N3OW/common/character_interactions/00_scheme_interactions.txt

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#Character interactions relating to schemes
start_murder_interaction = {
icon = icon_scheme_murder
common_interaction = yes
interface_priority = 90
category = interaction_category_hostile
ignores_pending_interaction_block = yes
scheme = murder
send_name = START_SCHEME
is_shown = {
NOT = { scope:recipient = scope:actor }
NAND = { # Game Rules!
has_game_rule = no_players_multiplayer_murder_schemes
scope:actor = {
is_ai = no
}
scope:recipient = {
is_ai = no
}
}
NAND = {
has_game_rule = no_player_families_multiplayer_murder_schemes
scope:actor = {
is_ai = no
}
scope:recipient = {
OR = {
is_ai = no
any_close_family_member = {
AND = {
is_ai = no
NOT = { this = scope:actor }
}
}
}
}
}
}
is_valid_showing_failures_only = {
scope:actor = {
can_start_scheme = {
type = murder
target_character = scope:recipient
}
}
scope:recipient = { NOT = { has_strong_hook = scope:actor } }
trigger_if = {
limit = {
scope:actor = {
is_landless_adventurer = yes
}
}
#Has to be used instead of diplo range checks in laamp to landed interactions
ep3_laamp_diplo_range_trigger = {
TARGET = scope:recipient
LAAMP = scope:actor
}
}
}
desc = {
triggered_desc = {
trigger = {
scope:actor = {
can_start_scheme = {
type = murder
target_character = scope:recipient
}
}
}
desc = scheme_interaction_tt_murder_approved
}
}
# Scheme Starter Packages
options_heading = schemes.t.agent_packages
send_options_exclusive = yes
## Balanced agents.
send_option = {
flag = agent_focus_balance
current_description = start_murder_interaction.tt.agent_focus_balance
}
## Focused on Success Chance.
send_option = {
flag = agent_focus_success
current_description = start_murder_interaction.tt.agent_focus_success
}
## Focused on Speed.
send_option = {
flag = agent_focus_speed
current_description = start_murder_interaction.tt.agent_focus_speed
}
## Focused on Secrecy.
send_option = {
flag = agent_focus_secrecy
current_description = start_murder_interaction.tt.agent_focus_secrecy
}
on_accept = {
scope:actor = {
stress_impact = {
compassionate = major_stress_impact_gain
honest = medium_stress_impact_gain
just = medium_stress_impact_gain
}
}
scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = start_murder_interaction_notification
left_icon = scope:actor
right_icon = scope:recipient
# Success.
if = {
limit = { scope:agent_focus_success ?= yes }
begin_scheme_with_agents_effect = {
SCHEME_TYPE = murder
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
# Success.
AGENT_1 = agent_assassin
AGENT_2 = agent_assassin
AGENT_3 = agent_thug
# Speed.
AGENT_4 = agent_infiltrator
# Secrecy.
AGENT_5 = agent_alibi
}
}
# Speed.
else_if = {
limit = { scope:agent_focus_speed ?= yes }
begin_scheme_with_agents_effect = {
SCHEME_TYPE = murder
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
# Speed.
AGENT_1 = agent_infiltrator
AGENT_2 = agent_infiltrator
AGENT_3 = agent_footpad
# Success.
AGENT_4 = agent_assassin
# Secrecy.
AGENT_5 = agent_alibi
}
}
# Secrecy.
else_if = {
limit = { scope:agent_focus_secrecy ?= yes }
begin_scheme_with_agents_effect = {
SCHEME_TYPE = murder
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
# Secrecy.
AGENT_1 = agent_alibi
AGENT_2 = agent_alibi
AGENT_3 = agent_lookout
# Success.
AGENT_4 = agent_assassin
# Speed.
AGENT_5 = agent_infiltrator
}
}
# Balanced.
else = {
begin_scheme_with_agents_effect = {
SCHEME_TYPE = murder
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
# Success.
AGENT_1 = agent_assassin
AGENT_2 = agent_assassin
# Speed.
AGENT_3 = agent_infiltrator
AGENT_4 = agent_footpad
# Secrecy.
AGENT_5 = agent_alibi
}
}
}
# Plus any on_start modifiers we may need.
if = {
limit = { var:feast_events_ewan_0001_bonus_value ?= scope:recipient }
# Hand over the modifier.
random_scheme = {
limit = {
scheme_type = murder
scheme_target_character = scope:recipient
}
add_scheme_modifier = { type = feast_learnt_habits_modifier }
}
# Remove the variable now that we're done with it.
remove_variable = feast_events_ewan_0001_bonus_value
}
}
}
auto_accept = yes
# AI for murders is handled in event murder_scheme_maintenance.1, fired from the five_year_playable_pulse
}
start_abduct = {
icon = icon_scheme_abduct
interface_priority = 70
category = interaction_category_hostile
send_name = START_SCHEME
scheme = abduct
ignores_pending_interaction_block = yes
is_shown = {
scope:actor = {
OR = {
has_perk = kidnapper_perk # Scheme unlocked by the Kidnapper Perk
domicile ?= { has_domicile_parameter = camp_unlocks_abduct_scheme }
AND = {
any_character_struggle = {
involvement = involved
has_struggle_phase_parameter = unlocks_abduct_for_all
is_secondary_character_involvement_involved_trigger = {
CHAR = scope:recipient
}
}
}
}
}
NOR = {
scope:recipient = scope:actor
scope:recipient = { is_imprisoned_by = scope:actor }
}
#exists = scope:recipient.court_owner
NAND = { # Game Rules!
