:actor.faith
value >= faith_hostile_level
}
}
NOR = {
has_relation_friend = scope:actor
has_relation_best_friend = scope:actor
}
}
}
}
on_send = {
scope:secondary_recipient = { # to block the same character from being offered twice
add_character_flag = {
flag = has_been_offered_as_concubine
days = 5
}
}
}
on_accept = {
concubine_offer_on_accept_effect = yes
# If we're a clan this interaction affects unity
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = minor_unity_gain
DESC = clan_unity_concubinage_offer.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
on_decline = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_bad
title = msg_concubine_offer_rejected_title
right_icon = scope:recipient
left_icon = scope:secondary_recipient
custom_tooltip = msg_concubine_offer_rejected
}
}
# If we're a clan this interaction affects unity
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = medium_unity_loss
DESC = clan_unity_concubinage_offer_decline.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
send_options_exclusive = no
send_option = {
is_valid = {
scope:actor = {
has_usable_hook = scope:recipient
}
}
flag = hook
localization = SCHEME_HOOK
}
should_use_extra_icon = {
scope:actor = { has_usable_hook = scope:recipient }
}
extra_icon = "gfx/interface/icons/character_interactions/hook_icon.dds"
}
dismiss_concubine_interaction = {
category = interaction_category_diplomacy
use_diplomatic_range = no
icon = concubine_icon
is_shown = {
scope:recipient = {
is_concubine_of = scope:actor
}
}
is_valid_showing_failures_only = {
scope:recipient = { NOT = { has_strong_hook = scope:actor } }
scope:actor = {
custom_tooltip = {
NOT = {
var:family_widow_forbidden_divorce ?= scope:recipient
}
text = BOUND_TO_FAMILY_WIDOW
}
}
}
auto_accept = yes
on_accept = {
scope:actor = {
stress_impact = {
compassionate = minor_stress_impact_gain
}
hidden_effect = {
send_interface_toast = {
type = event_toast_effect_neutral
title = msg_concubine_dismissed_title
right_icon = scope:recipient
remove_concubine = scope:recipient
}
}
}
scope:recipient = {
# No point in sending a notification since the player can't be an unlanded concubine in any case
# trigger_event = marriage_interaction.0050
# Being thrown aside is humiliating, even if you didn't want to be a concubine in the first place.
add_opinion = {
modifier = set_me_aside_opinion
target = scope:actor
}
if = {
limit = { scope:actor = { has_relation_lover = scope:recipient } }
lover_breakup_effect = {
BREAKER = scope:actor
LOVER = scope:recipient
}
}
# Figure out where we should go now that we're no longer a concubine.
if = {
limit = {
is_councillor_of = scope:actor
}
# Then they should remain in court
}
else_if = { #Dismiss to relevant court, or to pool
limit = {
any_close_family_member = {
is_landed_or_landless_administrative = yes
}
}
random_close_family_member = {
limit = {
is_child_of = scope:recipient
is_landed_or_landless_administrative = yes
}
alternative_limit = {
is_parent_of = scope:recipient
is_landed_or_landless_administrative = yes
}
alternative_limit = {
is_landed_or_landless_administrative = yes
}
add_courtier = scope:recipient
}
}
else = {
move_to_pool = yes
}
}
# If we're a clan this interaction affects unity
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = medium_unity_loss
DESC = clan_unity_concubinage_dismissal.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
}
divorce_character_interaction = {
category = interaction_category_diplomacy
use_diplomatic_range = no
icon = icon_marriage
desc = divorce_character_interaction_desc
cost = { piety = divorce_cost }
is_shown = {
scope:actor.faith = {
# We are not required to seek approval of a spiritual HoF
NAND = {
has_doctrine = doctrine_divorce_approval
has_doctrine = doctrine_spiritual_head
exists = religious_head
}
# We are not required to seek approval of a house head
NAND = {
has_doctrine = doctrine_divorce_approval
exists = scope:actor.house
exists = scope:actor.house.house_head
scope:actor = { is_house_head = no }
