N3OW/common/scripted_effects/00_decisions_effects.txt
2026-05-28 09:09:00 -04:00

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#reclaim_britannia_decision_effect = {
# every_sub_realm_county = {
# limit = {
# NOR = {
# culture = { has_cultural_pillar = heritage_goidelic }
# culture = { has_cultural_pillar = heritage_brythonic }
# }
# title_province = { geographical_region = world_europe_west_britannia }
# }
# custom = british_isles.0001.custom
# add_county_modifier = {
# modifier = reclaim_britannia_culture_modifier
# days = 3650
# }
# }
# capital_county = {
# set_county_culture = root.culture
# }
# if = {
# limit = {
# culture = { has_cultural_pillar = heritage_goidelic }
# }
# give_nickname = nick_the_tuatha_de_danann
# }
# else = {
# give_nickname = nick_pendragon
# }
#}
#
#restore_the_danelaw_effect = {
# hidden_effect = { #Should shift all dejure of all Empires owned at the time.
# title:k_england = {
# every_in_de_jure_hierarchy = {
# limit = { tier = tier_duchy }
# set_de_jure_liege_title = title:k_danelaw
# }
# }
# title:k_danelaw = {
# set_de_jure_liege_title = title:k_england.de_jure_liege
# }
# }
# give_nickname = nick_the_dane
# create_title_and_vassal_change = {
# type = created
# save_scope_as = change
# add_claim_on_loss = no
# }
# title:k_danelaw = {
# change_title_holder = {
# holder = root
# change = scope:change
# }
# }
# resolve_title_and_vassal_change = scope:change
# title:k_danelaw = {
# add_title_law = scandinavian_elective_succession_law
# }
#
# if = {
# limit = {
# NOT = { highest_held_title_tier = tier_empire }
# NOT = { has_primary_title = title:k_danelaw }
# }
# set_primary_title_to = title:k_danelaw
# }
#
# #Destroy england
# destroy_title = title:k_england
#}
create_holy_order_effect = {
hidden_effect = {
if = { # set up currencies for the HO leader, has to be saved as scope:leader
limit = {
exists = scope:leader
}
scope:leader = {
add_gold = 100 #So that they have some money to lend out
add_piety_level = 2
add_gold = holy_order_starting_gold
every_courtier = {
add_trait = order_member
}
}
# send messages
send_interface_toast = {
type = holy_order_founded_message
desc = i_created_holy_order_message
left_icon = scope:leader
right_icon = scope:new_holy_order.title
}
}
# send messages to relevant characters that HO got created
save_scope_as = holy_order_creator
every_player = {
limit = {
faith = scope:holy_order_creator.faith
this != scope:holy_order_creator
}
send_interface_message = {
type = holy_order_founded_message
desc = someone_created_holy_order_message
left_icon = scope:holy_order_creator
right_icon = scope:new_holy_order.title
}
}
every_neighboring_top_liege_realm_owner = {
limit = {
faith != scope:holy_order_creator.faith
}
send_interface_message = {
type = enemy_holy_order_founded_message
desc = other_faith_neighbor_created_holy_order_message
left_icon = scope:holy_order_creator
right_icon = scope:new_holy_order.title
}
}
# get the achievements for creating a HO
add_achievement_flag_effect = { FLAG = achievement_non_nobis_domine_flag }
if = {
limit = { exists = global_var:started_give_a_dog_a_bone_achievement }
add_achievement_global_variable_effect = {
VARIABLE = holy_order_give_a_dog_a_bone_achievement
VALUE = yes
}
}
}
# gain opinion with your HoF, if you have one and it's not you
if = {
limit = {
exists = faith.religious_head
faith.religious_head != root
}
faith.religious_head = {
add_opinion = {
target = root
modifier = founded_holy_order_opinion
}
}
}
# get a nice modifier
if = {
limit = {
NOT = { has_character_modifier = founded_holy_order_modifier }
}
add_character_modifier = {
modifier = founded_holy_order_modifier
years = 5
}
}
# and boost the fervor
faith = {
change_fervor = {
value = 10
desc = fervor_gain_holy_order_founded
}
}
}
#embrace_english_culture_effect = {
# # Scopes saves for localization
# root = {
# save_scope_as = embracer
# }
#
# # Prestige Bonus
# add_prestige = medium_prestige_gain
#
# #Convert your, and your whole family's, culture
# set_culture = culture:english
# if = {
# limit = { any_spouse = { is_playable_character = no } }
# every_spouse = {
# limit = {
# is_playable_character = no
# OR = {
# culture = culture:norman
# culture = culture:french
# }
# }
# set_culture = culture:english
# }
# }
# if = {
# limit = {
# any_close_family_member = {
# is_playable_character = no
# NOT = { is_spouse_of = root }
# }
# }
# every_close_family_member = {
# limit = {
# is_playable_character = no
# NOT = { is_spouse_of = root }
# }
# custom = all_unlanded_family_members
# set_culture = culture:english
# }
# }
# if = {
# limit = {
# any_child = {
# NOT = { is_spouse_of = root }
# }
# }
# every_child = {
# limit = {
# NOT = { is_spouse_of = root }
# }
# custom = all_children_custom
# set_culture = culture:english
# }
# }
#
# #Convert appropriate vassals, and their family
# if = {
# limit = {
# any_vassal_or_below = {
# is_ai = yes
# OR = {
# culture = culture:norman
# culture = culture:french
# }
# primary_title = {
# OR = {
# de_jure_liege = title:k_england
# de_jure_liege.de_jure_liege = title:k_england
# de_jure_liege.de_jure_liege.de_jure_liege = title:k_england
# }
# }
# }
# }
# every_vassal_or_below = {
# custom = embrace_english_culture_vassals_custom
# limit = {
# is_ai = yes
# OR = {
# culture = culture:norman
# culture = culture:french
# }
# primary_title = {
# OR = {
# de_jure_liege = title:k_england
# de_jure_liege.de_jure_liege = title:k_england
# de_jure_liege.de_jure_liege.de_jure_liege = title:k_england
# }
# }
# }
# set_culture = culture:english
# hidden_effect = {
# if = {
# limit = { any_spouse = { is_playable_character = no } }
# every_spouse = {
# limit = {
# is_playable_character = no
# OR = {
# culture = culture:norman
# culture = culture:french
# }
# }
# set_culture = culture:english
# }
# }
# if = {
# limit = {
# any_close_family_member = {
# is_playable_character = no
# NOT = { is_spouse_of = prev }
# }
# }
# every_close_family_member = {
# limit = {
# is_playable_character = no
# NOT = { is_spouse_of = prev }
# }
# custom = all_unlanded_family_members
# set_culture = culture:english
# }
# }
# if = {
# limit = {
# any_child = {
# NOT = { is_spouse_of = prev }
# }
# }
# every_child = {
# limit = {
# NOT = { is_spouse_of = prev }
# }
# custom = all_children_custom
# set_culture = culture:english
# }
# }
# if = {
# limit = {
# any_vassal_or_below = {
# is_ai = yes
# OR = {
# culture = culture:norman
# culture = culture:french
# }
# primary_title = {
# OR = {
# de_jure_liege = title:k_england
# de_jure_liege.de_jure_liege = title:k_england
# de_jure_liege.de_jure_liege.de_jure_liege = title:k_england
# }
# }
# }
# }
# every_vassal_or_below = {
# custom = embrace_english_culture_vassals_custom
# limit = {
# is_ai = yes
# OR = {
# culture = culture:norman
# culture = culture:french
# }
# primary_title = {
# OR = {
# de_jure_liege = title:k_england
# de_jure_liege.de_jure_liege = title:k_england
# de_jure_liege.de_jure_liege.de_jure_liege = title:k_england
# }
# }
# }
# set_culture = culture:english
# hidden_effect = {
# if = {
# limit = { any_spouse = { is_playable_character = no } }
# every_spouse = {
# limit = {
# is_playable_character = no
# OR = {
# culture = culture:norman
# culture = culture:french
# }
# }
# set_culture = culture:english
# }
# }
# if = {
# limit = {
# any_close_family_member = {
# is_playable_character = no
# NOT = { is_spouse_of = prev }
# }
# }
# every_close_family_member = {
# limit = {
# is_playable_character = no
# NOT = { is_spouse_of = prev }
# }
# custom = all_unlanded_family_members
# set_culture = culture:english
# }
# }
# if = {
# limit = {
# any_child = {
# NOT = { is_spouse_of = prev }
# }
# }
# every_child = {
# limit = {
# NOT = { is_spouse_of = prev }
# }
# custom = all_children_custom
# set_culture = culture:english
# }
# }
# }
# }
# }
# }
# }
# }
#
# #Flip Counties
# every_county_in_region = {
# region = custom_england
# custom = embrace_english_culture_counties_custom
# limit = {
# target_is_de_facto_liege_or_above = root.primary_title
# }
# random = {
# chance = 40
# set_county_culture = culture:english
# }
# }
#
# culture:english = {
# custom_tooltip = decision_embrace_english_culture_get_innovations
# hidden_effect = {
# reset_culture_creation_date = yes
# get_all_innovations_from = culture:norman
# get_all_innovations_from = culture:anglo_saxon
# }
# }
#
# remove_global_variable = harrying_of_the_north
# every_player = {
# limit = {
# capital_province = {
# geographical_region = world_europe_west_britannia
# }
# }
# trigger_event = ep3_story_cycle_harrying.0004
# }
# global_var:harrying_of_the_north = { end_story = yes }
#}
#
#form_portugal_decision_effects = {
# #Create the title and set proper de jure
# hidden_effect = {
# title:d_porto = {
# save_scope_as = title_d_porto
# set_de_jure_liege_title = title:k_portugal
# }
# title:d_coimbra = {
# save_scope_as = title_d_coimbra
# set_de_jure_liege_title = title:k_portugal
# }
# title:d_beja = {
# save_scope_as = title_d_beja
# set_de_jure_liege_title = title:k_portugal
# }
# title:d_algarve = {
# save_scope_as = title_d_algarve
# set_de_jure_liege_title = title:k_portugal
# }
# title:k_portugal = {
# save_scope_as = title_k_portugal
# }
# }
# custom_tooltip = form_portugal_decision_effects_de_jure_tt
#
# create_title_and_vassal_change = {
# type = created
# save_scope_as = title_change
# add_claim_on_loss = no
# }
# title:k_portugal = {
# change_title_holder = {
# holder = root
# change = scope:title_change
# }
# save_scope_as = title_k_portugal
# }
# resolve_title_and_vassal_change = scope:title_change
#
# if = {
# limit = {
# NOR = {
# primary_title = { this = title:k_portugal }
# highest_held_title_tier = tier_empire
# }
# }
# set_primary_title_to = title:k_portugal
# }
#
# hidden_effect = {
# if = {
# limit = { has_global_variable = fp2_struggle_compromise_ending }
# title:k_portugal = { fp2_struggle_compromise_create_new_empire_effect = yes }
# }
# }
#
# #Covert self & court to portuguese culture
# if = {
# limit = { NOT = { has_culture = culture:portuguese } }
#
# every_courtier = {
# limit = { has_same_culture_as = scope:portugal_former }
# add_to_list = convert_list
# }
# #transfer over innovations from previous culture.
# culture:portuguese = {
# hidden_effect = { reset_culture_creation_date = yes }
# get_all_innovations_from = scope:portugal_former.culture
# }
# set_culture = culture:portuguese
#
# every_in_list = {
# list = convert_list
# custom = portguese_convert_list #This says "every subject in the realm" even though vassals and their courts only covert later, through event