has_game_rule = no_players_multiplayer_murder_schemes
scope:actor = {
is_ai = no
}
scope:recipient = {
is_ai = no
}
}
NAND = {
has_game_rule = no_player_families_multiplayer_murder_schemes
scope:actor = {
is_ai = no
}
scope:recipient = {
OR = {
is_ai = no
any_close_family_member = {
AND = {
is_ai = no
NOT = { this = scope:actor }
}
}
}
}
}
}
is_valid_showing_failures_only = {
scope:actor = {
can_start_scheme = {
type = abduct
target_character = scope:recipient
}
}
scope:recipient = { NOT = { has_strong_hook = scope:actor } }
#limit range for landless adventurers
trigger_if = {
limit = {
scope:actor = {
is_landless_adventurer = yes
}
}
#Has to be used instead of diplo range checks in laamp to landed interactions
ep3_laamp_diplo_range_trigger = {
TARGET = scope:recipient
LAAMP = scope:actor
}
}
}
desc = {
triggered_desc = {
trigger = {
scope:actor = {
can_start_scheme = {
type = abduct
target_character = scope:recipient
}
}
}
desc = scheme_interaction_tt_abduct_approved
}
}
# Scheme Starter Packages
options_heading = schemes.t.agent_packages
send_options_exclusive = yes
## Balanced agents.
send_option = {
flag = agent_focus_balance
current_description = start_abduct.tt.agent_focus_balance
}
## Focused on Success Chance.
send_option = {
flag = agent_focus_success
current_description = start_abduct.tt.agent_focus_success
}
## Focused on Speed.
send_option = {
flag = agent_focus_speed
current_description = start_abduct.tt.agent_focus_speed
}
## Focused on Secrecy.
send_option = {
flag = agent_focus_secrecy
current_description = start_abduct.tt.agent_focus_secrecy
}
on_accept = {
scope:actor = {
stress_impact = {
compassionate = medium_stress_impact_gain
honest = minor_stress_impact_gain
just = minor_stress_impact_gain
}
}
scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = start_abduct_notification