}
}
scope:recipient = {
is_spouse_of = scope:actor
is_concubine = no # Can set aside Concubines at any time
}
}
is_valid_showing_failures_only = {
custom_tooltip = {
NOT = {
scope:actor.culture = {
has_cultural_parameter = cannot_divorce
}
}
text = CULTURE_FORBIDS_DIVORCE
}
NOT = {
scope:actor.faith = {
has_doctrine = doctrine_divorce_disallowed
}
}
scope:recipient = { NOT = { has_strong_hook = scope:actor } }
scope:actor = {
custom_tooltip = {
NOT = {
var:family_widow_forbidden_divorce ?= scope:recipient
}
text = BOUND_TO_FAMILY_WIDOW
}
}
}
auto_accept = yes
on_accept = {
scope:actor = {
divorce_effect = {
DIVORCER = scope:actor
DIVORCEE = scope:recipient
}
if = {
limit = {
allowed_concubines = yes
}
custom_tooltip = divorce_cannot_concubine_ex_wife
}
}
scope:recipient = {
trigger_event = marriage_interaction.0030
}
# If we're a clan this interaction affects unity
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = major_unity_loss
DESC = clan_unity_divorce.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
# AI
ai_targets = {
ai_recipients = spouses
}
ai_frequency_by_tier = {
barony = 0
county = 72
duchy = 36
kingdom = 36
empire = 36
hegemony = 36
}
ai_potential = {
is_ruler = yes
}
ai_will_do = {
base = 0
modifier = { # The AI wants to divorce should they not have an heir that is their own child, and their spouse is infertile
add = 100
scope:actor = {
fertility > 0.1
NOT = {
any_child = {
is_heir_of = scope:actor
}
}
}
scope:recipient = {
is_ai = yes
fertility < 0.1
}
}
modifier = { # The AI will divorce if they're in a same-sex marriage and their faith changes its stance on the topic
add = 100
scope:actor = {
sex_same_as = scope:recipient
allowed_to_marry_same_sex_trigger = no
}
}
}
}
divorce_character_house_head_interaction = {
category = interaction_category_diplomacy
use_diplomatic_range = no
icon = icon_marriage
cost = {
piety = divorce_cost
}
redirect = {
scope:recipient = {
save_scope_as = secondary_recipient
}
if = {
limit = {
exists = scope:actor.house.house_head
}
scope:actor.house.house_head = {
save_scope_as = recipient
}
}
}
greeting = positive
notification_text = ASK_FOR_DIVORCE_NOTIFICATION
is_shown = {
exists = scope:actor.house.house_head
scope:actor != scope:actor.house.house_head # no need to ask yourself
scope:actor.faith = {
has_doctrine = doctrine_divorce_approval
}
NAND = {
exists = scope:actor.faith.religious_head
scope:actor.faith = {
has_doctrine = doctrine_spiritual_head
}
}
scope:secondary_recipient = {
is_spouse_of = scope:actor
is_concubine = no # Can set aside Concubines at any time
}
}
is_valid_showing_failures_only = {
custom_tooltip = {
NOT = {
scope:actor.culture = {
has_cultural_parameter = cannot_divorce
}
}
text = CULTURE_FORBIDS_DIVORCE
}
NOT = {
scope:secondary_recipient = { has_strong_hook = scope:actor }
}
scope:actor = {
custom_tooltip = {
NOT = {
var:family_widow_forbidden_divorce ?= scope:recipient
}
text = BOUND_TO_FAMILY_WIDOW
}
}
}
ai_accept = {
base = 0 # Should be 0 for all interactions
divorce_character_ai_accept_modifier = yes
modifier = { # Infertility
add = 20
desc = DIVORCE_INFERTILE
scope:actor = {
fertility > 0.1
}
scope:secondary_recipient = {
fertility < 0.1
is_eunuch_trigger = no
NOT = {
any_child = {
is_child_of = scope:actor
}
}
}
}
modifier = { # Negative for having given you children
add = -50
desc = DIVORCE_GIVEN_CHILDREN
scope:secondary_recipient = {
any_child = {
count >= 3
is_child_of = scope:actor
dynasty ?= scope:actor.dynasty
}
}
}
modifier = { # They are of the same dynasty as the House Head
trigger = { scope:recipient != scope:secondary_recipient }
add = -10
desc = THEY_ARE_MY_DYNASTY_MEMBER
scope:recipient = {
is_lowborn = no
exists = dynasty
NOR = {
is_cousin_of = scope:secondary_recipient
is_close_or_extended_family_of = scope:secondary_recipient
}
dynasty = scope:secondary_recipient.dynasty
NOR = {
house = scope:secondary_recipient.house
is_close_or_extended_family_of = scope:actor
is_cousin_of = scope:actor