# set_culture = culture:portuguese
# }
# }
#
# # Convert Iberian counties to Portugese culture
# every_sub_realm_county = {
# limit = {
# tier = tier_county
# culture = { has_cultural_pillar = heritage_iberian }
# OR = {
# de_jure_liege = title:d_porto
# de_jure_liege = title:d_coimbra
# de_jure_liege = title:d_beja
# de_jure_liege = title:d_algarve
# }
# }
# custom = portugese_convert_iberian_counties
# set_county_culture = culture:portuguese
# }
# every_sub_realm_county = {
# limit = {
# tier = tier_county
# NOT = { culture = { has_cultural_pillar = heritage_iberian } }
# OR = {
# de_jure_liege = title:d_porto
# de_jure_liege = title:d_coimbra
# de_jure_liege = title:d_beja
# de_jure_liege = title:d_algarve
# }
# }
# custom = portugese_convert_non_iberian_counties
# random = {
# chance = 50
# set_county_culture = culture:portuguese
# }
# }
#
# #Innovations
# culture:portuguese = {
# add_random_innovation = culture_group_military
# add_random_innovation = culture_group_civic
# }
#
# #Prestige
# add_prestige = massive_prestige_gain
#}
#
#
#declare_canarias_decision_effects = {
# #Create the title and set proper de jure
# title:d_canarias = {
# save_scope_as = d_canarias
# set_de_jure_liege_title = title:k_canarias
# }
# title:k_canarias = {
# save_scope_as = title_k_canarias
# }
#
# create_title_and_vassal_change = {
# type = created
# save_scope_as = title_change
# add_claim_on_loss = no
# }
# title:k_canarias = {
# change_title_holder = {
# holder = root
# change = scope:title_change
# }
# save_scope_as = title_k_canarias
# }
# resolve_title_and_vassal_change = scope:title_change
#
# if = {
# limit = {
# NOR = {
# primary_title = { this = title:k_canarias }
# highest_held_title_tier = tier_empire
# }
# }
# set_primary_title_to = title:k_canarias
# }
#
# #Prestige
# add_prestige = massive_prestige_gain
#}
#
#
#
#unite_the_spanish_thrones_decision_effects = {
# #Prestige
# add_prestige = massive_prestige_gain
#
# #Laws
# if = {
# limit = { has_realm_law = crown_authority_0 }
# add_realm_law_skip_effects = crown_authority_2
# }
# else_if = {
# limit = {
# OR = {
# has_realm_law = crown_authority_1
# has_realm_law = crown_authority_2
# }
# }
# add_realm_law_skip_effects = crown_authority_3
# }
#
# # Coat of Arms
# if = {
# limit = { scope:spain_uniter.primary_title = title:k_castille }
# primary_title = { set_coa = k_castille_leon }
# }
# else_if = {
# limit = { scope:spain_uniter.primary_title = title:k_leon }
# primary_title = { set_coa = k_leon_castille }
# }
#
# #Handle other Kingdom titles
# title:k_castille = { add_to_list = spanish_kingdoms }
# title:k_leon = { add_to_list = spanish_kingdoms }
# title:k_spanish_galicia = { add_to_list = spanish_kingdoms }
# title:k_portugal = { add_to_list = spanish_kingdoms }
# title:k_aragon = { add_to_list = spanish_kingdoms }
# title:k_navarra = { add_to_list = spanish_kingdoms }
# title:k_andalusia = { add_to_list = spanish_kingdoms }
# title:k_badajoz = { add_to_list = spanish_kingdoms }
# title:k_valencia = { add_to_list = spanish_kingdoms }
# title:k_toledo = { add_to_list = spanish_kingdoms }
#
# custom_tooltip = unite_the_spanish_thrones_decision_titles_tt
# hidden_effect = {
# every_in_list = {
# list = spanish_kingdoms
# limit = {
# this != scope:spain_uniter.primary_title
# scope:spain_uniter = { completely_controls = prev }
# }
#
# #De jure shift all held spanish titles into your primary title
# every_in_de_jure_hierarchy = {
# limit = { tier = tier_duchy }
# set_de_jure_liege_title = scope:spain_uniter.primary_title
# }
#
# #Destroys them all!
# scope:spain_uniter = { destroy_title = prev }
# }
# }
#}
#
#unite_africa_decision_effects = {
# #Prestige
# add_prestige = massive_prestige_gain
#
# #Religion bonuses
# if = {
# limit = {
# faith = {
# OR = {
# religion_tag = islam_religion
# religion_tag = west_african_roog_religion
# religion_tag = west_african_religion
# religion_tag = west_african_bori_religion
# this = faith:coptic
#
# }
# }
# }
# add_piety = massive_piety_gain
# faith = {
# change_fervor = {
# value = medium_fervor_gain
# desc = fervor_gain_united_africa
# }
# }
#
# if = {
# limit = {
# any_vassal_or_below = {
# faith != scope:africa_uniter.faith
# is_ai = yes
# capital_province ?= { geographical_region = world_africa }
# }
# }
# every_vassal_or_below = {
# custom = every_non_root_faith_vassal_africa
# limit = {
# faith != scope:africa_uniter.faith
# is_ai = yes
# capital_province ?= { geographical_region = world_africa }
# }
# random = {
# chance = 33
# set_character_faith = scope:africa_uniter.faith
# }
# }
# }
#
# if = {
# limit = {
# any_realm_province = {
# faith != scope:africa_uniter.faith
# geographical_region = world_africa
# }
# }
# every_realm_province = {
# limit = {
# faith != scope:africa_uniter.faith
# geographical_region = world_africa
# }
# county = { add_to_list = every_realm_county }
# }
#
# every_in_list = {
# list = every_realm_county
# custom = every_non_root_faith_county_africa
# random = {
# chance = 33
# custom_tooltip = every_non_africa_uniter_faith_convert
# hidden_effect = { set_county_faith = scope:africa_uniter.faith }
# }
# }
# }
# }
#}
#
#avenge_the_battle_of_tours_decision_effects = {
#
# give_nickname = nick_the_avenger
# add_character_modifier = {
# modifier = avenger_of_the_martyrs
# }
#
# add_prestige = massive_prestige_gain
#
# #Religious bonuses
# add_piety = massive_piety_gain
# faith = {
# change_fervor = {
# value = medium_fervor_gain
# desc = fervor_gain_avenged_battle_of_tours
# }
# }
#
# add_achievement_flag_effect = { FLAG = achievement_al_andalus_flag }
#
# if = {
# limit = {
# any_vassal_or_below = {
# faith != scope:avenger.faith
# is_ai = yes
# capital_province ?= { geographical_region = world_europe_west }
# }
# }
# every_vassal_or_below = {
# custom = every_non_root_faith_vassal_west_europe
# limit = {
# faith != scope:avenger.faith
# is_ai = yes
# capital_province ?= { geographical_region = world_europe_west }
# }
# random = {
# chance = 33
# set_character_faith = scope:avenger.faith
# }
# }
# }
#
# if = {
# limit = {
# any_realm_province = {
# faith != scope:avenger.faith
# geographical_region = world_europe_west
# }
# }
# every_realm_province = {
# limit = {
# faith != scope:avenger.faith
# geographical_region = world_europe_west
# }
# county = {
# add_to_list = every_realm_county
# }
# }
#
# every_in_list = {
# list = every_realm_county
# custom = every_non_root_faith_county_west_europe
# random = {
# chance = 33
# custom_tooltip = every_non_avenger_faith_convert
# hidden_effect = { set_county_faith = scope:avenger.faith }
# }
# }
# }
#
# #Christian penalty
# if = {
# limit = { exists = scope:frankish_christian_faith }
# scope:frankish_christian_faith = {
# change_fervor = {
# value = medium_fervor_loss
# desc = fervor_loss_avenged_battle_of_tours
# }
# }
# }
#
# # Rattach south of France to the e_hispania
# title:e_france = {
# every_in_de_jure_hierarchy = {
# limit = {
# tier = tier_kingdom
# any_in_de_jure_hierarchy = {
# tier = tier_county
# title_province = { geographical_region = custom_south_francia }
# }
# }
# set_de_jure_liege_title = title:e_spain
# }
# }
#}
#
#unite_the_western_slavs_decision_effects = {
# #Prestige
# add_prestige = massive_prestige_gain
#
# #Innovations
# culture = {
# add_random_innovation = culture_group_military
# add_random_innovation = culture_group_civic
# }
#
# #Laws
# if = {
# limit = { has_realm_law = crown_authority_0 }
# add_realm_law_skip_effects = crown_authority_2
# }
# else_if = {
# limit = {
# OR = {
# has_realm_law = crown_authority_1
# has_realm_law = crown_authority_2
# }
# }
# add_realm_law_skip_effects = crown_authority_3
# }
#
# #Handle de jure drift & destructions of other kingdom titles
# title:k_poland = { add_to_list = west_slavic_kingdoms }
# title:k_pomerania = { add_to_list = west_slavic_kingdoms }
# title:k_bohemia = { add_to_list = west_slavic_kingdoms }
# title:k_sorbia = { add_to_list = west_slavic_kingdoms }
# title:k_moravia = { add_to_list = west_slavic_kingdoms }
#
# if = {
# limit = { highest_held_title_tier = tier_kingdom }
# custom_tooltip = unite_the_western_slavs_decision_titles_tt
# }
# custom_tooltip = unite_the_western_slavs_decision_titles_empire_tt
# # If Saxony has been created, shift everything back into Polabia
# if = {
# limit = {
# is_target_in_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_formed_saxony
# }
# }
# title:k_saxony = {
# every_in_de_jure_hierarchy = {
# limit = { tier = tier_duchy }
# set_de_jure_liege_title = title:k_sorbia
# }
# }
# }
# hidden_effect = {
# every_duchy = {
# limit = {
# title_capital_county.title_province ?= {
# geographical_region = custom_west_slavia
# }
# kingdom ?= {
# NOR = {
# this = title:k_poland
# this = title:k_pomerania
# this = title:k_bohemia
# this = title:k_moravia
# this = title:k_sorbia
# }
# }
# }
# set_de_jure_liege_title = title:k_sorbia
# }
# scope:western_slav_uniter = {
# #If king-tier, give them the West-Slavia title
# if = {
# limit = { highest_held_title_tier = tier_kingdom }
# create_title_and_vassal_change = {
# type = created
# save_scope_as = title_change
# add_claim_on_loss = no
# }
# title:e_west_slavia = {
# change_title_holder = {
# holder = scope:western_slav_uniter
# change = scope:title_change
# }
# }
# resolve_title_and_vassal_change = scope:title_change
# }
# # Drift kingdoms to empire
# every_in_list = {
# list = west_slavic_kingdoms
# set_de_jure_liege_title = scope:western_slav_uniter.primary_title
# }
# }
# }
#}
#
#unite_the_southern_slavs_decision_effects = {
# #Prestige
# add_prestige = massive_prestige_gain
#
# #Innovations
# culture = {
# add_random_innovation = culture_group_military
# add_random_innovation = culture_group_civic
# }
#
# #Handle de jure drift & destructions of other kingdom titles
# title:k_croatia = { add_to_list = south_slavic_kingdoms }
# title:k_serbia = { add_to_list = south_slavic_kingdoms }
# title:k_bulgaria = { add_to_list = south_slavic_kingdoms }
# title:k_dacia = { add_to_list = south_slavic_kingdoms }
# title:k_moldavia = { add_to_list = south_slavic_kingdoms }
#
# custom_tooltip = unite_the_southern_slavs_decision_titles_tt
# hidden_effect = {
# every_in_list = {
# list = south_slavic_kingdoms
# limit = {
# this != scope:southern_slav_uniter.primary_title
# scope:southern_slav_uniter = { completely_controls = prev }
# }
#
# #De jure shift all held west slavic titles into your primary title
# every_in_de_jure_hierarchy = {
# limit = { tier = tier_duchy }
# set_de_jure_liege_title = scope:southern_slav_uniter.primary_title
# }
#
# #Destroys them all!
# scope:southern_slav_uniter = { destroy_title = prev }
# }
# }
#}
#
#unite_the_slavs_decision_effects = {