left_icon = scope:actor
right_icon = scope:recipient
# Success.
if = {
limit = { scope:agent_focus_success ?= yes }
begin_scheme_with_agents_effect = {
SCHEME_TYPE = abduct
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
# Success.
AGENT_1 = agent_thug
AGENT_2 = agent_thug
AGENT_3 = agent_muscle
# Speed.
AGENT_4 = agent_footpad
# Secrecy.
AGENT_5 = agent_lookout
}
}
# Speed.
else_if = {
limit = { scope:agent_focus_speed ?= yes }
begin_scheme_with_agents_effect = {
SCHEME_TYPE = abduct
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
# Speed.
AGENT_1 = agent_footpad
AGENT_2 = agent_footpad
AGENT_3 = agent_infiltrator
# Success.
AGENT_4 = agent_thug
# Secrecy.
AGENT_5 = agent_lookout
}
}
# Secrecy.
else_if = {
limit = { scope:agent_focus_secrecy ?= yes }
begin_scheme_with_agents_effect = {
SCHEME_TYPE = abduct
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
# Secrecy.
AGENT_1 = agent_lookout
AGENT_2 = agent_lookout
AGENT_3 = agent_decoy
# Success.
AGENT_4 = agent_thug
# Speed.
AGENT_5 = agent_footpad
}
}
# Balanced.
else = {
begin_scheme_with_agents_effect = {
SCHEME_TYPE = abduct
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
# Success.
AGENT_1 = agent_thug
AGENT_2 = agent_muscle
# Speed.
AGENT_3 = agent_footpad
AGENT_4 = agent_infiltrator
# Secrecy.
AGENT_5 = agent_lookout
}
}
}
}
}
ai_targets = { ai_recipients = liege }
ai_frequency = 60
ai_potential = {
liege ?= { has_diarchy_active_parameter = diarchy_is_co_rulership }
is_diarch = yes
is_ruler = yes
ai_diarch_would_maim_execute_superior_if_got_chance_trigger = { LIEGE = liege }
}
ai_will_do = {
# They shouldn't always do this.
base = -100
# Obvious factor.
opinion_modifier = {
opinion_target = scope:recipient
multiplier = -1
}
ai_value_modifier = { ai_honor = -1 }
# Traits.
## Disloyal.
modifier = {
add = 100
has_trait = disloyal
}
## Ambitious.
modifier = {
add = 75
has_trait = ambitious
}
## Arrogant.
modifier = {
add = 25
has_trait = arrogant
}
## Fickle.
modifier = {
add = 25
has_trait = fickle
}
## Callous.
modifier = {
add = 25
has_trait = callous
}
## Compassionate.
modifier = {
add = -50
has_trait = compassionate
}
## Humble.
modifier = {
add = -50
has_trait = humble
}
## Content.
modifier = {
add = -100
has_trait = content
}
## Loyal.
modifier = {
add = -300
has_trait = loyal
}
# Time as a diarch — the longer they've been waiting, the more eager they are.
modifier = {
add = {
value = years_as_diarch
multiply = 2
}
always = yes
}
}
auto_accept = yes
}
end_scheme = {
is_shown = {
#debug_only = yes
}
special_interaction = remove_scheme_interaction
use_diplomatic_range = no
hidden = yes
on_accept = {
scope:scheme = {
end_scheme = yes
}
}
auto_accept = yes
ignores_pending_interaction_block = yes
}
befriend_interaction = {
icon = icon_scheme_befriend
category = interaction_category_friendly
interface_priority = 90
scheme = befriend
send_name = START_SCHEME
ignores_pending_interaction_block = yes
ai_targets = {
ai_recipients = liege
ai_recipients = neighboring_rulers
}
ai_targets = {
ai_recipients = vassals
ai_recipients = peer_vassals
chance = 0.25
}
ai_frequency = 20
is_shown = {
scope:actor = {
can_use_befriend_scheme_trigger = { TARGET = scope:recipient }
}
NOT = { scope:actor = scope:recipient }
}
is_valid_showing_failures_only = {
scope:actor = {
can_start_scheme = {
type = befriend
target_character = scope:recipient
}
}
#limit range for landless adventurers
trigger_if = {
limit = {
scope:actor = {
is_landless_adventurer = yes
}
}
#Has to be used instead of diplo range checks in laamp to landed interactions
ep3_laamp_diplo_range_trigger = {
TARGET = scope:recipient
LAAMP = scope:actor
}
}
}
desc = {
triggered_desc = {
trigger = {
scope:actor = {
NOT = { is_at_war_with = scope:recipient }
can_start_scheme = {
type = befriend
target_character = scope:recipient
}
}
}
desc = scheme_interaction_tt_befriend_approved
}
}
on_accept = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = befriend_interaction_notification
left_icon = scope:actor
right_icon = scope:recipient
begin_scheme_basic_effect = {
SCHEME_TYPE = befriend
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
