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