# #Prestige
# add_prestige = massive_prestige_gain
#
# #Innovations
# custom_tooltip = unite_the_slavs_decision_effects_innovations_tt
# hidden_effect = {
# #Add all Slavic cultures in the realm in a list
# every_vassal_or_below = {
# limit = {
# OR = {
# culture = { has_cultural_pillar = heritage_west_slavic }
# culture = { has_cultural_pillar = heritage_east_slavic }
# culture = { has_cultural_pillar = heritage_south_slavic }
# }
# save_temporary_scope_as = slavic_vassal
# NOT = {
# any_in_list = {
# list = slavic_cultures
# this = scope:slavic_vassal.culture
# }
# }
# }
# culture = {
# add_to_list = slavic_cultures
# }
# }
# #Add innovations from 3 random cultures
# every_in_list = {
# list = slavic_cultures
# save_scope_as = culture_getting_innovations
#
# set_while_counter_variable_effect = yes
# while = {
# limit = { var:while_counter < 3 }
# random_in_list = {
# limit = { scope:culture_getting_innovations = { can_get_innovation_from = prev } }
# list = slavic_cultures
# scope:culture_getting_innovations = { get_random_innovation_from = prev }
# }
# increase_while_counter_variable_effect = yes
# }
# remove_while_counter_variable_effect = yes
# }
# }
#
# #Create the title and make it primary
# create_title_and_vassal_change = {
# type = created
# save_scope_as = title_change
# add_claim_on_loss = no
# }
# title:e_slavia = {
# change_title_holder = {
# holder = root
# change = scope:title_change
# }
# }
# resolve_title_and_vassal_change = scope:title_change
#
# set_primary_title_to = title:e_slavia
# title:e_slavia = { save_scope_as = slavia } #For localisation
#
# #Destroy the other three empires if I have them
# if = {
# limit = { has_title = title:e_russia }
# destroy_title = title:e_russia
# }
# if = {
# limit = { has_title = title:e_wendish_empire }
# destroy_title = title:e_wendish_empire
# }
# if = {
# limit = { has_title = title:e_carpathia }
# destroy_title = title:e_carpathia
# }
#
# ###Handle de jure drift and empire destruction###
#
# #First: add all the kingdoms
# title:k_poland = { add_to_list = slavic_kingdoms }
# title:k_pomerania = { add_to_list = slavic_kingdoms }
# title:k_bohemia = { add_to_list = slavic_kingdoms }
# title:k_moravia = { add_to_list = slavic_kingdoms }
# title:k_croatia = { add_to_list = slavic_kingdoms }
# title:k_serbia = { add_to_list = slavic_kingdoms }
# title:k_bulgaria = { add_to_list = slavic_kingdoms }
# title:k_dacia = { add_to_list = slavic_kingdoms }
# title:k_moldavia = { add_to_list = slavic_kingdoms }
# title:k_white_rus = { add_to_list = slavic_kingdoms }
# title:k_galicia-volhynia = { add_to_list = slavic_kingdoms }
# title:k_ruthenia = { add_to_list = slavic_kingdoms }
# title:k_novgorod = { add_to_list = slavic_kingdoms }
# title:k_opolye = { add_to_list = slavic_kingdoms }
# title:k_hungary = { add_to_list = slavic_kingdoms }
# title:k_bosnia = { add_to_list = slavic_kingdoms }
#
# # Inform players of the de jure drift
# title:e_slavia = { custom_tooltip = unite_the_slavs_decision_titles_tt } #Scope change for tooltip formatting.
#
# if = {
# limit = { has_dlc_feature = legends }
# create_legend_seed = {
# type = legitimizing
# quality = illustrious
# chronicle = new_title
# properties = {
# title = title:e_slavia
# founder = root
# }
# }
# }
# # Actually do the de jure drift
# hidden_effect = {
# every_in_list = {
# list = slavic_kingdoms
#
# set_de_jure_liege_title = scope:slav_uniter.primary_title
# }
# }
#}
#
#unite_india_decision_effect = {
# #Create the title and make it primary
# create_title_and_vassal_change = {
# type = created
# save_scope_as = title_change
# add_claim_on_loss = no
# }
# title:h_india = {
# change_title_holder = {
# holder = root
# change = scope:title_change
# }
# }
# resolve_title_and_vassal_change = scope:title_change
# set_primary_title_to = title:h_india
#
# title:e_rajastan = { set_de_jure_liege_title = title:h_india }
# title:e_deccan = { set_de_jure_liege_title = title:h_india }
# title:e_bengal = { set_de_jure_liege_title = title:h_india }
#
# hidden_effect = {
# if = {
# limit = { has_title = title:e_rajastan }
# destroy_title = title:e_rajastan
# }
# if = {
# limit = { has_title = title:e_deccan }
# destroy_title = title:e_deccan
# }
# if = {
# limit = { has_title = title:e_bengal }
# destroy_title = title:e_bengal
# }
# }
#}
#
#become_saoshyant_decision_effect = {
# set_nickname_effect = { NICKNAME = nick_the_saoshyant }
# add_trait = saoshyant
# custom_tooltip = become_saoshyant_decision_decendant_trait_tooltip
# dynasty = {
# add_dynasty_modifier = {
# modifier = resurging_saoshyant
# years = 25
# }
# }
# if = {
# limit = {
# any_held_title = {
# title_tier = county
# faith != root.faith
# }
# }
# every_held_title = {
# custom = all_held_counties
# title_tier = county
# limit = {
# faith != root.faith
# }
# random = {
# chance = 35
# set_county_faith = root.faith
# }
# }
# }
# faith = {
# change_fervor = {
# value = 15
# desc = fervor_gain_saoshyant
# }
# }
#}
build_grand_church_decision_effect = {
#faith = { activate_holy_site = segrada_familia }
if = {
limit = {
prestige_level < 5
}
add_prestige_level = 1
}
}
accept_cannibalism_decision_effect = {
custom_tooltip = faith_accept_cannibalism
root.faith = {
set_variable = {
name = accepted_cannibalism
value = yes
}
}
root = {
if = {
limit = {
any_spouse = {
is_cannibal_trigger = no
is_ai = yes
}
}
every_spouse = {
limit = {
is_cannibal_trigger = no
is_ai = yes
}
add_trait = cannibal
}
}
if = {
limit = {
any_close_family_member = {
is_cannibal_trigger = no
is_playable_character = no
is_ai = yes
}
}
every_close_family_member = {
limit = {
is_cannibal_trigger = no
is_playable_character = no
is_ai = yes
}
custom = all_my_family_members
add_trait = cannibal
}
}
if = {
limit = {
any_vassal = {
is_cannibal_trigger = no
is_ai = yes
dread_modified_ai_boldness = { #all vassals that are intimidated
dreaded_character = root
value <= -50
}
}
}
every_vassal = {
limit = {
is_cannibal_trigger = no
is_ai = yes
dread_modified_ai_boldness = {
dreaded_character = root
value <= -50
}
}
custom = all_my_intimidated_vassals
add_trait = cannibal
}
}
}
give_nickname = nick_the_devourer
}
found_university_decision_event_effect = {
if = {
limit = {
OR = {
has_bad_nickname = yes
has_any_nickname = no
}
}
give_nickname = nick_the_scholar
}
hidden_effect = {
#Event that gives you highly skilled courtier
trigger_event = {
id = major_decisions.2011
days = { 50 365 }
}
}
}
found_university_decision_effect = {
found_university_decision_event_effect = yes
if = {
limit = {
NOT = { has_variable = university }
}
show_as_tooltip = {
every_held_title = {
custom = decision_found_university_custom
title_tier = barony
title_capital_county.title_province = {
add_special_building_slot = generic_university
}
}
}
}
}
lunatic_building_decision_effect = {
capital_province = {
set_variable = { #To unlock the building
name = variable_greenhouse
value = yes
}
add_special_building_slot = special_greenhouse_01
add_special_building = special_greenhouse_01
#add_province_modifier = extra_building_slot
#add_building = special_greenhouse_01
}
give_nickname = nick_the_glass
}
found_witch_coven_decision_effects = {
save_scope_as = founder
custom_tooltip = found_witch_coven_decision_effects.children.tt
custom_tooltip = found_witch_coven_decision_effects.convert.tt
custom_tooltip = found_witch_coven_decision_effects.grand_rite.tt
house = {
add_house_modifier = {
modifier = witch_coven
}
}
# Check for the Volva achievement.
if = {
limit = {
# DLC check.
has_fp1_dlc_trigger = yes
fp1_achievement_religious_norse_trigger = yes
}
add_achievement_flag_effect = { FLAG = volva_achievement_flag }
}
}
convert_whole_realm_to_feudalism_effect = {
#TOOLTIP INFO
#PLAYER EFFECTS
hidden_effect = {
## Spawn holdings in tribal counties
every_sub_realm_county = { # Spawn temples in your holy sites
limit = {
any_county_province = {
has_holding_type = tribal_holding
}
NOT = {
any_county_province = {
has_holding_type = church_holding
}
}
any_county_province = {
has_holding = no
barony = {
is_holy_site_of = root.faith
}
}
}
random_county_province = {
limit = {
has_holding = no
barony_cannot_construct_holding = no
barony = {
is_holy_site_of = root.faith
}
}
set_holding_type = church_holding
}
hidden_effect = {
if = {
limit = { has_county_modifier = mpo_siberian_permafrost_modifier }
remove_county_modifier = mpo_siberian_permafrost_modifier
}
else_if = {
limit = { has_county_modifier = mpo_siberian_permafrost_modifier_bad }
remove_county_modifier = mpo_siberian_permafrost_modifier_bad
}
}
}
every_sub_realm_county = { # Spawn a City
limit = {
any_county_province = {
has_holding_type = tribal_holding
}
any_county_province = {
has_holding = no
}
NOT = {
any_county_province = {
has_holding_type = city_holding
}
}
}
random_county_province = {
limit = {
has_holding = no
OR = {
terrain = floodplains
terrain = oasis
terrain = farmlands
terrain = terraced_hills
}
is_coastal = yes
has_special_building_slot = no
barony_cannot_construct_holding = no
}
alternative_limit = {
has_holding = no
OR = {
terrain = floodplains
terrain = oasis
terrain = farmlands
terrain = terraced_hills
}
has_special_building_slot = no
barony_cannot_construct_holding = no
}
alternative_limit = {
has_holding = no
OR = {
terrain = floodplains
terrain = oasis
terrain = farmlands
terrain = terraced_hills
}
barony_cannot_construct_holding = no
}
alternative_limit = {
has_holding = no
barony_cannot_construct_holding = no
}
random = {
chance = 60
modifier = {
add = county.development_level
}
modifier = {
add = 50
this.county = root.capital_county
}
modifier = {
add = 20
OR = {
terrain = floodplains
terrain = oasis
terrain = farmlands
terrain = terraced_hills
}
}
set_holding_type = city_holding
}
}
hidden_effect = {
if = {
limit = { has_county_modifier = mpo_siberian_permafrost_modifier }
remove_county_modifier = mpo_siberian_permafrost_modifier
}
else_if = {
limit = { has_county_modifier = mpo_siberian_permafrost_modifier_bad }
remove_county_modifier = mpo_siberian_permafrost_modifier_bad
}
}
}
every_sub_realm_county = { # Spawn a Temple
limit = {
any_county_province = {
has_holding_type = tribal_holding
}
any_county_province = {
has_holding = no
}
NOT = {
any_county_province = {
has_holding_type = church_holding
}
}
}
random_county_province = {
limit = {
has_holding = no
OR = {
terrain = floodplains
terrain = oasis
terrain = farmlands
terrain = terraced_hills
}
is_coastal = yes
has_special_building_slot = no
barony_cannot_construct_holding = no
}
alternative_limit = {
has_holding = no
OR = {
terrain = floodplains
terrain = oasis
terrain = farmlands
terrain = terraced_hills
}
has_special_building_slot = no
barony_cannot_construct_holding = no
}
alternative_limit = {
has_holding = no
OR = {
terrain = floodplains
terrain = oasis
terrain = farmlands
terrain = terraced_hills
}
barony_cannot_construct_holding = no
}
alternative_limit = {
has_holding = no
barony_cannot_construct_holding = no
}
random = {
chance = 50
modifier = {
add = county.development_level
}
modifier = {
add = 50
this.county = root.capital_county
}
modifier = {
add = 20
OR = {
terrain = floodplains
terrain = oasis
terrain = farmlands
terrain = terraced_hills
}
}
set_holding_type = church_holding
}
}
hidden_effect = {
if = {
limit = { has_county_modifier = mpo_siberian_permafrost_modifier }
remove_county_modifier = mpo_siberian_permafrost_modifier
}
else_if = {
limit = { has_county_modifier = mpo_siberian_permafrost_modifier_bad }
remove_county_modifier = mpo_siberian_permafrost_modifier_bad
}
}
}
##Sort out new buildings for liege and all vassals
every_realm_province = {
limit = {
has_holding_type = tribal_holding
NOT = { is_in_list = feudal_conversion }
}
add_to_list = feudal_conversion
}
every_vassal_or_below = {
every_realm_province = {
limit = {
has_holding_type = tribal_holding
NOT = { is_in_list = feudal_conversion }
}
add_to_list = feudal_conversion
}
}
every_in_list = {
list = feudal_conversion
set_variable = {
name = tribal_to_feudal_building_level
value = combined_building_level
days = 1
}
set_holding_type = castle_holding
while = {
limit = {
var:tribal_to_feudal_building_level > 1
}
generate_building = yes
change_variable = {
name = tribal_to_feudal_building_level
subtract = 1
}
}
remove_variable = tribal_to_feudal_building_level
remove_from_list = feudal_conversion
hidden_effect = {
county = {
if = {
limit = { has_county_modifier = mpo_siberian_permafrost_modifier }
remove_county_modifier = mpo_siberian_permafrost_modifier
}
else_if = {
limit = { has_county_modifier = mpo_siberian_permafrost_modifier_bad }
remove_county_modifier = mpo_siberian_permafrost_modifier_bad
}
}
}
}
}
##Liege has Soryo? Convert to Soryo!