}
}
}
if = { #Stubborness effect
limit = {
scope:recipient = {
has_trait = stubborn
}
}
scope:actor = {
random_scheme = {
limit = {
scheme_type = befriend
scheme_target_character = scope:recipient
}
scheme_target_character = {
random_list = {
20 = {
set_variable = {
name = recipient_stubborness_scheme
value = -5
}
}
20 = {
set_variable = {
name = recipient_stubborness_scheme
value = -10
}
}
20 = {
set_variable = {
name = recipient_stubborness_scheme
value = -15
}
}
20 = {
set_variable = {
name = recipient_stubborness_scheme
value = -20
}
}
20 = {
set_variable = {
name = recipient_stubborness_scheme
value = -25
}
}
}
}
}
}
}
}
ai_potential = {
OR = {
has_perk = befriend_perk # Unlocked by the Befriend Perk
AND = {
exists = dynasty
dynasty = {
has_dynasty_perk = fp1_adventure_legacy_5
}
}
culture = { has_cultural_parameter = automatic_befriend_access }
any_character_struggle = {
involvement = involved
has_struggle_phase_parameter = struggle_unlocks_befriend_schemes_for_everyone
}
}
NOR = {
has_trait = shy
has_trait = callous
any_scheme = {
OR = {
scheme_type = befriend
#scheme_type = sway # We allow the AI to override Sway with Befriend
scheme_type = seduce
scheme_type = courting
scheme_type = elope
scheme_type = learn_language
scheme_type = teach_governor
}
}
AND = { # No one cares about City barons
is_lowborn = yes
primary_title.tier <= tier_barony
}
}
}
auto_accept = yes
ai_will_do = {
base = 50
modifier = { # Try to befriend those who you might want to vassalize
add = 30
scope:actor = {
is_independent_ruler = yes
primary_title.tier >= tier_county
NOT = {
any_targeting_faction = {
exists = yes
OR = {
faction_is_type = liberty_faction
faction_is_type = claimant_faction
faction_is_type = independence_faction
}
}
}
}
scope:recipient = {
is_independent_ruler = yes
is_playable_character = yes
primary_title.tier < scope:actor.primary_title.tier
OR = {
faith.religion = scope:actor.faith.religion
AND = {
faith = {
has_doctrine = doctrine_pluralism_pluralistic
}
scope:actor.faith = {
has_doctrine = doctrine_pluralism_pluralistic
}
}
}
}
}
modifier = {
factor = 0.1
scope:actor = {
opinion = {
target = scope:recipient
value < -50
}
}
}
modifier = {
factor = 0.1
scope:recipient = {
opinion = {
target = scope:actor
value > 50
}
}
}
modifier = {
factor = 0.5
scope:recipient = {
number_of_personality_traits_in_common = {
target = scope:actor
value < 2
}
}
}
modifier = {
factor = 0.1
scope:recipient = {
number_of_personality_traits_in_common = {
target = scope:actor
value < 1
}
}
}
# Struggle
modifier = {
scope:actor = {
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
phase_has_catalyst = catalyst_became_friend_lover_with_character
}
}
scope:recipient = {
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
phase_has_catalyst = catalyst_became_friend_lover_with_character
}
}
add = {
value = 0
if = {
limit = {
scope:actor = {
has_character_flag = agenda_towards_deescalation
trait_compatibility = {
target = scope:recipient
value >= low_positive_trait_compatibility
}
}
scope:recipient = {
has_character_flag = agenda_towards_deescalation
}
}
add = 200
}
else_if = {
limit = {
scope:actor = {
has_character_flag = agenda_towards_deescalation
trait_compatibility = {
target = scope:recipient
value >= low_positive_trait_compatibility
}
}
}
add = 50
}
else_if = {
limit = {
scope:actor = {
has_character_flag = agenda_towards_escalation
}
}
add = -200
}
else = {
add = 10
}
}
}
modifier = {
factor = 25
has_focus = diplomacy_family_focus
}
modifier = {
factor = 2
scope:recipient.liege = scope:actor
}
modifier = {
factor = 0.5
NOT = { scope:recipient.faith = scope:actor.faith }
}
modifier = {
factor = 0.25
scope:actor = {
is_ruler = yes
tier_difference = {
target = scope:recipient
value > 2
}
}
}
modifier = {
factor = 0.35
scope:actor = {
has_personality_malicious_trigger = yes
}
}
modifier = {
factor = 2
scope:actor = {
OR = {
has_trait = gregarious
has_trait = diplomat
has_trait = family_first
has_trait = august
}
}
}
modifier = {
factor = 1.5
scope:actor = {
num_of_relation_friend < 3
}
}
modifier = { #Better to Court rather than befriend.
