N3OW/common/decisions/00_cultural_tradition_decisions.txt
2026-10-30 21:04:18 +01:00

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Text

### Recruit Terrain Specialist ###
recruit_terrain_specialist_decision = {
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 60
kingdom = 60
empire = 60
hegemony = 60
}
picture = {
trigger = {
government_has_flag = government_is_nomadic
}
reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_tribal_neutral.dds"
}
picture = {
trigger = {
culture = { has_graphical_japanese_culture_group_trigger = yes }
}
reference = "gfx/interface/illustrations/decisions/tgp_dominance.dds"
}
picture = {
trigger = {
culture = { has_graphical_east_asia_culture_group_trigger = yes }
}
reference = "gfx/interface/illustrations/event_scenes/tgp_camp_asia.dds"
}
picture = {
trigger = {
culture = { has_graphical_india_culture_group_trigger = yes }
}
reference = "gfx/interface/illustrations/decisions/tgp_projects_mandala_capital.dds"
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_recruitment.dds"
}
sort_order = 10
decision_group_type = courtier
is_shown = {
# You can hire at least one type of terrain expert
OR = {
culture ?= {
OR = {
has_cultural_parameter = can_recruit_mountain_specialist
has_cultural_parameter = can_recruit_open_specialist
has_cultural_parameter = can_recruit_dry_specialist
has_cultural_parameter = can_recruit_hill_specialist
has_cultural_parameter = can_recruit_jungle_specialist
has_cultural_parameter = can_recruit_forest_specialist
has_cultural_parameter = can_recruit_winter_specialist
root = {
has_trait = nomadic_philosophy
}
}
}
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
is_landless_adventurer = no
}
is_valid = {
trigger_if = {
limit = {
government_has_flag = government_is_nomadic
}
domicile ?= {
has_domicile_building_or_higher = character_warfare_yurt_03
}
}
}
is_valid_showing_failures_only = {
is_imprisoned = no
}
desc = {
random_valid = {
triggered_desc = {
trigger = { culture = { has_cultural_parameter = can_recruit_winter_specialist } }
desc = recruit_winter_specialist_decision_desc
}
triggered_desc = {
trigger = { culture = { has_cultural_parameter = can_recruit_forest_specialist } }
desc = recruit_forest_specialist_decision_desc
}
triggered_desc = {
trigger = { culture = { has_cultural_parameter = can_recruit_mountain_specialist } }
desc = recruit_mountain_specialist_decision_desc
}
triggered_desc = {
trigger = { culture = { has_cultural_parameter = can_recruit_dry_specialist } }
desc = recruit_dry_specialist_decision_desc
}
triggered_desc = {
trigger = { culture = { has_cultural_parameter = can_recruit_hill_specialist } }
desc = recruit_hill_specialist_decision_desc
}
triggered_desc = {
trigger = { culture = { has_cultural_parameter = can_recruit_jungle_specialist } }
desc = recruit_jungle_specialist_decision_desc
}
triggered_desc = {
trigger = {
OR = {
culture = { has_cultural_parameter = can_recruit_open_specialist }
has_trait = nomadic_philosophy
}
}
desc = recruit_open_specialist_decision_desc
}
triggered_desc = {
trigger = {
NOR = {
culture = { has_cultural_parameter = can_recruit_winter_specialist }
culture = { has_cultural_parameter = can_recruit_forest_specialist }
culture = { has_cultural_parameter = can_recruit_mountain_specialist }
culture = { has_cultural_parameter = can_recruit_dry_specialist }
culture = { has_cultural_parameter = can_recruit_hill_specialist }
culture = { has_cultural_parameter = can_recruit_jungle_specialist }
culture = { has_cultural_parameter = can_recruit_open_specialist }
has_trait = nomadic_philosophy
}
}
desc = recruit_terrain_specialist_decision_desc
}
}
}
cost = {
gold = {
value = minor_gold_value
}
prestige = {
value = medium_prestige_value
}
}
cooldown = { years = 5 }
widget = {
gui = "decision_view_widget_option_list_generic"
controller = decision_option_list_controller
decision_to_second_step_button = "CHOOSE_TERRAIN_SPECIALIST_DECISION_NEXT_STEP_BUTTON"
show_from_start = yes
item = { # Winter Soldier
value = recruit_winter_specialist_decision