if = {
limit = {
has_tgp_dlc_trigger = yes
top_liege != this
liege = { government_has_flag = government_is_japan_feudal }
}
change_government = japan_feudal_government
if = {
limit = {
is_house_head = yes
}
save_scope_as = new_head
house = {
set_house_name = japanese_dynasty_name
save_scope_as = new_house
}
create_noble_family_effect = { GOVERNMENT_GIVER = this }
scope:new_title = {
#set_title_name_dynamic = japanese_noble_family_name
set_coa = scope:new_house
}
}
}
##Liege has clan? Convert to clan!
else_if = {
limit = {
top_liege != this
OR = {
liege = { government_has_flag = government_is_clan }
AND = {
liege = { government_has_flag = government_is_tribal }
religion = religion:islam_religion
}
}
}
change_government = clan_government
}
##Liege has feudal? Convert to feudal!
else_if = {
limit = {
top_liege != this
OR = {
liege = { government_has_flag = government_is_feudal }
AND = {
liege = { government_has_flag = government_is_tribal }
NOT = { religion = religion:islam_religion }
}
}
}
change_government = feudal_government
}
##You're an independent Japanese Heritage Character? Convert to Soryo!
else_if = {
limit = {
has_tgp_dlc_trigger = yes
top_liege = this
culture.culture_head ?= { government_is_japanese_trigger = yes }
}
add_character_flag = can_become_japanese_feudal # Used in the can_get_government of japan_feudal_government
change_government = japan_feudal_government
if = {
limit = {
is_house_head = yes
}
save_scope_as = new_head
house = {
set_house_name = japanese_dynasty_name
save_scope_as = new_house
}
create_noble_family_effect = { GOVERNMENT_GIVER = this }
scope:new_title = {
#set_title_name_dynamic = japanese_noble_family_name
set_coa = scope:new_house
}
}
}
##You're an independent Muslim? Convert to clan!
else_if = {
limit = {
top_liege = this
faith = { religion_tag = islam_religion }
}
change_government = clan_government
}
##You're an independent anything else? Convert to feudal!
else = { change_government = feudal_government }
if = {
limit = {
government_has_flag = government_is_tribal
}
##General
custom_tooltip = all_holding_will_change
if = {
limit = {
any_sub_realm_county = {
OR = {
has_county_modifier = mpo_siberian_permafrost_modifier
has_county_modifier = mpo_siberian_permafrost_modifier_bad
}
}
}
custom_tooltip = all_permafrost_will_clear
}
##Liege has clan? Convert to clan!
if = {
limit = {
top_liege != this
liege = { government_has_flag = government_is_clan }
}
custom_tooltip = clan_liege_vassals_will_convert
}
#Liege has feudal? Convert to feudal!
if = {
limit = {
top_liege != this
liege = { government_has_flag = government_is_feudal }
}
custom_tooltip = feudal_liege_vassals_will_convert
}
##If I am Islamic, we will become clan.
if = {
limit = {
top_liege = this
faith = { religion_tag = islam_religion }
}
custom_tooltip = islamic_vassals_will_convert
}
##If I am not Islamic, we will become feudal.
else_if = {
limit = { top_liege = this }
custom_tooltip = other_vassals_will_convert
}
}
hidden_effect = {
#Nuke tribal authorities.
if = {
limit = { has_realm_law = tribal_authority_0 }
remove_realm_law = tribal_authority_0
}
if = {
limit = { has_realm_law = tribal_authority_1 }
remove_realm_law = tribal_authority_1
}
if = {
limit = { has_realm_law = tribal_authority_2 }
remove_realm_law = tribal_authority_2
}
if = {
limit = { has_realm_law = tribal_authority_3 }
remove_realm_law = tribal_authority_3
}
#Start off crown authorities.
if = {
limit = {
NOT = { has_realm_law = crown_authority_0 }
}
add_realm_law_skip_effects = crown_authority_0
}
#Also convert every vassal.
#Liege has taken soryo, so become soryo.
if = {
limit = {
government_has_flag = government_is_japan_feudal
}
every_vassal_or_below = {
limit = { government_has_flag = government_is_tribal }
add_character_flag = can_become_japanese_feudal # Used in the can_get_government of japan_feudal_government
change_government = japan_feudal_government
if = {
limit = {
is_house_head = yes
}
save_scope_as = new_head
house = {
set_house_name = japanese_dynasty_name
save_scope_as = new_house
}
if = {
limit = {
highest_held_title_tier >= tier_county
}
create_noble_family_effect = { GOVERNMENT_GIVER = this }
scope:new_title = {
#set_title_name_dynamic = japanese_noble_family_name
set_coa = scope:new_house
}
}
}
#Nuke tribal authorities.
if = {
limit = { has_realm_law = tribal_authority_0 }
remove_realm_law = tribal_authority_0
}
if = {
limit = { has_realm_law = tribal_authority_1 }
remove_realm_law = tribal_authority_1
}
if = {
limit = { has_realm_law = tribal_authority_2 }
remove_realm_law = tribal_authority_2
}
if = {
limit = { has_realm_law = tribal_authority_3 }
remove_realm_law = tribal_authority_3
}
if = {
limit = {
NOT = { has_realm_law = japanese_bureaucracy_0 }
}
add_realm_law_skip_effects = japanese_bureaucracy_0
}
}
}
#Liege has taken clan, so become clan.
else_if = {
limit = {
government_has_flag = government_is_clan
}
every_vassal_or_below = {
limit = { government_has_flag = government_is_tribal }
change_government = clan_government
#Nuke tribal authorities.
if = {
limit = { has_realm_law = tribal_authority_0 }
remove_realm_law = tribal_authority_0
}
if = {
limit = { has_realm_law = tribal_authority_1 }
remove_realm_law = tribal_authority_1
}
if = {
limit = { has_realm_law = tribal_authority_2 }
remove_realm_law = tribal_authority_2
}
if = {
limit = { has_realm_law = tribal_authority_3 }
remove_realm_law = tribal_authority_3
}
if = {
limit = {
NOT = { has_realm_law = crown_authority_0 }
}
add_realm_law_skip_effects = crown_authority_0
}
}
}
#Liege is not clan, become feudal.
else = {
every_vassal_or_below = {
limit = { government_has_flag = government_is_tribal }
change_government = feudal_government
#Nuke tribal authorities.