factor = 0.25
scope:actor = {
is_spouse_of = scope:recipient
}
}
modifier = {
factor = 0.75
scope:recipient = {
is_child_of = scope:actor
}
}
modifier = {
factor = 2
scope:actor = {
is_child_of = scope:recipient
}
}
modifier = {
factor = 2
scope:actor = { #Friends of friends
any_relation = {
type = friend
any_relation = {
type = friend
this = scope:recipient
}
}
}
}
modifier = {
factor = 0.25
scope:recipient = {
any_claim = {
this = scope:actor.primary_title
}
}
}
}
}
seduce_interaction = {
icon = icon_scheme_seduce
category = interaction_category_friendly
interface_priority = 45
scheme = seduce
common_interaction = no
send_name = START_SCHEME
ignores_pending_interaction_block = yes
ai_targets = {
ai_recipients = family
max = 2
}
ai_targets = {
ai_recipients = guests
ai_recipients = courtiers
max = 10
}
ai_targets = {
ai_recipients = neighboring_rulers
max = 5
}
ai_targets = {
ai_recipients = vassals
max = 5
}
ai_targets = {
ai_recipients = peer_vassals
max = 5
}
# We don't want this to grow ludicrously large in big realms
ai_targets = {
ai_recipients = realm_characters
max = 10
}
ai_target_quick_trigger = {
adult = yes
attracted_to_owner = yes
owner_attracted = yes
}
ai_frequency = 24
is_shown = {
NOT = { scope:actor = scope:recipient }
scope:recipient = { is_adult = yes }
scope:actor = { is_adult = yes }
# Avoid seducing lowborn nobodies in foreign courts
trigger_if = {
limit = {
scope:actor = { is_ai = yes }
}
NOT = {
scope:recipient = {
is_lowborn = yes
is_playable_character = no
NOR = {
is_courtier_of = scope:actor
is_foreign_court_or_pool_guest_of = scope:actor
}
}
}
}
scope:actor = { # Some early filtering for the AI to focus it towards fruitful seductions
trigger_if = {
limit = {
is_ai = yes
}
trigger_if = { # Deviants will seduce anyone
limit = {
is_deviant_trigger = yes
}
}
trigger_else_if = { # It's always fine to seduce your spouse
limit = {
scope:recipient = { is_consort_of = scope:actor }
}
}
trigger_else_if = { # If the target is a close family member, only certain AI's will seduce much older members
limit = {
ai_rationality <= -50
is_close_family_of = scope:recipient
OR = {
has_trait = lustful
has_trait = rakish
is_incestuous_trigger = yes
has_opinion_modifier = {
modifier = childhood_crush
target = scope:recipient
}
}
}
scope:recipient.age <= scope:actor.age_plus_25
}
trigger_else_if = { # Lustful/seduction-focused characters have a wider range
limit = {
OR = {
has_trait = lustful
has_trait = rakish
has_focus = intrigue_temptation_focus
}
}
OR = {
scope:recipient.age <= scope:actor.age_plus_10
AND = { # Seducing your vassals/liege/realm priest is good realm management, AND drama!
has_focus = intrigue_temptation_focus
OR = {
scope:recipient = {
is_vassal_of = scope:actor
}
AND = {
exists = liege
liege = scope:recipient
}
scope:recipient = {
is_theocratic_lessee = yes
is_courtier_of = scope:actor
}
}
}
}
trigger_if = { # The AI should focus on bastard-producing seductions, it's more dramatic
limit = {
is_male = yes
scope:recipient = {
is_female = yes
}
}
scope:recipient.age <= scope:recipient.marriage_female_fertility_cutoff_age_value
}
}
trigger_else_if = { # Male characters with no children that are seducing women want to produce bastards
limit = {
is_male = yes
scope:recipient = { is_female = yes }
any_child = {
count <= 1
}
}
scope:recipient.age <= scope:actor.age_plus_5
scope:recipient.age <= scope:recipient.marriage_female_fertility_cutoff_age_value
}
trigger_else = { # Otherwise, try to not seduce with *too* large an age gap
scope:recipient.age <= scope:actor.age_plus_5
scope:recipient.age >= scope:actor.age_minus_10
}
}
trigger_else = {
}
}
}
is_valid_showing_failures_only = {
scope:actor = {
NOT = { is_at_war_with = scope:recipient }
can_start_scheme = {
type = seduce
target_character = scope:recipient
}
}
trigger_if = {
limit = {
scope:recipient = { exists = primary_spouse }
}
scope:recipient = { primary_spouse = { NOT = { has_strong_hook = scope:actor } } }
}
#limit range for landless adventurers
trigger_if = {
limit = {
scope:actor = {
is_landless_adventurer = yes
}
}
#Has to be used instead of diplo range checks in laamp to landed interactions
ep3_laamp_diplo_range_trigger = {
TARGET = scope:recipient
LAAMP = scope:actor
}
}
}
desc = scheme_interaction_tt_seduce_approved
on_accept = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = seduce_interaction_notification
left_icon = scope:actor
right_icon = scope:recipient
begin_scheme_basic_effect = {
SCHEME_TYPE = seduce
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
}
seduce_interaction_stress_effect = yes
}
}
scope:actor = {
if = {
limit = {
NOT = { is_attracted_to_gender_of = scope:recipient }
}
custom_tooltip = scheme_interaction_tt_wrong_gender_no_lover
}
}
}
ai_potential = {
is_adult = yes
NOR = {
has_trait = celibate
has_trait = chaste
scheme_generic_ai_blocker_trigger = yes
primary_title = {
is_mercenary_company = yes
}
AND = { # No one cares about City barons
is_lowborn = yes
primary_title.tier <= tier_barony
}
}
might_cheat_on_every_partner_trigger = yes
}
auto_accept = yes
ai_will_do = {
base = 5
modifier = {
add = -50
scope:actor = {
exists = primary_spouse
primary_spouse = { has_strong_hook = scope:actor }
}
}
modifier = {
add = 50
scope:actor = {
has_focus = intrigue_temptation_focus
}
}
modifier = {
add = 50
scope:actor = {
has_opinion_modifier = {
modifier = childhood_crush
target = scope:recipient
}
}
}
modifier = {
add = 25
exists = scope:actor.dynasty
scope:actor.dynasty = {
has_dynasty_perk = fp1_adventure_legacy_2
}
}
modifier = { # Focus on befriending if that's the path you've chosen
add = -50
scope:actor = {
has_perk = befriend_perk
}
}
modifier = { # Non-lustful clergy tend to not seduce
add = -25
scope:actor = {
is_clergy = yes
faith = {
NOT = { has_doctrine_parameter = clergy_can_marry }
}
NOR = {
has_trait = lustful
has_focus = intrigue_temptation_focus
}
}
}
modifier = { # Seducing your unmarried courtiers is good for producing bastards, which the AI will want to do if they have few heirs
add = 10
scope:actor = {
any_child = {
count <= 1
}
}
scope:recipient = {
is_married = no
fertility > low_fertility
OR = {
is_courtier_of = scope:actor
is_pool_guest_of = scope:actor
}
}
}
modifier = {
add = 30
scope:actor = {
has_trait = lustful
}
}
modifier = { # ( ͡° ͜ʖ ͡°)
add = 50
scope:actor = {