is_child_of = scope:actor
AND = {
exists = scope:actor.dynasty
scope:recipient.dynasty = scope:actor.dynasty
}
}
}
}
modifier = { # They are of the same house as the House Head
trigger = { scope:recipient != scope:secondary_recipient }
add = -20
desc = THEY_ARE_MY_HOUSE_MEMBER
scope:recipient = {
is_lowborn = no
NOR = {
is_cousin_of = scope:secondary_recipient
is_close_or_extended_family_of = scope:secondary_recipient
}
house = scope:secondary_recipient.house
NOR = {
house = scope:actor.house
is_close_or_extended_family_of = scope:actor
is_cousin_of = scope:actor
is_child_of = scope:actor
scope:recipient.house = scope:actor.house
}
}
}
modifier = { # They are close kin to the House Head
trigger = { scope:recipient != scope:secondary_recipient }
add = -35
desc = THEY_ARE_MY_CLOSE_KIN
scope:recipient = {
OR = {
is_cousin_of = scope:secondary_recipient
is_close_or_extended_family_of = scope:secondary_recipient
}
}
}
modifier = {
add = intimidated_reason_value
scope:recipient = {
target_is_liege_or_above = scope:actor
has_dread_level_towards = {
target = scope:actor
level = 1
}
}
desc = INTIMIDATED_REASON
}
modifier = {
add = cowed_reason_value
scope:recipient = {
target_is_liege_or_above = scope:actor
has_dread_level_towards = {
target = scope:actor
level = 2
}
}
desc = COWED_REASON
}
modifier = {
add = intimidated_external_reason_value
scope:recipient = {
NOT = { target_is_liege_or_above = scope:actor }
has_dread_level_towards = {
target = scope:actor
level = 1
}
}
desc = INTIMIDATED_REASON
}
modifier = {
add = cowed_external_reason_value
scope:recipient = {
NOT = { target_is_liege_or_above = scope:actor }
has_dread_level_towards = {
target = scope:actor
level = 2
}
}
desc = COWED_REASON
}
modifier = { # You're in a same-sex marriage and your faith doesn't allow it
add = 100
desc = SAME_SEX_MARRIAGE_FAITH_REASON_ACTOR
scope:actor.faith = scope:recipient.faith
scope:actor = {
sex_same_as = scope:secondary_recipient
allowed_to_marry_same_sex_trigger = no
}
}
modifier = { # You're in a same-sex marriage and their faith doesn't allow it
add = 100
desc = SAME_SEX_MARRIAGE_FAITH_REASON
scope:secondary_recipient.faith = scope:recipient.faith
scope:secondary_recipient = {
sex_same_as = scope:actor
allowed_to_marry_same_sex_trigger = no
}
}
# Unity modifiers
evaluate_action_decreasing_house_unity = {
VALUE = 100
}
}
auto_accept = {
custom_description = {
text = "spending_hook"
subject = scope:actor
object = scope:recipient
scope:divorce_hook = yes
}
}
send_option = {
is_shown = {
scope:actor != scope:recipient
}
is_valid = {
scope:actor = {
has_usable_hook = scope:recipient
}
}
flag = divorce_hook
localization = GENERIC_SPEND_A_HOOK
}
should_use_extra_icon = {
scope:actor = { has_usable_hook = scope:recipient }
}
extra_icon = "gfx/interface/icons/character_interactions/hook_icon.dds"
send_options_exclusive = no
ai_min_reply_days = 1
ai_max_reply_days = 5
on_accept = {
if = {
limit = { always = scope:divorce_hook }
scope:actor = {
if = {
limit = {
has_usable_hook = scope:recipient
}
use_hook = scope:recipient
}
}
}
if = {
limit = {
scope:actor = scope:actor.house.house_head
}
scope:actor = {
divorce_effect = {
DIVORCER = scope:actor
DIVORCEE = scope:secondary_recipient
}
}
}
else = {
show_as_tooltip = {
scope:actor = {
divorce_effect = {
DIVORCER = scope:actor
DIVORCEE = scope:secondary_recipient
}
}
}
scope:actor = {
trigger_event = religious_interaction.2
}
}
# If we're a clan this interaction affects unity
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = major_unity_loss
DESC = clan_unity_divorce_grant.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
on_decline = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_bad
title = divorce_character_rel_head_interaction_decline_notification
right_icon = scope:actor.house.house_head
}
}
# If we're a clan this interaction affects unity
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = minor_unity_loss
DESC = clan_unity_divorce_grant_refusal.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