if = {
limit = { has_realm_law = tribal_authority_0 }
remove_realm_law = tribal_authority_0
}
if = {
limit = { has_realm_law = tribal_authority_1 }
remove_realm_law = tribal_authority_1
}
if = {
limit = { has_realm_law = tribal_authority_2 }
remove_realm_law = tribal_authority_2
}
if = {
limit = { has_realm_law = tribal_authority_3 }
remove_realm_law = tribal_authority_3
}
if = {
limit = {
NOT = { has_realm_law = crown_authority_0 }
}
add_realm_law_skip_effects = crown_authority_0
}
}
}
}
}
##################################################
# Add Special Succession Effects
special_succession_witengamot_effect = {
if = {
limit = { highest_held_title_tier = tier_empire }
every_held_title = {
title_tier = empire
limit = {
NOR = {
has_title_law_flag = advanced_succession_law
has_title_law_flag = elective_succession_law
}
}
add_title_law = saxon_elective_succession_law
}
every_vassal = {
limit = { special_succession_witengamot_trigger = yes }
add_opinion = {
modifier = implemented_traditional_succession_law_opinion
years = 20
target = root
}
custom = major_decisions.3100.tt_opinion_witengamot
}
}
else = {
every_held_title = {
title_tier = kingdom
limit = {
NOR = {
has_title_law_flag = advanced_succession_law
has_title_law_flag = elective_succession_law
}
}
add_title_law = saxon_elective_succession_law
}
every_vassal = {
limit = { special_succession_witengamot_trigger = yes }
add_opinion = {
modifier = implemented_traditional_succession_law_opinion
years = 20
target = root
}
custom = major_decisions.3100.tt_opinion_witengamot
}
}
}
special_succession_thing_effect = {
if = {
limit = { highest_held_title_tier = tier_empire }
every_held_title = {
title_tier = empire
limit = {
NOR = {
has_title_law_flag = advanced_succession_law
has_title_law_flag = elective_succession_law
}
}
add_title_law = scandinavian_elective_succession_law
}
every_vassal = {
limit = { special_succession_thing_trigger = yes }
add_opinion = {
modifier = implemented_traditional_succession_law_opinion
years = 20
target = root
}
custom = major_decisions.3100.tt_opinion_thing
}
}
else = {
every_held_title = {
title_tier = kingdom
limit = {
NOR = {
has_title_law_flag = advanced_succession_law
has_title_law_flag = elective_succession_law
}
}
add_title_law = scandinavian_elective_succession_law
}
every_vassal = {
limit = { special_succession_thing_trigger = yes }
add_opinion = {
modifier = implemented_traditional_succession_law_opinion
years = 20
target = root
}
custom = major_decisions.3100.tt_opinion_thing
}
}
}
special_succession_tanistry_effect = {
if = {
limit = { highest_held_title_tier = tier_empire }
every_held_title = {
title_tier = empire
limit = {
NOR = {
has_title_law_flag = advanced_succession_law
has_title_law_flag = elective_succession_law
}
}
add_title_law = gaelic_elective_succession_law
}
every_vassal = {
limit = { special_succession_tanistry_trigger = yes }
add_opinion = {
modifier = implemented_traditional_succession_law_opinion
years = 20
target = root
}
custom = major_decisions.3100.tt_opinion_tanistry
}
}
else = {
every_held_title = {
title_tier = kingdom
limit = {
NOR = {
has_title_law_flag = advanced_succession_law
has_title_law_flag = elective_succession_law
}
}
add_title_law = gaelic_elective_succession_law
}
every_vassal = {
limit = { special_succession_tanistry_trigger = yes }
add_opinion = {
modifier = implemented_traditional_succession_law_opinion
years = 20
target = root
}
custom = major_decisions.3100.tt_opinion_tanistry
}
}
}
special_succession_jirga_effect = {
if = {
limit = { highest_held_title_tier = tier_empire }
every_held_title = {
title_tier = empire
limit = {
NOR = {
has_title_law_flag = advanced_succession_law
has_title_law_flag = elective_succession_law
}
}
add_title_law = tribal_elective_succession_law
}
every_vassal = {
limit = { special_succession_jirga_trigger = yes }
add_opinion = {
modifier = implemented_traditional_succession_law_opinion
years = 20
target = root
}
custom = major_decisions.3100.tt_opinion_thing
}
}
else = {
every_held_title = {
title_tier = kingdom
limit = {
NOR = {
has_title_law_flag = advanced_succession_law
has_title_law_flag = elective_succession_law
}
}
add_title_law = tribal_elective_succession_law
}
every_vassal = {
limit = { special_succession_jirga_trigger = yes }
add_opinion = {
modifier = implemented_traditional_succession_law_opinion
years = 20
target = root
}
custom = major_decisions.3100.tt_opinion_jirga
}
}
}
#
###################################################
## Launch Hungarian Migration Effects
#
#launch_hungarian_migration_scripted_effect = {
# $INVADER$ = {
# #If Hungary already exists, just tell us it's getting a name change.
# if = {
# limit = {
# title:k_hungary = { is_title_created = yes }
# }
# custom_tooltip = launch_hungarian_migration_scripted_effect.tt.pannonia_renamed
# title:k_hungary = { set_title_name = k_hungary }
# }
# #Otherwise, if Hungary doesn't exist, create & acquire it _whilst_ giving it a name change.
# else_if = {
# limit = {
# title:k_hungary = { is_title_created = no }
# }
# custom_tooltip = launch_hungarian_migration_scripted_effect.tt.pannonia_renamed_and_usurped
# hidden_effect = {
# create_title_and_vassal_change = {
# type = created
# save_scope_as = change
# add_claim_on_loss = no
# }
# title:k_hungary = {
# change_title_holder = {
# holder = $INVADER$
# change = scope:change
# }
# }
# resolve_title_and_vassal_change = scope:change
# title:k_hungary = { set_title_name = k_hungary }
# }
# }
#
# #If $INVADER$ has both k_hungary & any other kingdom-tier title, destroy the excess titles.
# custom_tooltip = launch_hungarian_migration_scripted_effect.tt.destroy_other_kingdoms
# hidden_effect = {
# if = {
# limit = {
# has_title = title:k_hungary
# any_held_title = {
# title_tier >= kingdom
# count >= 2
# }
# }
# every_held_title = {
# title_tier >= kingdom
# limit = {
# NOT = { this = title:k_hungary }
# }
# save_temporary_scope_as = excess_kingdom
# $INVADER$ = { destroy_title = scope:excess_kingdom }
# }
# }
# }
#
# #Replace all Avar territories within Pannonia with Mogyer, excepting Keve & Krasso.
# custom_tooltip = launch_hungarian_migration_scripted_effect.tt.mogyers_move_to_pannonia
# hidden_effect = {
# every_sub_realm_county = {
# limit = {
# title_capital_county.title_province = { geographical_region = custom_hungary }
# culture = culture:avar
# NOR = {
# this = title:c_keve
# this = title:c_krasso
# holder = {
# AND = {
# is_ai = no
# has_culture = prev.culture
# }
# }
# }
# }
# set_county_culture = culture:mogyer
# #Switch 'em to $INVADER$'s faith if unreformed & $INVADER$ is any Magyar pagan.
# if = {
# limit = {
# $INVADER$.faith.religion = religion:magyar_religion
# faith = { has_doctrine_parameter = unreformed }
# }
# set_county_faith = $INVADER$.faith
# }
# }
# }
#
# #Replace all Mogyer territories outside of the Pannonian Basin
# custom_tooltip = launch_hungarian_migration_scripted_effect.tt.mogyers_outside_pannonia
# hidden_effect = {
# every_sub_realm_county = {
# limit = {
# NOT = {
# title_capital_county.title_province = { geographical_region = custom_hungary }
# }
# culture = culture:mogyer
# }
# set_county_culture = culture:pecheneg
# }
# #Switch 'em to Tengri if Magyar pagan.
# every_sub_realm_county = {
# limit = {
# NOT = {
# title_capital_county.title_province = { geographical_region = custom_hungary }
# }
# culture = culture:pecheneg
# religion = religion:magyar_religion
# }
# set_county_faith = faith:tengri_pagan
# }
# }
#
# #All territory outside Pannonia is given to new holders and/or made independent.
# custom_tooltip = launch_hungarian_migration_scripted_effect.tt.territory_outside_pannonia.non_mogyer_vassals
# custom_tooltip = launch_hungarian_migration_scripted_effect.tt.territory_outside_pannonia.mogyer_vassals
# custom_tooltip = launch_hungarian_migration_scripted_effect.tt.territory_outside_pannonia.former_territories
# hidden_effect = {
# #All direct vassal non-Mogyers are given their independence, unless they hold land within Pannonia.
# every_vassal = {
# limit = {
# NOT = { culture = culture:mogyer }
# highest_held_title_tier >= tier_county
# any_held_title = {
# count = all
# NOT = {
# title_capital_county.title_province = { geographical_region = custom_hungary }
# }
# }
# }
# create_title_and_vassal_change = {
# type = independency
# save_scope_as = change
# add_claim_on_loss = no
# }
# becomes_independent = { change = scope:change }
# resolve_title_and_vassal_change = scope:change
# }
# #... And catch the stragglers. Has to be a separate effect block, or we'll ruin the de facto structure.
# every_vassal_or_below = {
# limit = {
# NOT = { culture = culture:mogyer }
# highest_held_title_tier >= tier_county
# any_held_title = {
# count = all
# NOT = {
# title_capital_county.title_province = { geographical_region = custom_hungary }
# }
# }
# }
# create_title_and_vassal_change = {
# type = independency
# save_scope_as = change
# add_claim_on_loss = no
# }
# becomes_independent = { change = scope:change }
# resolve_title_and_vassal_change = scope:change
# }
# #Reserve a duchy, preferring the capital, for $INVADER$.
# if = {
# limit = { title:k_hungary.title_capital_county.duchy.holder = $INVADER$ }
# title:k_hungary.title_capital_county.duchy = { save_scope_as = reserved_title }
# }
# #... Of course, if we can't have the capital for some reason, grab any random duchy in Pannonia.
# else = {
# random_held_title = {
# title_tier = duchy
# #Filter out Syrmia, because Syrmia sucks.
# limit = {
# title_capital_county.title_province = { geographical_region = custom_hungary }
# NOT = { this = title:d_syrmia }
# }
# #But if we have no other choice, Syrmia is better than no duchy.
# alternative_limit = {
# title_capital_county.title_province = { geographical_region = custom_hungary }
# tier = tier_duchy
# }
# #If we have no possible duchy, make sure to reserve at least *one* county within Pannonia.
# alternative_limit = {
# title_capital_county.title_province = { geographical_region = custom_hungary }
# }
# save_scope_as = reserved_title
# }
# }
# #Find all Mogyer vassals outside of Pannonia.
# every_vassal_or_below = {
# limit = {
# culture = culture:mogyer
# highest_held_title_tier >= tier_county
# }
# add_to_list = mogyer_vassals_list
# }
# #Find all Pannonian titles held by $INVADER$ that aren't reserved.
# every_held_title = {
# limit = {
# title_capital_county.title_province = { geographical_region = custom_hungary }
# #Technically we could use any_this_title_or_de_jure_above for the following two checks, but it was being problematic and this does the same thing (just more cumbersomely).
# OR = {
# tier = tier_county
# tier = tier_duchy
# }
# exists = scope:reserved_title
# this != scope:reserved_title
# }
# add_to_list = spare_pannonian_titles_list
# }
# #Attempt to give out Pannonian holdings to the vassals who are about to lose land, prioritising players by tier, then NPCs by tier.