is_valid = {
custom_tooltip = {
text = recruit_winter_specialist_decision_valid_tt
OR = {
culture = {
has_cultural_parameter = can_recruit_winter_specialist
}
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
}
current_description = recruit_winter_specialist_decision
localization = recruit_winter_specialist_decision
icon = "gfx/interface/icons/traits/winter_soldier.dds"
ai_chance = {
value = 0
if = {
limit = {
culture = {
has_cultural_parameter = can_recruit_winter_specialist
}
}
add = 100
}
if = {
limit = {
OR = {
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
add = 50
}
if = {
limit = { has_trait = winter_soldier }
multiply = 0
}
}
}
item = { # Forest Fighter
value = recruit_forest_specialist_decision
is_valid = {
custom_tooltip = {
text = recruit_forest_specialist_decision_valid_tt
OR = {
culture = {
has_cultural_parameter = can_recruit_forest_specialist
}
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
}
current_description = recruit_forest_specialist_decision
localization = recruit_forest_specialist_decision
icon = "gfx/interface/icons/traits/forest_fighter.dds"
ai_chance = {
value = 0
if = {
limit = {
culture = {
has_cultural_parameter = can_recruit_forest_specialist
}
}
add = 100
}
if = {
limit = {
OR = {
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
add = 50
}
if = {
limit = { has_trait = forest_fighter }
multiply = 0
}
}
}
item = { # Rough Terrain Expert
value = recruit_mountain_specialist_decision
is_valid = {
custom_tooltip = {
text = recruit_mountain_specialist_decision_valid_tt
OR = {
culture = {
has_cultural_parameter = can_recruit_mountain_specialist
}
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
}
current_description = recruit_mountain_specialist_decision
localization = recruit_mountain_specialist_decision
icon = "gfx/interface/icons/traits/rough_terrain_expert.dds"
ai_chance = {
value = 0
if = {
limit = {
culture = {
has_cultural_parameter = can_recruit_mountain_specialist
}
}
add = 100
}
if = {
limit = {
OR = {
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
add = 50
}
if = {
limit = { has_trait = rough_terrain_expert }
multiply = 0
}
}
}
item = { # Desert Warrior
value = recruit_dry_specialist_decision
is_valid = {
custom_tooltip = {
text = recruit_dry_specialist_decision_valid_tt
OR = {
culture = {
has_cultural_parameter = can_recruit_dry_specialist
}
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
}
current_description = recruit_dry_specialist_decision
localization = recruit_dry_specialist_decision
icon = "gfx/interface/icons/traits/desert_warrior.dds"
ai_chance = {
value = 0
if = {
limit = {
culture = {
has_cultural_parameter = can_recruit_dry_specialist
}
}
add = 100
}
if = {
limit = {
OR = {
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
add = 50
}
if = {
limit = { has_trait = desert_warrior }
multiply = 0
}
}
}
item = { # Rough Terrain Expert
value = recruit_hill_specialist_decision
is_valid = {
custom_tooltip = {
text = recruit_hill_specialist_decision_valid_tt
OR = {
culture = {
has_cultural_parameter = can_recruit_hill_specialist
}
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
}
current_description = recruit_hill_specialist_decision
localization = recruit_hill_specialist_decision
icon = "gfx/interface/icons/traits/rough_terrain_expert.dds"
ai_chance = {
value = 0
if = {
limit = {
culture = {
has_cultural_parameter = can_recruit_hill_specialist
}
}
add = 100
}
if = {
limit = {
OR = {
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
add = 50
}
if = {
limit = { has_trait = rough_terrain_expert }
multiply = 0
}
}
}
item = { # Jungle Stalker
value = recruit_jungle_specialist_decision
is_valid = {
custom_tooltip = {
text = recruit_jungle_specialist_decision_valid_tt
OR = {
culture = {
has_cultural_parameter = can_recruit_jungle_specialist
}
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
}
current_description = recruit_jungle_specialist_decision
localization = recruit_jungle_specialist_decision
icon = "gfx/interface/icons/traits/jungle_stalker.dds"
