N3OW/common/decisions/06_ce1_decisions.txt
2026-05-24 05:01:46 -04:00

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#commission_legend_artifact_decision
#clear_ground_for_legendary_building
#isolate_capital_decision
#isolate_family_decision
### Commission Legend Artifact ###
commission_legend_artifact_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_smith.dds"
}
cooldown = { days = standard_commission_artifact_cooldown_time }
sort_order = 100
decision_group_type = major
is_shown = {
is_landed = yes
highest_held_title_tier >= tier_county
exists = capital_province
has_dlc_feature = legends
custom_tooltip = {
text = commission_legend_artifact_decision_var_tt
has_variable = finished_legend_var
}
}
is_valid_showing_failures_only = {
# Only valid for characters with an antiquaria OR chronicler
custom_tooltip = {
text = commision_legend_artifact_decision_court_positions_tt
OR = {
employs_court_position = antiquarian_court_position
employs_court_position = chronicler_court_position
}
}
custom_tooltip = {
text = commision_legend_artifact_decision_disappearing_tt
any_realm_province = {
any_province_legend = {
has_variable = my_legend_var
}
}
}
}
cost = {
gold = {
if = {
limit = {
has_variable = finished_mythical_legend_var
}
value = 800
}
else_if = {
limit = {
has_variable = finished_illustrious_legend_var
}
value = 600
}
else = {
value = 400
}
if = {
limit = { # Estate discount bonus
domicile ?= { has_domicile_parameter = estate_reduce_commission_artifact_cost }
}
multiply = estate_reduce_commission_artifact_cost_value
}
}
}
effect = {
if = {
limit = {
any_court_position_holder = {
type = chronicler_court_position
}
}
random_court_position_holder = {
type = chronicler_court_position
save_scope_as = chronicler
}
}
if = {
limit = {
any_court_position_holder = {
type = antiquarian_court_position
}
}
random_court_position_holder = {
type = antiquarian_court_position
save_scope_as = chronicler
}
}
# Explanatory Tooltip
custom_tooltip = commission_legend_artifact_decision_effect
hidden_effect = {
trigger_event = ce1_decision_events.0001
}
}
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 36
empire = 36
hegemony = 36
}
ai_potential = {
is_at_war = no
ai_greed < medium_positive_ai_value
short_term_gold > ai_war_chest_desired_gold_value
war_chest_gold >= halved_ai_war_chest_gold_maximum
}
ai_will_do = {
base = 100 #AI should always create the book
}
}
clear_ground_for_legendary_building = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_legend.dds"
}
decision_group_type = major
sort_order = 100
is_shown = {
exists = var:legendary_reward_location
has_dlc_feature = legends
is_landed = yes
}
is_valid_showing_failures_only = {
custom_tooltip = {
text = clear_ground_for_legendary_building_no_barony_tt
any_held_title = {
title_tier = barony
title_province = { has_special_building_slot = no }
is_capital_barony = yes
holder = root
is_leased_out = no
}
}
}
widget = {
gui = "decision_view_widget_option_list_generic"
controller = decision_option_list_controller
decision_to_second_step_button = "CHOOSE_LEGENDARY_BUILDING"
show_from_start = yes
item = { # Shrine
value = clear_ground_legendary_shrine
is_valid = {
custom_tooltip = { # The legend you finished is valid for a legendary shrine
text = clear_ground_legendary_shrine_tt
has_character_flag = legendary_shrine_flag
}
}
current_description = clear_ground_legendary_shrine_desc
localization = clear_ground_legendary_shrine
icon = "gfx/interface/icons/building_types/icon_building_legendary_shrine.dds"
flat = yes
ai_chance = { value = 10 }
}
item = { # Statue
value = clear_ground_legendary_statue
is_valid = {
custom_tooltip = { # The legend you finished is valid for a legendary statue
text = clear_ground_legendary_statue_tt
has_character_flag = legendary_statue_flag
}
}
current_description = clear_ground_legendary_statue_desc
localization = clear_ground_legendary_statue
icon = "gfx/interface/icons/building_types/icon_building_legendary_statue.dds"
flat = yes
ai_chance = { value = 10 }
}
item = { # Palace
value = clear_ground_legendary_palace
is_valid = {
custom_tooltip = { # The legend you finished is valid for a legendary palace
text = clear_ground_legendary_palace_tt
has_character_flag = legendary_palace_flag