# ##Now, process duchy title assignment.
# every_in_list = {
# list = mogyer_vassals_list
# #Players first.
# limit = {
# is_ai = no
# launch_hungarian_migration_ducal_processing_trigger = yes
# }
# #NPCs after that.
# alternative_limit = {
# is_ai = yes
# launch_hungarian_migration_ducal_processing_trigger = yes
# }
# #Grab the appropriate vassal.
# save_temporary_scope_as = receiving_vassal
# #If $INVADER$ has a suitable spare ducal title, hand it over.
# if = {
# limit = {
# any_in_list = {
# list = spare_pannonian_titles_list
# tier = tier_duchy
# holder = $INVADER$
# }
# }
# #Save the suitable title.
# random_in_list = {
# list = spare_pannonian_titles_list
# limit = {
# tier = tier_duchy
# holder = $INVADER$
# }
# every_in_de_jure_hierarchy = {
# limit = {
# holder = $INVADER$
# tier >= tier_county
# }
# add_to_list = multiple_donated_titles
# }
# }
# #Hand it to the receiving vassal.
# create_title_and_vassal_change = {
# type = granted
# save_scope_as = change
# add_claim_on_loss = no
# }
# every_in_list = {
# list = multiple_donated_titles
# save_temporary_scope_as = donated_title
# scope:donated_title = {
# change_title_holder = {
# holder = scope:receiving_vassal
# change = scope:change
# }
# }
# remove_from_list = multiple_donated_titles
# }
# resolve_title_and_vassal_change = scope:change
# }
# }
# ##Finally, process county title assignment.
# ###First, attempt to pair de facto sub-vassals to their lieges.
# every_in_list = {
# list = mogyer_vassals_list
# #Players first.
# limit = {
# is_ai = no
# launch_hungarian_migration_count_processing_trigger = yes
# }
# #NPCs after that.
# alternative_limit = {
# is_ai = yes
# launch_hungarian_migration_count_processing_trigger = yes
# }
# #Grab the appropriate vassal.
# save_temporary_scope_as = receiving_vassal
# #If $INVADER$ has a suitable spare county title, hand it over.
# if = {
# #Try to pair vassals with their lieges first.
# limit = {
# #Direct vassals shouldn't bother to try pairing.
# NOT = { liege = $INVADER$ }
# any_in_list = {
# list = spare_pannonian_titles_list
# launch_hungarian_migration_sub_vassal_liege_pairing_trigger = yes
# }
# }
# #Save the suitable title.
# random_in_list = {
# list = spare_pannonian_titles_list
# limit = {
# #Direct vassals shouldn't bother to try pairing.
# NOT = { scope:receiving_vassal.liege = $INVADER$ }
# #Run the stock trigger.
# launch_hungarian_migration_sub_vassal_liege_pairing_trigger = yes
# #Don't give away the new liege's primary title's capital county.
# this != holder.primary_title.title_capital_county
# }
# save_temporary_scope_as = donated_title
# }
# #Hand it to the receiving vassal.
# create_title_and_vassal_change = {
# type = granted
# save_scope_as = change
# add_claim_on_loss = no
# }
# scope:donated_title = {
# change_title_holder = {
# holder = scope:receiving_vassal
# change = scope:change
# }
# }
# resolve_title_and_vassal_change = scope:change
# }
# }
# ###Then, filter through any remaining direct vassals.
# every_in_list = {
# list = mogyer_vassals_list
# #Players first.
# limit = {
# is_ai = no
# launch_hungarian_migration_count_processing_trigger = yes
# }
# #NPCs after that.
# alternative_limit = {
# is_ai = yes
# launch_hungarian_migration_count_processing_trigger = yes
# }
# #Grab the appropriate vassal.
# save_temporary_scope_as = receiving_vassal
# #If $INVADER$ has a suitable spare county title, hand it over.
# if = {
# #Otherwise, grab any spare valid title that $INVADER$ has lying around.
# limit = {
# any_in_list = {
# list = spare_pannonian_titles_list
# launch_hungarian_migration_direct_vassal_requirements_trigger = { INVADER = $INVADER$ }
# }
# }
# #Save the suitable title.
# random_in_list = {
# list = spare_pannonian_titles_list
# limit = {
# launch_hungarian_migration_direct_vassal_requirements_trigger = { INVADER = $INVADER$ }
# }
# save_temporary_scope_as = donated_title
# }
# #Hand it to the receiving vassal.
# create_title_and_vassal_change = {
# type = granted
# save_scope_as = change
# add_claim_on_loss = no
# }
# scope:donated_title = {
# change_title_holder = {
# holder = scope:receiving_vassal
# change = scope:change
# }
# }
# resolve_title_and_vassal_change = scope:change
# }
# }
# ##Clean-up: any landless characters should move to $INVADER$'s court.
# every_in_list = {
# list = mogyer_vassals_list
# limit = { is_ruler = no}
# save_temporary_scope_as = landless_mogyer_vassal
# $INVADER$ = { add_courtier = scope:landless_mogyer_vassal }
# }
# #Sum all remaining territory outside of Pannonia & give that territory to created local characters.
# ##Start by trying to group duchies.
# every_sub_realm_title = {
# #First we try to make duchy power blocks.
# if = {
# #Grab duchies outside of Pannonia.
# limit = {
# NOT = {
# title_capital_county.title_province = { geographical_region = custom_hungary }
# }
# tier = tier_duchy
# }
# save_temporary_scope_as = seceding_duchy
# #Now grab the duchy & any sub-realm counties beneath it outside of Pannonia, and filter them to a list for processing.
# scope:seceding_duchy = {
# every_in_de_jure_hierarchy = {
# limit = {
# tier >= tier_county
# OR = {
# holder = $INVADER$
# holder = {
# any_liege_or_above = { this = $INVADER$ }
# }
# }
# }
# add_to_temporary_list = seceding_duchy_list
# }
# }
# #Create a local peasant warlord for the duchy & counties.
# create_character = {
# location = scope:seceding_duchy.title_capital_county.title_province
# template = post_migration_local_warlord_template
# save_scope_as = local_warlord
# }
# #Assign the seceding titles to the new peasant warlord.
# create_title_and_vassal_change = {
# type = usurped
# save_scope_as = change
# add_claim_on_loss = no
# }
# every_in_list = {
# list = seceding_duchy_list
# limit = {
# NAND = {
# tier = tier_county
# title_province = { geographical_region = custom_hungary }
# }
# }
# change_title_holder = {
# holder = scope:local_warlord
# change = scope:change
# take_baronies = yes
# }
# remove_from_list = seceding_duchy_list
# }
# resolve_title_and_vassal_change = scope:change
# #And give the warlord their independence.
# create_title_and_vassal_change = {
# type = independency
# save_scope_as = change
# add_claim_on_loss = no
# }
# scope:local_warlord = {
# becomes_independent = { change = scope:change }
# }
# resolve_title_and_vassal_change = scope:change
# #If any vassals within Pannonia have gotten mixed up, shunt them back to $INVADER$, and try to find a suitable duke.
# ##Start off by assembling a suitable list of affected vassals (should only ever be the one, but you never know).
# scope:local_warlord = {
# every_vassal = {
# limit = {
# #We're only interested in counts...
# highest_held_title_tier = tier_county
# #... Within Panonnia.
# any_held_title = { launch_hungarian_migration_county_is_within_custom_hungary_trigger = yes }
# }
# add_to_list = vassals_to_shunt
# }
# }
# ##Sort through the list, see who should be the new liege of the misplaced vassals.
# every_in_list = {
# list = vassals_to_shunt
# #First off, check if there's a valid duke to hand 'em over to.
# if = {
# limit = {
# any_held_title = {
# launch_hungarian_migration_misplaced_count_suitable_liege_trigger = { INVADER = $INVADER$ }
# }
# }
# #If there is, we make a note of them for liege determination.
# random_held_title = {
# limit = {
# launch_hungarian_migration_misplaced_count_suitable_liege_trigger = { INVADER = $INVADER$ }
# }
# duchy.holder = { save_scope_as = appropriate_liege }
# }
# }
# #Otherwise, we just grab $INVADER$ as a solid fallback.
# else = {
# $INVADER$ = { save_scope_as = appropriate_liege }
# }
# #Reassign the errant vassal back to their rightful Pannonian realm.
# create_title_and_vassal_change = {
# type = conquest
# save_scope_as = change
# add_claim_on_loss = no
# }
# change_liege = {
# liege = scope:appropriate_liege
# change = scope:change
# }
# resolve_title_and_vassal_change = scope:change
# }
# }
# }
# ##... Then we catch the straggler counties.
# every_sub_realm_title = {
# #First we try to make duchy power blocks.
# if = {
# #Grab duchies outside of Pannonia.
# limit = {
# NOT = {
# title_capital_county.title_province = { geographical_region = custom_hungary }
# }
# tier = tier_county
# }
# save_temporary_scope_as = seceding_county
# #Create a local peasant warlord for the county.
# create_character = {
# location = scope:seceding_county.title_province
# template = post_migration_minor_warlord_template
# save_scope_as = minor_warlord
# }
# #Assign the seceding title to the new peasant warlord.
# create_title_and_vassal_change = {
# type = usurped
# save_scope_as = change
# add_claim_on_loss = no
# }
# scope:seceding_county = {
# change_title_holder = {
# holder = scope:minor_warlord
# change = scope:change
# take_baronies = yes
# }
# }
# resolve_title_and_vassal_change = scope:change
# #And give the warlord their independence.
# create_title_and_vassal_change = {
# type = independency
# save_scope_as = change
# add_claim_on_loss = no
# }
# scope:minor_warlord = {
# becomes_independent = { change = scope:change }
# }
# resolve_title_and_vassal_change = scope:change
# }
# }
# }
# }
#}
tribal_transfer_liege_title_effect = {
create_title_and_vassal_change = {
type = usurped
save_scope_as = change
add_claim_on_loss = no
}
scope:title_being_fought_over = {
change_title_holder = {
holder = scope:challenger
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
if = {
limit = {
root = scope:challenger
}
scope:liege_to_challenge = {
add_opinion = {
target = scope:challenger
modifier = usurped_title
}
}
}
else = {
hidden_effect = {
scope:liege_to_challenge = {
add_opinion = {
target = scope:challenger
modifier = usurped_title
}
}
}
}
}
tribal_challenger_lost_effect = {
if = {
limit = {
root = scope:liege_to_challenge
}
scope:liege_to_challenge = {
add_prestige = medium_prestige_gain
}
}
else = {
hidden_effect = {
scope:liege_to_challenge = {
add_prestige = medium_prestige_gain
}
}
}
add_prestige_level = -1
if = {
limit = {
root = scope:challenger
}
scope:liege_to_challenge = {
add_opinion = {
target = scope:challenger
modifier = tried_to_usurped_title
}
}
}
else = {
hidden_effect = {
scope:liege_to_challenge = {
add_opinion = {
target = scope:challenger
modifier = tried_to_usurped_title
}
}
}
}
}
###################################################
## Negotiate the Danelaw Effects
#
#negotiate_the_danelaw_accept_effect = {
# # Mark the partition as being active.
# custom_tooltip = negotiate_the_danelaw_accept_effect.partition_active.tt
# set_global_variable = {
# name = partition_active_danelaw
# value = title:k_england
# }
# # Kingdoms for all!
# ## Scope:ntd_brit receives k_england.
# scope:ntd_brit = {
# create_title_and_vassal_change = {
# type = created
# save_scope_as = change
# }
# title:k_england = {
# change_title_holder = {
# holder = scope:ntd_brit
# change = scope:change
# }
# }
# resolve_title_and_vassal_change = scope:change
# title:k_england = { add_title_law = saxon_elective_succession_law }
# }
# ## Whilst scope:ntd_nord receives k_danelaw.
# scope:ntd_nord = {
# create_title_and_vassal_change = {
# type = created
# save_scope_as = change
# }
# title:k_danelaw = {
# change_title_holder = {
# holder = scope:ntd_nord
# change = scope:change
# }
# }
# resolve_title_and_vassal_change = scope:change
# title:k_danelaw = {
# add_title_law = scandinavian_elective_succession_law
# # And make sure it follows appropriate de jures.
# hidden_effect = { set_de_jure_liege_title = title:k_england.de_jure_liege }
# }
# }
# # Give k_danelaw various de jures.
# ## Firstly, any duchy that it has at least one county in which isn't scope:ntd_brit's capital duchy.
# custom_tooltip = negotiate_the_danelaw_accept_effect.de_jure_holdings_recognised.tt
# hidden_effect = {
# scope:ntd_nord = {
# every_sub_realm_county = {
# limit = {
# kingdom = title:k_england
# duchy != scope:ntd_brit.capital_county.duchy
# }
# duchy = { set_de_jure_liege_title = title:k_danelaw }
# }
# }
# }
# ## Then, any independent duchy held by a Scandi-side ruler (again exempting scope:ntd_brit's capital, just in case).
# custom_tooltip = negotiate_the_danelaw_accept_effect.independent_holdings_recognised.tt
# hidden_effect = {
# every_county_in_region = {
# region = world_europe_west_britannia
# limit = {
# kingdom = title:k_england
# exists = duchy.holder
# duchy.holder = { negotiate_the_danelaw_norse_side_trigger = yes }
# duchy != scope:ntd_brit.capital_county.duchy
# }
# duchy = { set_de_jure_liege_title = title:k_danelaw }
# }
# }
# # Set up a ceasefire & some opinion gain between the two rulers.
# scope:ntd_brit = {
# add_truce_both_ways = {
# character = scope:ntd_nord
# years = 25
# name = TRUCE_SIGNED_PARTITION
# }
# add_opinion = {
# target = scope:ntd_nord
# modifier = respect_opinion
# opinion = 50
# }
# reverse_add_opinion = {
# target = scope:ntd_nord
# modifier = respect_opinion
# opinion = 50
# }
# }
# # Independent rulers on both sides are extremely unimpressed with this divvying.
# ## First, grab everyone applicable.
# title:k_england = {
# every_in_de_jure_hierarchy = {
# limit = {
# holder ?= {
# top_liege = this
# NOR = {
# this = scope:ntd_actor
# this = scope:ntd_recipient
# }
# }
# }
# holder = { add_to_list = riled_danelaw_independents_list }
# }
# }
# ## Then, apply opinion & hidden rivalry effects.
# every_in_list = {
# list = riled_danelaw_independents_list
# custom = negotiate_the_danelaw_accept_effect.riled_independents_list
# add_opinion = {
# target = scope:ntd_brit
# modifier = weak_opinion
# opinion = -40
# }
# add_opinion = {
# target = scope:ntd_nord
# modifier = weak_opinion
# opinion = -40
# }
# # We hide the rivalry stuff, both to make it seem less unappealing, and to encourage valid-feeling drama without deliberately signalling it.