is_close_or_extended_family_of = scope:recipient
is_deviant_trigger = yes
}
scope:recipient = {
OR = {
is_deviant_trigger = yes
has_trait = lustful
}
}
}
modifier = {
add = 25
scope:actor = {
is_close_or_extended_family_of = scope:recipient
is_deviant_trigger = yes
}
scope:recipient = {
NOR = {
is_deviant_trigger = yes
has_trait = lustful
}
}
}
modifier = {
add = 50
scope:actor = {
is_close_or_extended_family_of = scope:recipient
faith = { has_doctrine = tenet_divine_marriage }
}
}
modifier = { # Seducing the spouse of your rival is good drama...
add = 25
scope:recipient = {
exists = primary_spouse
primary_spouse = {
OR = {
has_relation_rival = scope:actor
has_relation_nemesis = scope:actor
}
}
}
}
modifier = {
add = -20
scope:actor = {
NOR = {
has_trait = lustful
has_trait = arbitrary
is_deviant_trigger = yes
faith = { has_doctrine = tenet_divine_marriage }
has_perk = subtle_desire_perk
}
}
scope:recipient = {
is_close_family_of = scope:actor
}
}
modifier = { # Seducing someone's spouse is not a clever prospect for most characters, so lowering the attractiveness a bit
add = -20
scope:recipient = {
is_married = yes
NOT = {
primary_spouse = scope:actor
}
}
scope:actor = {
NOR = {
has_trait = lustful
has_focus = intrigue_temptation_focus
}
}
}
modifier = { # Try to avoid agressive seduction unless you're geared for it
add = -10
scope:actor = {
NOR = {
has_trait = lustful
has_focus = intrigue_temptation_focus
}
}
scope:recipient = {
is_lowborn = no
NOT = { is_pool_guest_of = scope:actor }
}
}
# Struggle
modifier = {
scope:recipient = {
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
phase_has_catalyst = catalyst_became_friend_lover_with_character
}
}
scope:actor = {
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
phase_has_catalyst = catalyst_became_friend_lover_with_character
}
}
add = {
value = 0
if = {
limit = {
scope:actor = {
has_character_flag = agenda_towards_deescalation
trait_compatibility = {
target = scope:recipient
value >= low_positive_trait_compatibility
}
}
scope:recipient = {
has_character_flag = agenda_towards_deescalation
}
}
add = 50
}
else_if = {
limit = {
scope:actor = {
has_character_flag = agenda_towards_escalation
}
}
add = -200
}
else = {
add = 5
}
}
}
modifier = {
factor = 1.25
scope:recipient = {
number_of_personality_traits_in_common = {
target = scope:actor
value >= 1
}
}
}
modifier = {
factor = 1.5
scope:recipient = {
number_of_personality_traits_in_common = {
target = scope:actor
value >= 2
}
}
}
modifier = {
factor = 2
scope:recipient = {
number_of_personality_traits_in_common = {
target = scope:actor
value >= 3
}
}
}
modifier = {
factor = 1.5
scope:recipient = {
is_playable_character = yes
}
}
modifier = { # Target the player less aggressively
factor = 0.5
scope:recipient = {
OR = {
is_ai = no
any_consort = {
is_ai = no
}
}
}
}
modifier = {
factor = 1.25
scope:recipient = {
OR = {
has_trait = lustful
has_trait = beauty_good
}
}
}
modifier = { # Try to avoid 0% success chance
factor = {
value = 0.1
if = {
limit = {
scope:recipient = {
opinion = {
target = scope:actor
value < -15
}
}
}
value = 0
}
}
scope:recipient = {
opinion = {
target = scope:actor
value < -5
}
}
}
modifier = { # Try to avoid 0% success chance
factor = 0.1
scope:recipient = {
number_of_opposing_personality_traits = {
target = scope:actor
value >= 1
}
}
}
modifier = {
factor = 0.75
scope:recipient = {
is_lowborn = yes
}
}
modifier = { # Barons tend to not seduce anyone landed above them
factor = 0.1
scope:actor = {
is_playable_character = yes
primary_title = {
tier = tier_barony
}
}
scope:recipient = {
OR = {
AND = {
is_playable_character = yes
primary_title = {
tier > tier_barony
}
}
any_spouse = {
is_playable_character = yes
primary_title = {
tier > tier_barony
}
}
}
}
}
modifier = {
factor = 0.2
scope:recipient = {
is_ai = yes
any_targeting_scheme = {
scheme_type = seduce
}
}
}
modifier = { #
factor = 0.1
scope:recipient = {
is_ai = yes
has_trait = chaste
}
}
modifier = {
factor = 0
scope:recipient = {
is_ai = yes
num_of_relation_soulmate > 0
}
}
modifier = { # Family Feud
add = 50
exists = scope:actor.house
exists = scope:recipient.primary_spouse.house
scope:actor = {
house.house_head = {
any_owned_story = {
story_type = story_cycle_house_feud
has_variable = house_feud_house
var:house_feud_house = scope:recipient.primary_spouse.house
}
}
has_opinion_modifier = {
modifier = house_feud_opinion
target = scope:recipient.primary_spouse.house.house_head
}
}
}
}
}
court_interaction = {
icon = icon_scheme_romance
category = interaction_category_friendly
send_name = START_SCHEME
interface_priority = 40
scheme = courting
ignores_pending_interaction_block = yes
ai_targets = {
ai_recipients = spouses
ai_recipients = neighboring_rulers
}
ai_targets = {
ai_recipients = vassals
max = 5
}
ai_targets = {
ai_recipients = peer_vassals
max = 5
}
ai_targets = {
ai_recipients = family
max = 5
}
ai_targets = {
ai_recipients = realm_characters
max = 30
}
ai_target_quick_trigger = {
adult = yes
attracted_to_owner = yes
owner_attracted = yes
}
ai_frequency = 25
is_shown = {
NOT = { scope:actor = scope:recipient }
scope:recipient = { is_adult = yes }
scope:actor = { is_adult = yes }
scope:actor = { is_attracted_to_gender_of = scope:recipient }
scope:recipient = { is_attracted_to_gender_of = scope:actor }
scope:actor = { # Some early filtering for the AI to focus it towards fruitful romance
trigger_if = {
limit = {
is_ai = yes
}
trigger_if = { # Deviants will romance anyone
limit = {
is_deviant_trigger = yes
}
}
trigger_else_if = { # It's always fine to romance your spouse
limit = {
scope:recipient = { is_consort_of = scope:actor }
}
}
trigger_else_if = { # If the target is a close family member, only certain AI's will romance much older members
limit = {
ai_rationality <= -50
is_close_family_of = scope:recipient
OR = {
has_trait = lustful
has_trait = rakish
is_incestuous_trigger = yes
has_opinion_modifier = {
modifier = childhood_crush
target = scope:recipient
}
}
}
scope:recipient.age <= scope:actor.age_plus_25
}
trigger_else_if = { # Lustful/seduction-focused characters have a wider range
limit = {
OR = {
has_trait = lustful
has_trait = rakish
has_focus = intrigue_temptation_focus
}
}
OR = {
scope:recipient.age <= scope:actor.age_plus_10
AND = { # Romancing your vassals/liege/realm priest is good realm management, AND drama!