}
}
current_description = clear_ground_legendary_palace_desc
localization = clear_ground_legendary_palace
icon = "gfx/interface/icons/building_types/icon_building_legendary_palace.dds"
flat = yes
ai_chance = { value = 10 }
}
item = { # Watchtower
value = clear_ground_legendary_watchtower
is_valid = {
custom_tooltip = { # The legend you finished is valid for a legendary watchtower
text = clear_ground_legendary_watchtower_tt
has_character_flag = legendary_watchtower_flag
}
}
current_description = clear_ground_legendary_watchtower_desc
localization = clear_ground_legendary_watchtower
icon = "gfx/interface/icons/building_types/icon_building_legendary_watchtower.dds"
flat = yes
ai_chance = { value = 10 }
}
item = { # Hunting lodge
value = clear_ground_legendary_hunting_lodge
is_valid = {
custom_tooltip = { # The legend you finished is valid for a legendary hunting_lodge
text = clear_ground_legendary_hunting_lodge_tt
has_character_flag = legendary_hunting_lodge_flag
}
}
current_description = clear_ground_legendary_hunting_lodge_desc
localization = clear_ground_legendary_hunting_lodge
icon = "gfx/interface/icons/building_types/icon_building_legendary_hunting_grounds.dds"
flat = yes
ai_chance = { value = 10 }
}
}
effect = {
custom_tooltip = clear_ground_for_legendary_building_custom_tt
switch = {
trigger = yes
scope:clear_ground_legendary_shrine = {
set_variable = {
name = clear_ground
value = flag:legendary_shrine
}
}
scope:clear_ground_legendary_palace = {
set_variable = {
name = clear_ground
value = flag:legendary_palace
}
}
scope:clear_ground_legendary_statue = {
set_variable = {
name = clear_ground
value = flag:legendary_statue
}
}
scope:clear_ground_legendary_watchtower = {
set_variable = {
name = clear_ground
value = flag:legendary_watchtower
}
}
scope:clear_ground_legendary_hunting_lodge = {
set_variable = {
name = clear_ground
value = flag:legendary_hunting_lodge
}
}
}
open_view_data = {
view = decision_detail
data = decision:pick_legendary_barony_decision
player = root
}
}
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 36
empire = 36
hegemony = 36
}
ai_potential = {
is_at_war = no
ai_greed < medium_positive_ai_value
short_term_gold > ai_war_chest_desired_gold_value
war_chest_gold >= halved_ai_war_chest_gold_maximum
}
ai_will_do = {
base = 100 #AI should always reap rewards
}
}
### $clear_ground_for_legendary_building$ ###
pick_legendary_barony_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_legend.dds"
}
decision_group_type = major
ai_goal = yes
is_invisible = yes
widget = {
controller = create_holy_order
barony_valid = {
trigger_if = {
limit = { exists = this }
title_province = { has_special_building_slot = no }
is_capital_barony = yes
holder = scope:ruler
is_leased_out = no
}
}
}
is_valid_showing_failures_only = { # Error suppressing
has_variable = clear_ground
}
cost = {
}
effect = {
send_interface_toast = {
type = event_toast_effect_good
title = clear_ground_for_legendary_building.toast
switch = {
trigger = root.var:clear_ground
flag:legendary_shrine = {
scope:barony.title_province ?= {
add_special_building_slot = legendary_shrine
}
}
flag:legendary_palace = {
scope:barony.title_province ?= {
add_special_building_slot = legendary_palace
}
}
flag:legendary_statue = {
scope:barony.title_province ?= {
add_special_building_slot = legendary_statue
}
}
flag:legendary_watchtower = {
scope:barony.title_province ?= {
add_special_building_slot = legendary_watchtower
}
}
flag:legendary_hunting_lodge = {
scope:barony.title_province ?= {
add_special_building_slot = legendary_hunting_lodge
}
}
}
}
hidden_effect = {
remove_variable = clear_ground
# Shift the legend protagonist to the province
if = {
limit = {
exists = var:legendary_figure
}
scope:barony.title_province ?= {
set_variable = {
name = legendary_figure
value = root.var:legendary_figure
}
}
remove_variable = legendary_figure
}
# Cleanup
if = {
limit = {
has_character_flag = legendary_shrine_flag
}
remove_character_flag = legendary_shrine_flag
}
if = {
limit = {
has_character_flag = legendary_statue_flag
}
remove_character_flag = legendary_statue_flag
}
if = {
limit = {
has_character_flag = legendary_palace_flag
}
remove_character_flag = legendary_palace_flag