# hidden_effect = {
# if = {
# limit = {
# can_set_relation_potential_rival_trigger = { CHARACTER = scope:ntd_brit }
# }
# set_relation_potential_rival = scope:ntd_brit
# }
# if = {
# limit = {
# can_set_relation_potential_rival_trigger = { CHARACTER = scope:ntd_nord }
# }
# set_relation_potential_rival = scope:ntd_nord
# }
# }
# }
#}
#
#negotiate_the_danelaw_reject_effect = {
# scope:ntd_actor = {
# # If possible, scope:ntd_actor & scope:ntd_recipient immediately become nemeses.
# if = {
# limit = {
# can_set_relation_nemesis_trigger = { CHARACTER = scope:ntd_recipient }
# }
# set_relation_nemesis = {
# reason = nemesis_danelaw_rejection
# copy_reason = rival
# target = scope:ntd_recipient
# }
# }
# else = {
# add_opinion = {
# target = scope:ntd_recipient
# modifier = humiliated_opinion
# opinion = -75
# }
# }
# # Scope:ntd_actor loses a huge amount of prestige.
# add_prestige = massive_prestige_loss
# # Scope:ntd_actor gets a derrogatory nickname.
# give_nickname = nick_the_weak
# }
#}
#
#negotiate_the_danelaw_each_way_effect = {
# random_list = {
# # The offer is accepted.
# 100 = {
# show_chance = no
# desc = negotiate_the_danelaw_each_way_effect.accepted
# negotiate_the_danelaw_accept_effect = yes
# }
# # The offier is rejected.
# 100 = {
# show_chance = no
# desc = negotiate_the_danelaw_each-way_effect.rejected
# negotiate_the_danelaw_reject_effect = yes
# }
# }
#}
#
#resolve_danelaw_partition_effect = {
# # Drift all k_danelaw cores into England.
# custom_tooltip = resolve_danelaw_partition_effect.adjust_de_jures.tt
# hidden_effect = {
# title:k_danelaw = {
# every_in_de_jure_hierarchy = {
# limit = { tier = tier_duchy }
# set_de_jure_liege_title = title:k_england
# }
# }
# }
# # If k_danelaw is victorious, take care of various bits'n'pieces.
# if = {
# limit = { scope:partition_winner = title:k_danelaw }
# # If appropriate, create k_england.
# if = {
# limit = {
# NOT = { exists = title:k_england.holder }
# }
# create_title_and_vassal_change = {
# type = created
# save_scope_as = title_change
# }
# title:k_england = {
# change_title_holder = {
# holder = scope:victor
# change = scope:title_change
# }
# }
# resolve_title_and_vassal_change = scope:title_change
# }
# # Else usurp k_england.
# else_if = {
# limit = {
# NOT = { title:k_england.holder = scope:victor }
# }
# create_title_and_vassal_change = {
# type = usurped
# save_scope_as = title_change
# add_claim_on_loss = yes
# }
# title:k_england = {
# change_title_holder = {
# holder = scope:victor
# change = scope:title_change
# }
# }
# resolve_title_and_vassal_change = scope:title_change
# }
# # Sundry cosmetic changes.
# title:k_england = {
# if = { # Only do Scandinavian things for Scandinavians
# limit = {
# holder.culture = { has_cultural_pillar = heritage_north_germanic }
# }
# # Set k_england's CoA to k_danelaw's.
# custom_tooltip = resolve_danelaw_partition_effect.coa_changed.tt
# title:k_england = { set_coa = title:k_danelaw }
# # Give k_england the appropriate succession law.
# add_title_law = scandinavian_elective_succession_law
# }
# # Use k_danelaw's title history, as they won the cold war.
# copy_title_history = title:k_danelaw
# # And make York the de jure capital.
# set_capital_county = title:c_north_riding
# }
# # Remove k_danelaw.
# destroy_title = title:k_danelaw
# # All claims on k_danelaw become claims on k_england.
# title:k_danelaw = {
# every_claimant = {
# custom = resolve_danelaw_partition_effect.all_claimants
# remove_claim = title:k_danelaw
# add_unpressed_claim = title:k_england
# }
# }
# # Finally, mark that this has happened for HKotNS purposes.
# set_global_variable = {
# name = danelaw_became_england
# value = yes
# }
# }
# # If k_england is victorious, we also have a few little things to do.
# if = {
# limit = { scope:partition_winner = title:k_england }
# # If it still exists, destroy k_danelaw.
# if = {
# limit = { exists = title:k_danelaw.holder }
# destroy_title = title:k_danelaw
# }
# # All claims on k_danelaw are removed.
# title:k_danelaw = {
# every_claimant = {
# custom = resolve_danelaw_partition_effect.all_claimants
# remove_claim = title:k_danelaw
# }
# }
# }
#}
#
#formalise_the_daneland_effect = {
# # To start with, remove the partition variable (so that we don't calculate partition resolution whilst taking the alternate route).
# remove_global_variable = partition_active_danelaw
# # Clarify the status of the partition for the player.
# custom_tooltip = formalise_the_daneland_effect.partition_status.tt
# # Sort the title swap.
# ## First, flip everything in k_danelaw to k_daneland.
# custom_tooltip = formalise_the_daneland_effect.adjust_de_jures.tt
# hidden_effect = {
# title:k_danelaw = {
# every_in_de_jure_hierarchy = {
# limit = { tier = tier_duchy }
# set_de_jure_liege_title = title:k_daneland
# }
# }
# # Add k_daneland to whatever empire k_danelaw is part of.
# title:k_daneland = { set_de_jure_liege_title = title:k_danelaw.de_jure_liege }
# }
# ## Then, swap the two titles out.
# ### Give k_daneland to scope:founder.
# create_title_and_vassal_change = {
# type = created
# save_scope_as = title_change
# }
# title:k_daneland = {
# change_title_holder = {
# holder = scope:founder
# change = scope:title_change
# }
# }
# resolve_title_and_vassal_change = scope:title_change
# ### Do some assorted aesthetic prep-work on k_daneland.
# hidden_effect = {
# title:k_daneland = {
# # Give them k_danelaw's CoA.
# set_coa = title:k_danelaw
# # & title history.
# copy_title_history = title:k_danelaw
# }
# }
# ### Destroy k_danelaw.
# destroy_title = title:k_danelaw
# # All claims on k_danelaw become claims on k_daneland
# title:k_danelaw = {
# every_claimant = {
# custom = formalise_the_daneland_effect.all_claimants
# remove_claim = title:k_danelaw
# add_unpressed_claim = title:k_daneland
# }
# }
# # Step a rivalry with scope:england.
# scope:founder = {
# progress_towards_rival_effect = {
# CHARACTER = scope:england
# OPINION = -75
# REASON = rival_daneland
# }
# }
#}
##################################################
# Found Cadet House Effects
found_cadet_house_decision_effect = {
$CHARACTER$ = {
save_scope_as = new_head
save_scope_as = new_house_head # don't ask
hidden_effect = {
house.house_head = {
save_scope_as = former_house_head
}
house = {
save_scope_as = former_house
}
add_achievement_flag_effect = { FLAG = achievement_a_house_of_my_own_flag }
#Cultural variation for Cadet Branch Naming:
if = { # Prefixed Primary Title - (PREFIX) (TITLE)
limit = {
is_landed = yes
highest_held_title_tier <= tier_duchy
OR = {
culture = { has_cultural_pillar = heritage_frankish }
top_liege = {
has_title = title:k_france
culture = { has_cultural_pillar = heritage_frankish }
}
}
}
create_cadet_branch = {
prefix = dynnp_de
name = cadet_name_style_primary_title
save_scope_as = new_house
}
}
else_if = { # Barony Dynasty - (BARONY) (DYNASTY)
limit = {
is_landed = yes
culture = {
OR = {
# India
has_cultural_pillar = heritage_indo_aryan
has_cultural_pillar = heritage_dravidian
# Vietnam
has_cultural_pillar = heritage_viet
has_name_list = name_list_vietnamese
# Khmer
has_name_list = name_list_khmer
# Mon
has_name_list = name_list_mon
# Cham
has_name_list = name_list_cham
# Tai
has_name_list = name_list_tai
# China
has_cultural_pillar = heritage_chinese
has_name_list = name_list_han
# Korea
has_cultural_pillar = heritage_korean
has_name_list = name_list_korean
# Buyeo
has_cultural_pillar = heritage_buyeo
has_name_list = name_list_balhae
}
}
NOT = { faith.religion = religion:islam_religion }
}
create_cadet_branch = {
name = cadet_name_style_barony_dynasty
save_scope_as = new_house
}
scope:new_house = { generate_coa = yes } # Avoid western style cadet CoA
}
else_if = { # County Dynasty - (COUNTY) (DYNASTY)
limit = {
is_landed = yes
culture = {
OR = {
# Malaysia
has_name_list = name_list_malay
}
}
}
create_cadet_branch = {
name = cadet_name_style_county_dynasty
save_scope_as = new_house
}
scope:new_house = { generate_coa = yes } # Avoid western style cadet CoA
}
else_if = { # Japanese - (PLACE)
limit = {
exists = var:new_japanese_house_name
culture = {
# Japan
OR = {
has_cultural_pillar = heritage_japonic
has_name_list = name_list_yamato
}
}
}
create_cadet_branch = {
name = {
first_valid = {
triggered_desc = {
trigger = { scope:new_head.var:new_japanese_house_name ?= flag:japanese_house_random_barony }
desc = japanese_house_random_barony
}
triggered_desc = {
trigger = { scope:new_head.var:new_japanese_house_name ?= flag:japanese_house_primary_county }
desc = japanese_house_primary_county
}
triggered_desc = {
trigger = { scope:new_head.var:new_japanese_house_name ?= flag:japanese_house_domicile_barony }
desc = japanese_house_domicile_barony
}
triggered_desc = {
trigger = { scope:new_head.var:new_japanese_house_name ?= flag:japanese_house_domicile_county }
desc = japanese_house_domicile_county
}
triggered_desc = {
trigger = { scope:new_head.var:new_japanese_house_name ?= flag:japanese_house_first_name }
desc = japanese_house_first_name
}
triggered_desc = {
trigger = { scope:new_head.var:new_japanese_house_name ?= flag:custom }
desc = japanese_house_name_custom
}
triggered_desc = {
trigger = { exists = scope:new_head.var:new_japanese_house_name }
desc = japanese_house_name_flag
}
desc = japanese_house_name_fallback
}
}
save_scope_as = new_house
}
scope:new_house = { generate_coa = yes } # Avoid western style cadet CoA
}
else = { #Standard Name Generation
create_cadet_branch = { save_scope_as = new_house }
}
}
add_prestige = $PRESTIGE$
hidden_effect_new_object = {
save_scope_as = new_head
every_player = {
limit = {
exists = house
scope:new_house ?= house
NOT = { this = $CHARACTER$ }
}
send_interface_toast = {
type = msg_created_new_house
title = created_cadet_branch_toast_new_house_desc
left_icon = scope:new_head
desc = created_cadet_branch_toast_new_house_other_tt
}
}
send_interface_toast = {
type = msg_created_new_house
title = created_cadet_branch_toast_new_house_desc
left_icon = scope:new_head
right_icon = scope:former_house_head
desc = created_cadet_branch_toast_new_house_other_tt
}
}
random_artifact = {
limit = {
var:banner_dynasty ?= $CHARACTER$.dynasty
artifact_owner = {
NOT = { this = $CHARACTER$ }
in_diplomatic_range = $CHARACTER$
}
NOT = {
any_artifact_house_claimant = {
scope:new_house ?= this
}
}
}
save_scope_as = new_branch_dynasty_banner
scope:new_house ?= {
add_house_artifact_claim = scope:new_branch_dynasty_banner
}
}
# # Struggle Catalysts
# if = {
# limit = {
# $CHARACTER$ = {
# exists = house.house_head
# any_character_struggle = {
# involvement = involved
# phase_has_catalyst = catalyst_cadet_branch_created
# }
# }
# }
# every_character_struggle = {
# involvement = involved
# activate_struggle_catalyst = {
# catalyst = catalyst_cadet_branch_created
# character = $CHARACTER$
# }
# log_debug_variable_for_persian_struggle_effect = { VAR = unrest_catalyst_cadet_branch_created }
# }
# }
every_child = {
limit = {
has_trait = bastard
is_lowborn = no
dynasty = scope:new_head.dynasty
NOT = { house = scope:new_house }
}
set_house = scope:new_house
}
# If eligible, create a cadet branch for admin type governments
if = {
limit = {
government_allows = noble_families
OR = {
highest_held_title_tier >= main_administrative_tier
AND = {
government_has_flag = government_has_county_tier_noble_families
highest_held_title_tier >= tier_county
}
}
}
create_noble_family_effect = { GOVERNMENT_GIVER = this }
change_influence = major_influence_gain
}
}
}
learn_language_linguist_effect = {
hidden_effect = { add_courtier = $LINGUIST$ }
$LINGUIST$ = { save_scope_as = selected_linguist }
custom_tooltip = ep1_decision.0201.tt.aptitude
send_interface_toast = {