has_focus = intrigue_temptation_focus
OR = {
scope:recipient = {
is_vassal_of = scope:actor
}
AND = {
exists = liege
liege = scope:recipient
}
scope:recipient = {
is_theocratic_lessee = yes
is_courtier_of = scope:actor
}
}
}
}
trigger_if = { # The AI should focus on bastard-producing romances, it's more dramatic
limit = {
is_male = yes
scope:recipient = {
is_female = yes
}
}
scope:recipient.age <= scope:recipient.marriage_female_fertility_cutoff_age_value
}
}
trigger_else_if = { # Male characters with no children that are romancing women want to produce children
limit = {
is_male = yes
scope:recipient = { is_female = yes }
any_child = {
count <= 1
}
}
scope:recipient.age <= scope:actor.age_plus_5
scope:recipient.age <= scope:recipient.marriage_female_fertility_cutoff_age_value
}
trigger_else = { # Otherwise, try to not seduce with *too* large an age gap
scope:recipient.age <= scope:actor.age_plus_5
scope:recipient.age >= scope:actor.age_minus_10
}
}
trigger_else = {
}
}
}
is_valid_showing_failures_only = {
scope:actor = {
NOT = { is_at_war_with = scope:recipient }
can_start_scheme = {
type = courting
target_character = scope:recipient
}
}
#limit range for landless adventurers
trigger_if = {
limit = {
scope:actor = {
is_landless_adventurer = yes
}
}
#Has to be used instead of diplo range checks in laamp to landed interactions
ep3_laamp_diplo_range_trigger = {
TARGET = scope:recipient
LAAMP = scope:actor
}
}
}
desc = scheme_interaction_tt_courtship_approved
on_accept = {
scope:actor = {
# If you already have a soulmate, they get very mad
every_relation = {
type = soulmate
limit = { soulmate_relation_is_exclusive_trigger = yes }
add_opinion = {
modifier = betrayed_our_promise
target = scope:actor
}
}
}
scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = court_interaction_notification
left_icon = scope:actor
right_icon = scope:recipient
begin_scheme_basic_effect = {
SCHEME_TYPE = courting
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
}
show_as_tooltip = {
# If you already have a soulmate, they get very mad
every_relation = {
type = soulmate
limit = { soulmate_relation_is_exclusive_trigger = yes }
add_opinion = {
modifier = betrayed_our_promise
target = scope:actor
}
}
}
}
}
scope:recipient = {
if = {
limit = {
is_ai = no
}
add_character_flag = {
flag = courting_cooldown
years = 5
}
}
}
}
ai_potential = {
is_adult = yes
trigger_if = {
limit = {
NOR = {
culture = {
has_cultural_parameter = ai_romance_scheme_increase
}
AND = {
has_character_flag = agenda_towards_deescalation
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
phase_has_catalyst = catalyst_became_best_friend_soulmate_with_very_important_character
}
}
}
}
ai_honor >= high_positive_ai_value
ai_compassion >= low_positive_ai_value
}
highest_held_title_tier > tier_barony
NOR = {
has_trait = celibate
has_trait = chaste
scheme_generic_ai_blocker_trigger = yes
AND = { # No one cared about City barons
is_lowborn = yes
primary_title.tier <= tier_barony
}
}
}
auto_accept = yes
ai_will_do = {
base = 0
# Struggle
modifier = {
scope:actor = {
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
phase_has_catalyst = catalyst_became_best_friend_soulmate_with_very_important_character
}
}
scope:recipient = {
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
phase_has_catalyst = catalyst_became_best_friend_soulmate_with_very_important_character
}
}
add = {
value = 0
if = {
limit = {
scope:actor = {
has_character_flag = agenda_towards_deescalation
}
scope:recipient = {
has_character_flag = agenda_towards_deescalation
}
}
add = 25
}
else_if = {
limit = {
scope:actor = {
has_character_flag = agenda_towards_escalation
}
}
add = -200
}
else = {
add = 5
}
}
}
modifier = { # Motivate AI's to use it on catalyst providers exclusively
add = -50
scope:actor = {
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
phase_has_catalyst = catalyst_became_best_friend_soulmate_with_very_important_character
}
}
scope:recipient = {
NOT = {
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
phase_has_catalyst = catalyst_became_best_friend_soulmate_with_very_important_character
}
}
}
}
opinion_modifier = {
opinion_target = scope:recipient
multiplier = 0.4
}
compatibility_modifier = {
compatibility_target = scope:recipient
multiplier = 1
max = court_scheme_max_compatability_value
}
modifier = {
factor = 25
culture = {
has_cultural_parameter = ai_romance_scheme_increase
}
}
modifier = {
factor = 25
has_focus = martial_chivalry_focus
}
modifier = {
add = 50
scope:actor = {
has_opinion_modifier = {
modifier = childhood_crush
target = scope:recipient
}
}
}
modifier = {
add = -50
scope:actor = {
is_close_family_of = scope:recipient
NOR = {
is_deviant_trigger = yes
has_trait = lustful
}
}
}
modifier = {
factor = 3
scope:recipient = {
OR = {
is_playable_character = yes
any_spouse = {
is_playable_character = yes
}
}
}
}
modifier = {
factor = 1.25
scope:recipient = {
has_trait = beauty_good
}
}
modifier = { # Try to avoid 0% success chance
factor = {
value = 0.1
if = {
limit = {
scope:recipient = {
opinion = {
target = scope:actor
value < -20
}
}
}
value = 0
}
}
scope:recipient = {
opinion = {
target = scope:actor
value < 0
}
}
}
modifier = {
factor = 0.2
scope:recipient = {
is_ai = yes
any_targeting_scheme = {
scheme_type = courting
}
}
}
modifier = {
factor = 0.1
scope:recipient = {
num_of_relation_soulmate > 0
}
}
modifier = {
factor = 0.1
scope:recipient = {
is_lowborn = yes