# AI
ai_targets = {
ai_recipients = spouses
}
ai_frequency_by_tier = {
barony = 0
county = 72
duchy = 36
kingdom = 36
empire = 36
hegemony = 36
}
ai_potential = {
is_ruler = yes
}
ai_will_do = {
base = 0
modifier = { # The AI wants to divorce should they not have an heir that is their own child, and their spouse is infertile
add = 100
scope:actor = {
fertility > 0.1
NOT = {
any_child = {
is_heir_of = scope:actor
}
}
}
scope:secondary_recipient = {
is_ai = yes
fertility < 0.1
}
}
modifier = { # The AI will only use a Hook if they couldn't otherwise do this
scope:divorce_hook = yes
add = -1
}
modifier = { # You're in a same-sex marriage and your faith doesn't allow it
add = 100
scope:actor = {
sex_same_as = scope:secondary_recipient
allowed_to_marry_same_sex_trigger = no
}
}
}
}
divorce_character_rel_head_interaction = {
category = interaction_category_diplomacy
use_diplomatic_range = no
icon = icon_marriage
cost = {
piety = divorce_cost
}
redirect = {
scope:recipient = {
save_scope_as = secondary_recipient
}
if = {
limit = {
exists = scope:actor.faith.religious_head
}
scope:actor.faith.religious_head = {
save_scope_as = recipient
}
}
}
greeting = positive
notification_text = ASK_FOR_DIVORCE_NOTIFICATION
is_shown = {
exists = scope:actor.faith.religious_head
scope:actor.faith = {
has_doctrine = doctrine_spiritual_head
has_doctrine = doctrine_divorce_approval
}
scope:secondary_recipient = {
is_spouse_of = scope:actor
is_concubine = no # Can set aside Concubines at any time
}
}
is_valid_showing_failures_only = {
scope:actor = {
NOT = { has_trait = excommunicated }
}
custom_tooltip = {
NOT = {
scope:actor.culture = {
has_cultural_parameter = cannot_divorce
}
}
text = CULTURE_FORBIDS_DIVORCE
}
NOT = {
scope:secondary_recipient = { has_strong_hook = scope:actor }
}
scope:actor = {
custom_tooltip = {
NOT = {
var:family_widow_forbidden_divorce ?= scope:recipient
}
text = BOUND_TO_FAMILY_WIDOW
}
}
}
ai_accept = {
base = 0 # Should be 0 for all interactions
divorce_character_ai_accept_modifier = yes
modifier = { # Divine Family is part of the faith
add = -100
desc = DIVORCE_INCESTUOUS
scope:actor = {
is_close_or_extended_family_of = scope:secondary_recipient
faith = { has_doctrine = tenet_divine_marriage }
}
}
modifier = { # More likely if the marriage is incestuous, unless Divine Family is part of the faith
add = 100
desc = DIVORCE_INCESTUOUS
scope:actor = {
relation_with_character_is_incestuous_in_my_faith_trigger = { CHARACTER = scope:secondary_recipient }
}
}
modifier = { # They are of the same dynasty as the Head of Faith
add = -5
desc = THEY_ARE_MY_DYNASTY_MEMBER
scope:recipient = {
is_lowborn = no
exists = dynasty
exists = scope:secondary_recipient.dynasty
dynasty = scope:secondary_recipient.dynasty
NOR = {
house = scope:secondary_recipient.house
is_close_or_extended_family_of = scope:actor
is_cousin_of = scope:actor
is_child_of = scope:actor
scope:recipient.dynasty = scope:actor.dynasty
}
}
}
modifier = { # You are of the same dynasty as the Head of Faith
add = 5
desc = YOU_ARE_MY_DYNASTY_MEMBER
scope:recipient = {
is_lowborn = no
exists = dynasty
exists = scope:actor.dynasty
dynasty = scope:actor.dynasty
NOR = {
is_close_or_extended_family_of = scope:actor
is_cousin_of = scope:actor
is_child_of = scope:actor
scope:recipient.dynasty = scope:secondary_recipient.dynasty
}
}
}
modifier = { # They are of the same house as the Head of Faith
add = -10
desc = THEY_ARE_MY_HOUSE_MEMBER
scope:recipient = {
is_lowborn = no
exists = house
exists = scope:secondary_recipient.house
house = scope:secondary_recipient.house
NOR = {
house = scope:actor.house
is_close_or_extended_family_of = scope:actor
is_cousin_of = scope:actor
is_child_of = scope:actor
scope:recipient.house = scope:actor.house
}
}
}
modifier = { # You are of the same house as the Head of Faith
add = 10
desc = YOU_ARE_MY_HOUSE_MEMBER
scope:recipient = {
is_lowborn = no
exists = house
exists = scope:actor.house
house = scope:actor.house
NOR = {