}
if = {
limit = {
has_character_flag = legendary_watchtower_flag
}
remove_character_flag = legendary_watchtower_flag
}
if = {
limit = {
has_character_flag = legendary_hunting_lodge_flag
}
remove_character_flag = legendary_hunting_lodge_flag
}
if = {
limit = {
exists = var:legendary_reward_location
}
remove_variable = legendary_reward_location
}
}
}
ai_potential = {
is_playable_character = yes
}
ai_will_do = {
base = 200
}
}
### Isolate Capital ###
isolate_capital_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_black_plague.dds"
}
decision_group_type = major
sort_order = 100
title = {
first_valid = {
triggered_desc = {
trigger = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
desc = unisolate_capital_decision
}
desc = isolate_capital_decision
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
desc = unisolate_capital_decision_desc
}
desc = isolate_capital_decision_desc
}
}
confirm_text = {
first_valid = {
triggered_desc = {
trigger = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
desc = unisolate_family_decision_confirm
}
desc = isolate_capital_decision_confirm
}
}
is_shown = {
is_landed = yes
exists = capital_county
highest_held_title_tier >= tier_county
trigger_if = {
limit = {
is_ai = yes
}
OR = {
any_held_title = {
title_tier = county
has_province_with_epidemic = { intensity = any }
}
capital_county = {
any_neighboring_county = {
any_county_province_epidemic = {
count >= 1
}
}
}
capital_county = { has_county_modifier = isolate_capital_decision_modifier }
}
}
trigger_else = {
OR = {
realm_has_any_epidemic = {
SIZE = 1
INTENSITY = minor
}
capital_county = {
any_neighboring_county = {
any_county_province_epidemic = {
count >= 1
}
}
}
capital_county = { has_county_modifier = isolate_capital_decision_modifier }
}
}
}
widget = {
gui = "decision_view_widget_option_list_generic"
controller = decision_option_list_controller
decision_to_second_step_button = "SELECT_ACTION"
show_from_start = yes
item = { # Isolate your capital
value = isolate_capital_decision
is_valid = {
capital_county ?= { NOT = { has_county_modifier = isolate_capital_decision_modifier } }
custom_tooltip = {
text = isolate_capital_decision_tt
any_sub_realm_county = {
has_province_with_epidemic = { intensity = any }
}
}
}
current_description = isolate_capital_decision_desc
localization = isolate_capital_decision
icon = "gfx/interface/icons/message_feed/plague.dds"
ai_chance = {
value = 100
}
}
item = { # End isolation of your capital
value = unisolate_capital_decision
is_valid = {
custom_tooltip = {
text = unisolate_capital_decision_tt
exists = capital_county
capital_county ?= { has_county_modifier = isolate_capital_decision_modifier }
}
}
current_description = unisolate_capital_decision_desc
localization = unisolate_capital_decision
icon = "gfx/interface/icons/court_position_types/cave_hermit_court_position.dds"
ai_chance = {
value = 100
}
}
}
cooldown = { days = 365 }
effect = {
if = {
limit = {
scope:isolate_capital_decision = yes
}
add_legitimacy_effect = { LEGITIMACY = minor_legitimacy_loss }
capital_county = {
add_county_modifier = {
modifier = isolate_capital_decision_modifier
years = 15
}
}
add_character_flag = {
flag = ai_capital_isolation_cooldown
years = 1
}
}
if = {
limit = {
scope:unisolate_capital_decision = yes
}
capital_county = {
remove_county_modifier = isolate_capital_decision_modifier
}
}
}
ai_check_interval_by_tier = {
barony = 0
county = 6
duchy = 6
kingdom = 6
empire = 6
hegemony = 6
}
ai_potential = {
NOT = { has_character_flag = ai_capital_isolation_cooldown }
}
ai_will_do = {
base = 0
modifier = {
add = 100
NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
}
modifier = {
add = 100
NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
has_trait = paranoid
}
modifier = {
add = -50
NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
has_trait = brave
}
modifier = {
add = -50
NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
has_trait = greedy
}
modifier = {
add = -50
NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
ai_rationality <= -50
}
modifier = {
add = 50
NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
any_held_title = {
title_tier = county
has_province_with_epidemic = { intensity = any }
}
}
modifier = {