ai_chance = {
value = 0
if = {
limit = {
culture = {
has_cultural_parameter = can_recruit_jungle_specialist
}
}
add = 100
}
if = {
limit = {
OR = {
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
add = 50
}
if = {
limit = { has_trait = jungle_stalker }
multiply = 0
}
}
}
item = { # Open Terrain Expert
value = recruit_open_specialist_decision
is_valid = {
custom_tooltip = {
text = recruit_open_specialist_decision_valid_tt
OR = {
has_trait = nomadic_philosophy
culture = {
has_cultural_parameter = can_recruit_open_specialist
}
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
}
current_description = recruit_open_specialist_decision
localization = recruit_open_specialist_decision
icon = "gfx/interface/icons/traits/open_terrain_expert.dds"
ai_chance = {
value = 0
if = {
limit = {
culture = {
has_cultural_parameter = can_recruit_open_specialist
}
}
add = 100
}
if = {
limit = {
OR = {
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
add = 50
}
if = {
limit = { has_trait = open_terrain_expert }
multiply = 0
}
}
}
}
effect = {
if = {
limit = {
OR = {
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
custom_tooltip = recruit_terrain_specialist_decision_minister_tooltip
}
else = {
custom_tooltip = recruit_terrain_specialist_decision_tooltip
}
hidden_effect = {
if = {
limit = { scope:recruit_winter_specialist_decision = yes }
recruit_terrain_specialist_effect = {
SPECIALIST_TRAIT = winter_soldier
SPECIALIST_TEMPLATE_CHARACTER = winter_commander_character
}
}
else_if = {
limit = { scope:recruit_forest_specialist_decision = yes }
recruit_terrain_specialist_effect = {
SPECIALIST_TRAIT = forest_fighter
SPECIALIST_TEMPLATE_CHARACTER = forest_commander_character
}
}
else_if = {
limit = { scope:recruit_mountain_specialist_decision = yes }
recruit_terrain_specialist_effect = {
SPECIALIST_TRAIT = rough_terrain_expert
SPECIALIST_TEMPLATE_CHARACTER = mountain_commander_character
}
}
else_if = {
limit = { scope:recruit_dry_specialist_decision = yes }
recruit_terrain_specialist_effect = {
SPECIALIST_TRAIT = desert_warrior
SPECIALIST_TEMPLATE_CHARACTER = desert_commander_character
}
}
else_if = {
limit = { scope:recruit_hill_specialist_decision = yes }
recruit_terrain_specialist_effect = {
SPECIALIST_TRAIT = rough_terrain_expert
SPECIALIST_TEMPLATE_CHARACTER = hill_commander_character
}
}
else_if = {
limit = { scope:recruit_jungle_specialist_decision = yes }
recruit_terrain_specialist_effect = {
SPECIALIST_TRAIT = jungle_stalker
SPECIALIST_TEMPLATE_CHARACTER = jungle_commander_character
}
}
else_if = {
limit = { scope:recruit_open_specialist_decision = yes }
recruit_terrain_specialist_effect = {
SPECIALIST_TRAIT = open_terrain_expert
SPECIALIST_TEMPLATE_CHARACTER = open_commander_character
}
}
}
}
ai_potential = {
OR = {
culture = {
OR = {
has_cultural_parameter = can_recruit_winter_specialist
has_cultural_parameter = can_recruit_forest_specialist
has_cultural_parameter = can_recruit_mountain_specialist
has_cultural_parameter = can_recruit_dry_specialist
has_cultural_parameter = can_recruit_hill_specialist
has_cultural_parameter = can_recruit_jungle_specialist
has_cultural_parameter = can_recruit_open_specialist
root = {
has_trait = nomadic_philosophy
}
}
}
has_title = title:e_minister_grand_marshal
has_title = title:e_minister_of_war
}
}
}
### Sacrifice Bear ###
sacrifice_bear_decision = {
picture = {
reference = "gfx/interface/illustrations/terrain_types/taiga.dds"
}
sort_order = 180
ai_check_interval = 0
cooldown = { years = 5 }
desc = sacrifice_bear_decision_desc
is_shown = {
rite ?= { rite_has_parameter = allows_bear_sacrifice }
is_landless_adventurer = no
}
is_valid_showing_failures_only = {
is_capable_adult = yes
is_imprisoned = no
}
is_valid = {
custom_tooltip = {
text = tgp_has_acquired_bear
has_character_modifier = hunt_captive_beast_modifier
}
}
effect = {
custom_tooltip = {
text = sacrifice_bear_decision_effect
trigger_event = culture_tradition_events.3100
}
}
ai_potential = {
}
ai_will_do = {
base = 100
}
}