is_close_or_extended_family_of = scope:actor
is_cousin_of = scope:actor
is_child_of = scope:actor
scope:recipient.house = scope:secondary_recipient.house
}
}
}
modifier = { # Related to the Head of Faith
add = 25
desc = YOU_ARE_MY_RELATIVE
scope:recipient = {
OR = {
is_close_or_extended_family_of = scope:actor
is_cousin_of = scope:actor
}
NOT = { is_child_of = scope:actor }
}
}
modifier = { # Parent of the Head of Faith
add = 50
desc = PARENTS #YOU_ARE_MY_PARENT
scope:recipient = {
is_child_of = scope:actor
}
}
modifier = {
add = {
add = 10
multiply = scope:actor.num_virtuous_traits
}
scope:actor.num_virtuous_traits > 0
desc = I_AM_VIRTUOUS
}
modifier = {
add = {
add = -10
multiply = scope:secondary_recipient.num_virtuous_traits
}
scope:secondary_recipient.num_virtuous_traits > 0
desc = THEY_ARE_VIRTUOUS
}
modifier = {
add = {
add = -10
multiply = scope:actor.num_sinful_traits
}
scope:actor.num_sinful_traits > 0
desc = I_AM_SINFUL
}
modifier = {
add = {
add = 10
multiply = scope:secondary_recipient.num_sinful_traits
}
scope:secondary_recipient.num_sinful_traits > 0
desc = THEY_ARE_SINFUL
}
modifier = { # You're in a same-sex marriage and your faith doesn't allow it
add = 100
desc = SAME_SEX_MARRIAGE_FAITH_REASON_ACTOR
scope:actor.faith = scope:recipient.faith
scope:actor = {
sex_same_as = scope:secondary_recipient
allowed_to_marry_same_sex_trigger = no
}
}
modifier = { # You're in a same-sex marriage and their faith doesn't allow it
add = 100
desc = SAME_SEX_MARRIAGE_FAITH_REASON
scope:secondary_recipient.faith = scope:recipient.faith
scope:secondary_recipient = {
sex_same_as = scope:actor
allowed_to_marry_same_sex_trigger = no
}
}
modifier = { # You have denounced them as impotent (ep2_wedding.1061)
add = 30
desc = THEY_ARE_ACCUSED_IMPOTENCY
scope:secondary_recipient = {
has_character_modifier = wedding_accused_impotency_modifier
}
}
# Unity modifiers
evaluate_action_decreasing_house_unity = {
VALUE = 100
}
}
auto_accept = {
custom_description = {
text = "spending_hook"
subject = scope:actor
object = scope:recipient
scope:divorce_hook = yes
}
}
send_option = {
is_valid = {
scope:actor = {
has_usable_hook = scope:recipient
}
}
flag = divorce_hook
localization = GENERIC_SPEND_A_HOOK
}
should_use_extra_icon = {
scope:actor = { has_usable_hook = scope:recipient }
}
extra_icon = "gfx/interface/icons/character_interactions/hook_icon.dds"
send_options_exclusive = no
ai_min_reply_days = 1
ai_max_reply_days = 5
on_accept = {
if = {
limit = { always = scope:divorce_hook }
scope:actor = {
if = {
limit = {
has_usable_hook = scope:recipient
}
use_hook = scope:recipient
}
}
}
show_as_tooltip = {
scope:actor = {
divorce_effect = {
DIVORCER = scope:actor
DIVORCEE = scope:secondary_recipient
}
}
}
scope:actor = {
trigger_event = religious_interaction.1
}
# If we're a clan this interaction affects unity
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = major_unity_loss
DESC = clan_unity_alliance.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
on_decline = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_bad
title = divorce_character_rel_head_interaction_decline_notification
right_icon = scope:actor.faith.religious_head
}
}
# If we're a clan this interaction affects unity
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = minor_unity_loss
DESC = clan_unity_alliance.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
# AI
ai_targets = {
ai_recipients = spouses
}
ai_frequency_by_tier = {
barony = 0
county = 72
duchy = 36
kingdom = 36
empire = 36
hegemony = 36
}
ai_potential = {
is_ruler = yes
}
ai_will_do = {
base = 0
modifier = { # The AI wants to divorce should they not have an heir that is their own child, and their spouse is infertile
add = 100
scope:actor = {
fertility > 0.1
NOT = {
any_child = {
is_heir_of = scope:actor
}
}
}
scope:secondary_recipient = {
is_ai = yes
fertility < 0.1
}
}
modifier = { # The AI will only use a Hook if they couldn't otherwise do this
scope:divorce_hook = yes
add = -1
}