add = 50
NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
any_held_title = {
title_tier = county
has_province_with_epidemic = { intensity >= major }
}
}
modifier = {
add = ai_rationality
NOT = { capital_county = { has_county_modifier = isolate_capital_decision_modifier } }
ai_rationality > 0
any_held_title = {
title_tier = county
has_province_with_epidemic = { intensity = any }
}
}
modifier = {
add = 100
capital_county = { has_county_modifier = isolate_capital_decision_modifier }
NOT = {
any_held_title = {
title_tier = county
has_province_with_epidemic = { intensity = any }
}
}
}
}
}
### Enter Seclusion ###
isolate_family_decision = {
picture = {
trigger = {
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
}
reference = "gfx/interface/illustrations/decisions/disaster.dds"
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_black_plague.dds"
}
decision_group_type = major
sort_order = 100
title = {
first_valid = {
triggered_desc = {
trigger = {
has_character_modifier = isolating_modifier
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
}
desc = unisolate_family_disaster_decision
}
triggered_desc = {
trigger = { has_character_modifier = isolating_modifier }
desc = unisolate_family_decision
}
triggered_desc = {
trigger = {
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
}
desc = isolate_family_disaster_decision
}
desc = isolate_family_decision
}
}
desc = {
first_valid = {
triggered_desc = {
trigger = {
has_character_modifier = isolating_modifier
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
}
desc = unisolate_family_disaster_decision_desc
}
triggered_desc = {
trigger = { has_character_modifier = isolating_modifier }
desc = unisolate_family_decision_desc
}
triggered_desc = {
trigger = {
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
}
desc = isolate_family_disaster_decision_desc
}
desc = isolate_family_decision_desc
}
}
confirm_text = {
first_valid = {
triggered_desc = {
trigger = {
has_character_modifier = isolating_modifier
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
}
desc = unisolate_family_disaster_decision_confirm
}
triggered_desc = {
trigger = {
has_character_modifier = isolating_modifier
}
desc = unisolate_family_decision_confirm
}
triggered_desc = {
trigger = {
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
}
desc = isolate_family_disaster_decision_confirm
}
desc = isolate_family_decision_confirm
}
}
is_shown = {
OR = {
is_landed = yes
any_held_title = { is_noble_family_title = yes } # Still exclude adventurers
}
OR = {
has_character_modifier = isolating_modifier
OR = {
capital_county ?= { # Includes landless noble families
OR = {
# Own capital
has_province_with_epidemic = { intensity = any }
# Neighborng own capital
any_neighboring_county = {
has_province_with_epidemic = { intensity = any }
}
}
}
# Somewhere in realm
any_sub_realm_county = {
has_province_with_epidemic = { intensity = any }
}
}
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
}
}
ai_potential = {
NOT = { has_character_flag = ai_unisolate_cooldown }
OR = {
has_character_modifier = isolating_modifier
capital_county ?= {
OR = {
# Own capital
has_province_with_epidemic = { intensity = any }
# Neighboring own capital
any_neighboring_county = {
has_province_with_epidemic = { intensity = any }
}
}
}
# Somewhere in domain
any_held_title = {
title_tier = county
has_province_with_epidemic = { intensity = any }
}
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
}
}
widget = {
gui = "decision_view_widget_option_list_generic"
controller = decision_option_list_controller
decision_to_second_step_button = "SELECT_ACTION"
show_from_start = yes
item = { # Isolate your family from disasters
value = isolate_family_disaster_decision
is_shown = {
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
}
is_valid = {
NOT = { has_character_modifier = isolating_modifier }
OR = {
is_landed = yes
any_held_title = { is_noble_family_title = yes } # Still exclude adventurers
}
trigger_if = {
limit = { exists = current_travel_plan }
is_available_travelling_adult = yes
}
trigger_else = {
custom_tooltip = {
text = you_are_at_your_capital_tt
exists = root.capital_province
location = root.capital_province
}
trigger_if = {
limit = {