title = learn_court_language_toast_title
left_icon = root
right_icon = $LINGUIST$
court_position_grant_effect = {
EMPLOYER = root
POS = court_tutor
CANDIDATE = $LINGUIST$
}
if = {
limit = {
NOT = { knows_language_of_culture = $LINGUIST$.culture }
}
start_scheme = {
type = learn_language
target_character = $LINGUIST$
}
}
}
}
linguist_bonus_culture_effect = {
if = {
limit = { exists = scope:$CULTURE$ }
if = {
limit = {
any_culture_global = {
exists = culture_head
has_same_culture_heritage = scope:$CULTURE$
NOR = {
has_same_culture_language = scope:$CULTURE$
has_same_culture_language = root.culture
AND = {
exists = scope:target_court_language.culture
has_same_culture_language = scope:target_court_language.culture
}
AND = {
exists = scope:ling_cul_1_bonus
THIS = scope:ling_cul_1_bonus
}
AND = {
exists = scope:ling_cul_2_bonus
THIS = scope:ling_cul_2_bonus
}
AND = {
exists = scope:ling_cul_3_bonus
THIS = scope:ling_cul_3_bonus
}
}
}
}
random_culture_global = { # Find a culture that speaks this language natively
limit = {
exists = culture_head
has_same_culture_heritage = scope:$CULTURE$
NOR = {
has_same_culture_language = scope:$CULTURE$
has_same_culture_language = root.culture
AND = {
exists = scope:target_court_language.culture
has_same_culture_language = scope:target_court_language.culture
}
AND = {
exists = scope:ling_cul_1_bonus
THIS = scope:ling_cul_1_bonus
}
AND = {
exists = scope:ling_cul_2_bonus
THIS = scope:ling_cul_2_bonus
}
AND = {
exists = scope:ling_cul_3_bonus
THIS = scope:ling_cul_3_bonus
}
}
}
save_scope_as = $CULTURE$_bonus
}
}
else = {
random_kingdom = {
limit = {
exists = holder
NOR = {
holder = root
AND = {
exists = scope:target_court_language
holder = scope:target_court_language
}
}
holder = {
in_diplomatic_range = root
culture = {
NOR = {
has_same_culture_language = scope:$CULTURE$
has_same_culture_language = root.culture
AND = {
exists = scope:target_court_language
has_same_culture_language = scope:target_court_language.culture
}
AND = {
exists = scope:ling_cul_1_bonus
this = scope:ling_cul_1_bonus
}
AND = {
exists = scope:ling_cul_2_bonus
this = scope:ling_cul_2_bonus
}
AND = {
exists = scope:ling_cul_3_bonus
this = scope:ling_cul_3_bonus
}
}
}
}
}
holder.culture = { save_scope_as = $CULTURE$_bonus }
}
}
}
}
linguist_random_realm_effect = {
# Save random culture realm to fetch faith
if = {
limit = {
any_independent_ruler = { culture = scope:$CULTURE$ }
}
ordered_independent_ruler = {
limit = { culture = scope:$CULTURE$ }
order_by = primary_title.tier
save_scope_as = $CULTURE$_ruler
}
}
# Save fallback to fetch faith
else = {
scope:target_court_language = { save_scope_as = $CULTURE$_ruler }
}
}
isolate_single_character_effect = {
add_character_flag = {
flag = blocked_from_leaving
years = 5
}
add_character_modifier = {
modifier = isolating_modifier
years = 5
}
if = {
limit = { exists = involved_activity }
if = {
limit = { involved_activity.activity_host = root }
invalidate_activity = involved_activity
}
else = {
remove_from_activity = involved_activity
}
}
}
isolate_family_decision_effect = {
show_as_tooltip = {
every_close_family_member = {
custom = every_close_family_member_at_court
limit = {
is_courtier_of = root
}
add_character_modifier = {
modifier = isolating_modifier
years = 5
}
}
add_character_modifier = {
modifier = isolating_modifier
years = 5
}
if = {
limit = { exists = involved_activity }
if = {
limit = { involved_activity.activity_host = root }
invalidate_activity = involved_activity
}
else = {
remove_from_activity = involved_activity
}
}
}
if = {
limit = { NOT = { exists = current_travel_plan } }
custom_tooltip = travelling_will_break_isolation_tt
}
hidden_effect = {
every_close_family_member = {
custom = every_close_family_member_at_court
limit = {
is_courtier_of = root
}
root = {
add_to_variable_list = {
name = isolating_relatives
target = prev
}
}
isolate_single_character_effect = yes
}
every_consort = {
limit = {
is_courtier_of = root
}
root = {
add_to_variable_list = {
name = isolating_relatives
target = prev
}
}
isolate_single_character_effect = yes
}
isolate_single_character_effect = yes
set_variable = {
name = isolating_cooldown_var
years = 1
}
add_character_flag = { # Prevent the AI from constantly coming in and out of isolation
flag = ai_unisolate_cooldown
years = 1
}
}
stress_impact = {
brave = minor_stress_impact_gain
gregarious = minor_stress_impact_gain
}
}
unisolate_family_decision_effect = {
show_as_tooltip = {
every_close_family_member = {
custom = every_close_family_member_at_court
limit = {
is_courtier_of = root
}
remove_character_modifier = isolating_modifier
}
}
hidden_effect = {
every_in_list = {
variable = isolating_relatives
limit = { is_alive = yes }
remove_character_modifier = isolating_modifier
remove_character_flag = blocked_from_leaving
}
clear_variable_list = isolating_relatives
}
remove_character_modifier = isolating_modifier
stress_impact = {
paranoid = minor_stress_impact_gain
shy = minor_stress_impact_gain
}
}
#Whippy whippy
flagellation_decision_effect = {
#Get both rewards
if = {
limit = {
has_trait = flagellant
faith = { has_doctrine_parameter = self_mutilation_active }
}
add_stress = major_stress_loss
add_piety = medium_piety_value
}
#Only Piety
else_if = {
limit = {
faith = { has_doctrine_parameter = self_mutilation_active }
}
add_piety = medium_piety_value
}
#Only Stress-loss
else = { add_stress = major_stress_loss }
#Be kind to the AI
if = {
limit = { is_ai = yes }
random_list = {
75 = {
#No increase
}
25 = {
increase_wounds_effect = { REASON = whipping }
}
}
}
else = {
increase_wounds_effect = { REASON = whipping }
}
#Not already flagellant?
if = {
limit = {
NOT = { has_trait = flagellant }
}
random = {
chance = 20
add_trait = flagellant
add_stress = major_stress_loss
}
}
}
#restore_carthage_scripted_effect = {
#
# dynasty = { add_dynasty_prestige = monumental_dynasty_prestige_gain }
# house = {
# add_house_modifier = {
# modifier = restore_carthage_house_modifier
# years = 100
# }
# }
# create_title_and_vassal_change = {
# type = created
# save_scope_as = title_change
# add_claim_on_loss = no
# }
#
# #Create Kingdoms
# hidden_effect = {
# # Carthage
# title:k_carthage = {
# change_title_holder = {
# holder = root
# change = scope:title_change
# }
# set_de_jure_liege_title = title:e_carthage
# }
# # Carthage Duchies
# title:d_gabes = {
# set_de_jure_liege_title = title:k_carthage
# }
# title:d_kairouan = {
# set_de_jure_liege_title = title:k_carthage
# }
# title:d_kroumerie = {
# set_de_jure_liege_title = title:k_carthage
# }
# title:d_tunis = {
# set_de_jure_liege_title = title:k_carthage
# }
# title:d_jerid = {
# set_de_jure_liege_title = title:k_carthage
# }
# title:d_sicily = {
# set_de_jure_liege_title = title:k_carthage
# }
# title:d_sardinia = {
# set_de_jure_liege_title = title:k_carthage
# }
# # And "Tunis" Carthage as capital
# title:c_tunis = {
# change_title_holder = {
# holder = root
# change = scope:title_change
# }
# }
# # Tripolitania
# title:k_tripolitania = {
# change_title_holder = {
# holder = root
# change = scope:title_change
# }
# set_de_jure_liege_title = title:e_carthage
# }
# # Tripolitania Duchies
# title:d_tripolitania = {
# set_de_jure_liege_title = title:k_tripolitania
# }
# title:d_syrte = {
# set_de_jure_liege_title = title:k_tripolitania
# }
# # Mauretania
# title:k_mauretania = {
# change_title_holder = {
# holder = root
# change = scope:title_change
# }
# set_de_jure_liege_title = title:e_carthage
# }
# # Mauretania Duchies
# title:d_bejaia = {
# set_de_jure_liege_title = title:k_mauretania
# }
# title:d_zab = {
# set_de_jure_liege_title = title:k_mauretania
# }
# title:d_tlemcen = {
# set_de_jure_liege_title = title:k_mauretania
# }
# title:d_rif = {
# set_de_jure_liege_title = title:k_mauretania
# }
# title:d_alger = {
# set_de_jure_liege_title = title:k_mauretania
# }
# # Carthago Nova
# title:k_carthago_nova = {
# change_title_holder = {
# holder = root
# change = scope:title_change
# }
# set_de_jure_liege_title = title:e_carthage
# }
# # Carthago Nova Duchies
# title:d_sevilla = {
# set_de_jure_liege_title = title:k_carthago_nova
# }
# title:d_granada = {
# set_de_jure_liege_title = title:k_carthago_nova
# }
# title:d_murcia = {
# set_de_jure_liege_title = title:k_carthago_nova
# }
# title:d_valencia = {
# set_de_jure_liege_title = title:k_carthago_nova
# }
# }
#
# #Create Empire
# title:e_carthage = {
# change_title_holder = {
# holder = root
# change = scope:title_change
# }
# }
#
# resolve_title_and_vassal_change = scope:title_change
#
# hidden_effect = {
# every_held_title = { #Should destroy Kingdoms without dejure land
# title_tier = kingdom
# if = {
# limit = {
# any_direct_de_jure_vassal_title = { count < 1 }
# title_capital_county.empire = title:e_carthage
# }
# root = { destroy_title = prev }
# }
# }
# }
#
# if = {
# limit = {
# capital_county != title:c_tunis
# }
# set_realm_capital = title:c_tunis
# }
#
# hidden_effect = {
# set_primary_title_to = title:e_carthage
# }
#}
##################################################
# ##Create Cossack Kingdom Decision Effect##
# ## By: Björn S
##################################################
#
#create_cossack_scripted_effect = {
# # Pseudo character to derive culture from without converting the founder by default
# create_character = {
# location = root.location
# culture = root.culture
# faith = root.faith
# gender = root
# dynasty = none
# random_traits = no
# save_scope_as = cossack
# }
# ## We make all nomad holdings tribal, or the government change won't work
# custom_tooltip = {
# every_sub_realm_county = {
# limit = {
# title_province = {
# OR = {
# has_holding_type = nomad_holding
# has_holding_type = herder_holding
# }
# }
# }
# ## Add_to_list = holding_conversion
# title_province = {
# set_holding_type = tribal_holding
# }
# }
# text = create_cossack_tribal_tooltip
# }
# change_government = tribal_government
#
# ## Create the Cossack Culture ##
# culture = { save_scope_as = founder_culture }
# every_player = {
# add_character_flag = {
# flag = hide_hybridization_event
# days = 1
# }
# }
# custom_tooltip = {
# text = cossack_custom_culture_hybrid
# scope:cossack = { create_hybrid_culture = culture:kazak }
# }
# scope:new_culture ?= {
# set_culture_name = {
# noun = cossack
# collective_noun = cossack_prefix
# prefix = cossack_collective_noun
# }
# }
# create_title_and_vassal_change = {
# type = created
# save_scope_as = title_change
# add_claim_on_loss = no
# }
# title:k_cossack = {
# change_title_holder = {
# holder = root
# change = scope:title_change
# }
# }
# resolve_title_and_vassal_change = scope:title_change
#
# ## Set up the Cossack Kingdom title with de jure duchies
# custom_tooltip = {
# text = cossack_custom_de_jure
# title:k_cossack = { set_de_jure_liege_title = title:e_caspian-pontic_steppe }
# title:d_tana = { set_de_jure_liege_title = title:k_cossack }
# title:d_zaporizhzhia = { set_de_jure_liege_title = title:k_cossack }
# title:d_kharkiv = { set_de_jure_liege_title = title:k_cossack }
# title:d_don_valley = { set_de_jure_liege_title = title:k_cossack }
# title:d_astrakhan = { set_de_jure_liege_title = title:k_cossack }
# }
#
# ##Add Cossack Culture to all de jure duchies in the Cossack Kingdom
# if = {
# limit = { exists = scope:new_culture }
# custom_tooltip = {
# text = cossack_custom_county_culture
# every_held_county = {
# limit = { kingdom = title:k_cossack }
# ## Convert all the counties to Cossack Culture ##
# set_county_culture = scope:new_culture
# }
# }
# }
# else = { custom_tooltip = cossack_custom_county_culture_fallback }
#
# hidden_effect = {
# scope:cossack ?= { silent_disappearance_effect = yes }
# }
#}
#