modifier = { # You're in a same-sex marriage and your faith doesn't allow it
add = 100
scope:actor = {
sex_same_as = scope:secondary_recipient
allowed_to_marry_same_sex_trigger = no
}
}
}
}
divorce_character_dynast_request_interaction = {
category = interaction_category_diplomacy
use_diplomatic_range = no
icon = icon_dynasty
desc = divorce_character_dynast_request_interaction_desc
cost = {
piety = divorce_cost
renown = scope:actor.dynasty.minor_dynasty_prestige_value
}
redirect = {
scope:recipient = {
save_scope_as = secondary_actor
}
if = {
limit = {
exists = scope:recipient.primary_spouse
}
scope:recipient.primary_spouse = {
save_scope_as = recipient
}
}
}
is_shown = {
scope:secondary_actor != scope:actor
scope:secondary_actor.dynasty.dynast = scope:actor
scope:actor.faith = {
# We are not required to seek approval of a spiritual HoF
NAND = {
has_doctrine = doctrine_divorce_approval
has_doctrine = doctrine_spiritual_head
exists = religious_head
}
}
OR = {
AND = {
scope:actor.faith != scope:secondary_actor.faith
# They are not required to seek approval of a spiritual HoF of the Dynasty Member
scope:secondary_actor.faith = {
NOT = {
has_doctrine = doctrine_divorce_approval
}
}
}
scope:actor.faith = scope:secondary_actor.faith
}
scope:recipient = {
is_spouse_of = scope:secondary_actor
is_concubine = no # Can set aside Concubines at any time
}
}
is_valid_showing_failures_only = {
custom_tooltip = {
NOT = {
scope:actor.culture = {
has_cultural_parameter = cannot_divorce
}
}
text = CULTURE_FORBIDS_DIVORCE
}
NOT = {
scope:actor.faith = {
has_doctrine = doctrine_divorce_disallowed
}
}
scope:actor.dynasty = {
dynasty_prestige >= minor_dynasty_prestige_value
}
NOT = {
scope:secondary_actor.faith = {
has_doctrine = doctrine_divorce_disallowed
}
}
scope:secondary_actor = { NOT = { has_strong_hook = scope:actor } }
trigger_if = {
limit = {
scope:secondary_actor = {
NOR = {
is_child_of = scope:actor
is_grandchild_of = scope:actor
is_great_grandchild_of = scope:actor
}
}
}
custom_description = {
scope:secondary_actor.top_liege = scope:actor.top_liege
text = "same_realm_as"
}
}
scope:actor = {
custom_tooltip = {
NOT = {
var:family_widow_forbidden_divorce ?= scope:recipient
}
text = BOUND_TO_FAMILY_WIDOW
}
}
}
auto_accept = yes
on_accept = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_good
title = divorce_character_dynast_request_interaction_title
custom_tooltip = divorce_character_dynast_request_interaction_desc
left_icon = scope:secondary_actor
right_icon = scope:recipient
}
}
scope:secondary_actor = {
divorce_effect = {
DIVORCER = scope:secondary_actor
DIVORCEE = scope:recipient
}
add_opinion = {
modifier = forced_divorce_opinion
target = scope:actor
}
}
if = {
limit = {
scope:recipient != scope:actor
}
scope:recipient = {
trigger_event = marriage_interaction.0030
add_opinion = {
modifier = forced_divorce_opinion
target = scope:actor
}
}
}
}
# AI
ai_targets = {
ai_recipients = dynasty
max = 10
}
ai_frequency_by_tier = {
barony = 0
county = 144
duchy = 72
kingdom = 72
empire = 72
hegemony = 72
}
ai_potential = {
is_ruler = yes
}
ai_will_do = {
base = 0
modifier = { # The AI wants to force a divorce if their heir is not from their dynasty and current marriage within the dynasty are not promising
add = 100
scope:secondary_actor = {
fertility > 0.1
}
scope:recipient = {
is_ai = yes
fertility < 0.1
}
exists = scope:actor.primary_heir
exists = scope:actor.primary_heir.dynasty
scope:actor.primary_heir.dynasty != this.dynasty
}
#Players should not be targeted
modifier = {
add = -1000
OR = {
scope:secondary_actor = { is_ai = no }
scope:recipient = { is_ai = no }
}
}
}
}
divorce_character_dynast_request_rel_head_interaction = {
category = interaction_category_diplomacy
use_diplomatic_range = no
icon = icon_dynasty
cost = {
piety = divorce_cost
renown = scope:actor.dynasty.minor_dynasty_prestige_value
}
redirect = {
scope:recipient = {
save_scope_as = secondary_actor
}
if = {
limit = {
exists = scope:recipient.primary_spouse
}