involved_activity.activity_location ?= capital_province
}
is_physically_able = yes
}
trigger_else = {
is_available = yes
}
}
custom_tooltip = {
text = ai_unisolate_cooldown_tt
NOT = { has_variable = isolating_cooldown_var }
}
}
current_description = isolate_family_disaster_decision_desc
localization = isolate_family_disaster_decision
icon = "gfx/interface/icons/situation_types/natural_disaster_earthquake.dds"
ai_chance = {
value = 100
}
}
item = { # Isolate your family from epidemics
value = isolate_family_decision
is_shown = {
OR = {
capital_county ?= {
OR = {
# Own capital
has_province_with_epidemic = { intensity = any }
# Neighboring own capital
any_neighboring_county = {
has_province_with_epidemic = { intensity = any }
}
}
}
# Somewhere in realm
any_sub_realm_county = {
has_province_with_epidemic = { intensity = any }
}
}
}
is_valid = {
NOT = { has_character_modifier = isolating_modifier }
OR = {
is_landed = yes
any_held_title = { is_noble_family_title = yes } # Still exclude adventurers
}
custom_tooltip = {
text = you_are_at_your_capital_tt
exists = root.capital_province
location = root.capital_province
}
is_available = yes
custom_tooltip = {
text = ai_unisolate_cooldown_tt
NOT = { has_variable = isolating_cooldown_var }
}
}
current_description = isolate_family_decision_desc
localization = isolate_family_decision
icon = "gfx/interface/icons/message_feed/plague.dds"
ai_chance = {
value = 100
}
}
item = { # Unisolate your family from disasters
value = unisolate_family_decision
is_valid = {
has_character_modifier = isolating_modifier
}
current_description = unisolate_family_disaster_decision_desc
localization = unisolate_family_disaster_decision
icon = "gfx/interface/icons/court_position_types/cave_hermit_court_position.dds"
ai_chance = {
value = 100
}
}
}
effect = {
if = {
limit = {
scope:isolate_family_disaster_decision = yes
}
show_as_tooltip = {
isolate_family_decision_effect = yes
if = {
limit = { capital_province ?= location }
add_legitimacy_effect = { LEGITIMACY = minor_legitimacy_loss }
}
add_prestige = major_prestige_loss
}
hidden_effect = {
set_variable = isolated_due_to_disaster
trigger_event = natural_disaster.0110
}
}
else_if = {
limit = {
scope:isolate_family_decision = yes
}
show_as_tooltip = {
isolate_family_decision_effect = yes
add_legitimacy_effect = { LEGITIMACY = minor_legitimacy_loss }
add_prestige = major_prestige_loss
}
hidden_effect = {
trigger_event = epidemic_events.0100
}
}
else_if = {
limit = {
scope:unisolate_family_decision = yes
has_variable = isolated_due_to_disaster
}
show_as_tooltip = { unisolate_family_decision_effect = yes }
hidden_effect = {
remove_variable = isolated_due_to_disaster
trigger_event = natural_disaster.0111
}
}
else = {
show_as_tooltip = { unisolate_family_decision_effect = yes }
hidden_effect = {
trigger_event = epidemic_events.0101
}
}
}
ai_check_interval_by_tier = {
barony = 0
county = 6
duchy = 6
kingdom = 6
empire = 6
hegemony = 6
}
ai_will_do = {
base = 0
modifier = {
add = 100
NOT = { has_character_modifier = isolating_modifier }
has_trait = paranoid
}
modifier = {
add = -50
NOT = { has_character_modifier = isolating_modifier }
has_trait = brave
}
modifier = {
add = -50
NOT = { has_character_modifier = isolating_modifier }
ai_rationality <= -50
}
modifier = {
add = 50
NOT = { has_character_modifier = isolating_modifier }
any_held_title = {
title_tier = county
has_province_with_epidemic = { intensity = any }
}
}
modifier = {
add = 50
NOT = { has_character_modifier = isolating_modifier }
any_held_title = {
title_tier = county
has_province_with_epidemic = { intensity >= major }
}
}
modifier = {
add = ai_rationality
NOT = { has_character_modifier = isolating_modifier }
ai_rationality > 0
any_held_title = {
title_tier = county
has_province_with_epidemic = { intensity = any }
}
}
modifier = {
add = 100
has_character_modifier = isolating_modifier
NOR = {
has_character_flag = ai_unisolate_cooldown # We keep you isolating for 1y
capital_province = { # For barons to not exit too early
any_province_epidemic = { }
}
any_held_title = {
title_tier = county
has_province_with_epidemic = { intensity = any }
}
tgp_natural_disaster_character_is_affected_by_any_imminent_disaster_trigger = yes
}
}
}
}