scope:recipient.primary_spouse = {
save_scope_as = secondary_recipient
}
}
if = {
limit = {
exists = scope:actor.faith.religious_head
}
scope:actor.faith.religious_head = {
save_scope_as = recipient
}
}
}
greeting = positive
notification_text = ASK_FOR_DIVORCE_NOTIFICATION
is_shown = {
scope:secondary_actor != scope:actor
scope:secondary_actor.dynasty.dynast = scope:actor
NOT = {
scope:secondary_actor = { is_spouse_of = scope:actor }
}
exists = scope:secondary_recipient
scope:actor.faith = scope:secondary_actor.faith
exists = scope:actor.faith.religious_head
scope:actor.faith = {
has_doctrine = doctrine_spiritual_head
has_doctrine = doctrine_divorce_approval
}
}
is_valid_showing_failures_only = {
custom_tooltip = {
NOT = {
scope:actor.culture = {
has_cultural_parameter = cannot_divorce
}
}
text = CULTURE_FORBIDS_DIVORCE
}
scope:actor.dynasty = {
dynasty_prestige >= minor_dynasty_prestige_value
}
scope:secondary_actor = { NOT = { has_strong_hook = scope:actor } }
trigger_if = {
limit = {
scope:secondary_actor = {
NOR = {
is_child_of = scope:actor
is_grandchild_of = scope:actor
is_great_grandchild_of = scope:actor
}
}
}
custom_description = {
scope:secondary_actor.top_liege = scope:actor.top_liege
text = "same_realm_as"
}
}
scope:actor = {
custom_tooltip = {
NOT = {
var:family_widow_forbidden_divorce ?= scope:recipient
}
text = BOUND_TO_FAMILY_WIDOW
}
}
}
ai_accept = {
base = 0 # Should be 0 for all interactions
divorce_character_ai_accept_modifier = yes
modifier = { # Divine Family is part of the faith
add = -100
desc = DIVORCE_INCESTUOUS
scope:secondary_actor = {
is_close_or_extended_family_of = scope:secondary_recipient
faith = { has_doctrine = tenet_divine_marriage }
}
}
modifier = { # More likely if the marriage is incestuous, unless Divine Family is part of the faith
add = 100
desc = DIVORCE_INCESTUOUS
scope:secondary_actor = {
relation_with_character_is_incestuous_in_my_faith_trigger = { CHARACTER = scope:secondary_recipient }
}
}
modifier = { # You are of the same dynasty as the Head of Faith
add = 5
desc = YOU_ARE_MY_DYNASTY_MEMBER
scope:recipient = {
is_lowborn = no
dynasty = scope:actor.dynasty
NOR = {
is_close_or_extended_family_of = scope:actor
is_cousin_of = scope:actor
is_child_of = scope:actor
scope:recipient.dynasty = scope:secondary_recipient.dynasty
}
}
}
modifier = { # You are of the same house as the Head of Faith
add = 10
desc = YOU_ARE_MY_HOUSE_MEMBER
scope:recipient = {
is_lowborn = no
house = scope:actor.house
NOR = {
is_close_or_extended_family_of = scope:actor
is_cousin_of = scope:actor
is_child_of = scope:actor
scope:recipient.house = scope:secondary_recipient.house
}
}
}
modifier = { # Related to the Head of Faith
add = 25
desc = YOU_ARE_MY_RELATIVE
scope:recipient = {
OR = {
is_close_or_extended_family_of = scope:actor
is_cousin_of = scope:actor
}
NOT = { is_child_of = scope:actor }
}
}
modifier = { # Parent of the Head of Faith
add = 50
desc = PARENTS #YOU_ARE_MY_PARENT
scope:recipient = {
is_child_of = scope:actor
}
}
modifier = {
add = {
add = 10
multiply = scope:actor.num_virtuous_traits
}
scope:actor.num_virtuous_traits > 0
desc = I_AM_VIRTUOUS
}
modifier = {
add = {
add = -10
multiply = scope:secondary_recipient.num_virtuous_traits
}
scope:secondary_recipient.num_virtuous_traits > 0
desc = THEY_ARE_VIRTUOUS
}
modifier = {
add = {
add = -10
multiply = scope:actor.num_sinful_traits
}
scope:actor.num_sinful_traits > 0
desc = I_AM_SINFUL
}
modifier = {
add = {
add = 10
multiply = scope:secondary_recipient.num_sinful_traits
}
scope:secondary_recipient.num_sinful_traits > 0
desc = THEY_ARE_SINFUL
}
}
auto_accept = {
custom_description = {
text = "spending_hook"
subject = scope:actor
object = scope:recipient
scope:divorce_hook = yes
}
}
send_option = {
is_valid = {
scope:actor = {
has_usable_hook = scope:recipient
}
}
flag = divorce_hook
localization = GENERIC_SPEND_A_HOOK
}
should_use_extra_icon = {
scope:actor = { has_usable_hook = scope:recipient }
}
extra_icon = "gfx/interface/icons/character_interactions/hook_icon.dds"
send_options_exclusive = no
ai_min_reply_days = 1
ai_max_reply_days = 5
on_accept = {
if = {
limit = { always = scope:divorce_hook }
scope:actor = {
if = {
limit = {
has_usable_hook = scope:recipient
}
use_hook = scope:recipient
}
}
}
scope:actor = {
trigger_event = religious_interaction.6
}
scope:secondary_actor = {
divorce_effect = {
DIVORCER = scope:secondary_actor
DIVORCEE = scope:secondary_recipient
}
add_opinion = {
modifier = forced_divorce_opinion
target = scope:actor
}
}
scope:secondary_recipient = {
add_opinion = {
modifier = forced_divorce_opinion
target = scope:actor
}
}
}
on_decline = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_bad
title = divorce_character_dynast_request_rel_head_interaction_decline_notification
right_icon = scope:actor.faith.religious_head
}
}
}
# AI
ai_targets = {
ai_recipients = dynasty
max = 10
}
ai_frequency_by_tier = {
barony = 0
county = 144
duchy = 72
kingdom = 72
empire = 72
hegemony = 72
}
ai_potential = {
is_ruler = yes
}
ai_will_do = {
base = 0
modifier = { # The AI wants to force a divorce if their heir is not from their dynasty and current marriage within the dynasty are not promising
add = 100
scope:secondary_actor = {
fertility > 0.1
}
scope:secondary_recipient = {
is_ai = yes
fertility < 0.1
}
exists = scope:actor.primary_heir
exists = scope:actor.primary_heir.dynasty
scope:actor.primary_heir.dynasty != this.dynasty
}
modifier = { # The AI will only use a Hook if they couldn't otherwise do this
scope:divorce_hook = yes
add = -1
}
#Players should not be targeted
modifier = {
add = -1000
OR = {
scope:secondary_actor = { is_ai = no }
scope:secondary_recipient = { is_ai = no }
}
}
}
}
elope_interaction = {
icon = icon_scheme_elope
category = interaction_category_friendly
scheme = elope
desc = elope_interaction_desc
notification_text = elope_interaction_notification
ai_targets = {
ai_recipients = realm_characters
chance = 0.25
}
ai_target_quick_trigger = {
adult = yes
attracted_to_owner = yes
owner_attracted = yes
}
ai_frequency_by_tier = {
barony = 0
county = 144
duchy = 36
kingdom = 0
empire = 0
hegemony = 0
}
redirect = {
scope:recipient = {
save_scope_as = secondary_recipient
}
}
is_shown = {
scope:actor = {
OR = {
has_relation_lover = scope:recipient
has_relation_soulmate = scope:recipient
AND = {
has_government = landless_adventurer_government
has_perk = accomplished_forger_perk
}
}
}
scope:recipient = {
is_adult = yes
is_courtier = yes
NOR = {
is_courtier_of = scope:actor
is_consort_of = scope:actor
}
could_marry_character_trigger = { CHARACTER = scope:actor }
}
}
is_valid_showing_failures_only = {
scope:actor = {
can_start_scheme = {
type = elope
target_character = scope:recipient
}
}
trigger_if = { #For landless adventurers we check range.
limit = {
scope:actor = {
is_landless_adventurer = yes
}
}
ep3_laamp_diplo_range_trigger = {
TARGET = scope:recipient
LAAMP = scope:actor
}
}
}
ai_accept = {
base = 0
elopment_ai_accept_modifier = yes
}
ai_potential = {
is_adult = yes
OR = {
any_relation = { type = lover }
any_relation = { type = soulmate }
}
NOR = {
has_trait = celibate
scheme_generic_ai_blocker_trigger = yes
}
}
ai_min_reply_days = 1
ai_max_reply_days = 3
on_accept = {
scope:actor = {
stress_impact = {
honest = minor_stress_impact_gain
just = minor_stress_impact_gain
}
show_as_tooltip = {
elope_success_effect = {
TARGET = scope:recipient
OWNER = scope:actor
}
}
}
hidden_effect = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_good
title = elope_interaction_notification
left_icon = scope:actor
right_icon = scope:recipient
begin_scheme_basic_effect = {
SCHEME_TYPE = elope
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
}
show_as_tooltip = {
stress_impact = {
honest = minor_stress_impact_gain
just = minor_stress_impact_gain
}
}
}
}
}
}
on_decline = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_bad
title = elope_interaction_decline_toast
left_icon = scope:recipient
}
}
}
ai_will_do = {
base = 100
}
}