is_married = no
}
}
}
}
sway_interaction = {
icon = icon_scheme_sway
category = interaction_category_friendly
common_interaction = yes
send_name = START_SCHEME
interface_priority = 75
scheme = sway
ignores_pending_interaction_block = yes
ai_targets = {
ai_recipients = liege
ai_recipients = neighboring_rulers
}
ai_targets = {
ai_recipients = vassals
ai_recipients = peer_vassals
chance = 0.25
}
ai_targets = {
ai_recipients = councillors
}
ai_frequency = 12
is_shown = {
NOT = { scope:actor = scope:recipient }
}
is_valid_showing_failures_only = {
scope:actor = {
can_start_scheme = {
type = sway
target_character = scope:recipient
}
}
#limit range for landless adventurers
trigger_if = {
limit = {
scope:actor = {
is_landless_adventurer = yes
}
}
#Has to be used instead of diplo range checks in laamp to landed interactions
ep3_laamp_diplo_range_trigger = {
TARGET = scope:recipient
LAAMP = scope:actor
}
}
}
desc = scheme_interaction_tt_sway_approved
on_accept = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = sway_interaction_notification
left_icon = scope:actor
right_icon = scope:recipient
begin_scheme_basic_effect = {
SCHEME_TYPE = sway
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
}
}
}
}
ai_potential = {
primary_title.tier >= tier_county
NOR = {
scheme_generic_ai_blocker_trigger = yes
primary_title = {
is_mercenary_company = yes
}
}
}
auto_accept = yes
ai_will_do = {
base = 10
modifier = { # Prefer seducing if you've got the focus for it
add = -20
scope:actor = {
has_focus = intrigue_temptation_focus
}
}
modifier = {
add = 10
scope:recipient = {
is_vassal_of = scope:actor
}
}
modifier = { # Try to sway those who you might want to vassalize
add = 30
scope:actor = {
is_independent_ruler = yes
primary_title.tier >= tier_county
NOT = {
any_targeting_faction = {
exists = yes
OR = {
faction_is_type = liberty_faction
faction_is_type = claimant_faction
faction_is_type = independence_faction
}
}
}
}
scope:recipient = {
is_independent_ruler = yes
is_playable_character = yes
primary_title.tier < scope:actor.primary_title.tier
OR = {
faith.religion = scope:actor.faith.religion
AND = {
faith = {
has_doctrine = doctrine_pluralism_pluralistic
}
scope:actor.faith = {
has_doctrine = doctrine_pluralism_pluralistic
}
}
}
}
}
modifier = {
add = 10
scope:recipient = {
exists = joined_faction
joined_faction = {
faction_target = scope:actor
faction_is_type = liberty_faction
faction_is_at_war = no
}
}
}
modifier = {
add = 20
scope:recipient = {
exists = joined_faction
joined_faction = {
faction_target = scope:actor
faction_is_type = claimant_faction
faction_is_at_war = no
}
}
}
modifier = {
add = 30
scope:recipient = {
exists = joined_faction
joined_faction = {
faction_target = scope:actor
faction_is_type = independence_faction
faction_is_at_war = no
}
}
}
modifier = {
factor = 2
scope:recipient = {
is_a_faction_leader = yes
is_vassal_of = scope:actor
}
}
modifier = {
factor = 3
scope:recipient = {
is_vassal_of = scope:actor
opinion = {
target = scope:actor
value < 0
}
}
}
modifier = {
factor = 4
scope:recipient = {
is_powerful_vassal_of = scope:actor
opinion = {
target = scope:actor
value < 0
}
}
}
modifier = {
factor = 0.5
NOT = { scope:recipient.faith = scope:actor.faith }
}
modifier = {
factor = 0.25
scope:actor = {
is_ruler = yes
tier_difference = {
target = scope:recipient
value > 2
}
}
scope:recipient = {
is_theocratic_lessee = no
}
}
modifier = {
factor = 0.5
scope:actor = {
has_personality_malicious_trigger = yes
}
}
modifier = {
factor = 2
scope:actor = {
OR = {
has_trait = gregarious
has_trait = diplomat
has_trait = family_first
has_trait = august
}
}
}
modifier = {
factor = 0.75
scope:recipient = {
is_child_of = scope:actor
}
}
modifier = {
factor = 2
scope:actor = {
is_child_of = scope:recipient
}
}
modifier = {
factor = 0.25
scope:recipient = {
any_claim = {
this = scope:actor.primary_title
}
}
}
modifier = { # Butter up the realm priest
factor = 10
scope:recipient = {
is_theocratic_lessee = yes
opinion = {
target = scope:actor
value <= 50
}
}
}
modifier = { # Try to make your tax collectors like you
factor = 10
scope:actor = {
government_has_flag = government_is_clan
}
scope:recipient = {
is_tax_collector = yes
opinion = {
target = scope:actor
value <= 50
}
}
}
modifier = { # No point in swaying if opinion is already at 100
factor = 0
scope:recipient = {
opinion = {
target = scope:actor
value >= 100
}
}
}
modifier = { # If they are unlanded, they have to be a realm priest or spymaster, or in the case for clan rulers, a tax collector
factor = 0
scope:recipient = {
is_ruler = no
NOR = {
is_theocratic_lessee = yes
has_council_position = councillor_spymaster
AND = {
is_tax_collector = yes
scope:actor = { government_has_flag = government_is_clan }
}
}
}
}
modifier = { # Ignore rivals unless forgiving
factor = 0
scope:actor = {
has_relation_rival = scope:recipient
NOT = { has_trait = forgiving }
}
}
modifier = { # Ignore non-councillor barons
factor = 0
scope:recipient = {
primary_title.tier = tier_barony
is_councillor = no
}
}
modifier = { # Ignore neighboring Kings+
factor = 0
scope:recipient = {
is_independent_ruler = yes
is_playable_character = yes
primary_title.tier >= tier_kingdom
}
}
}
}
learn_language_interaction = {
icon = icon_scheme_learn_language
category = interaction_category_friendly
common_interaction = yes
send_name = START_SCHEME
interface_priority = 42
scheme = learn_language
ignores_pending_interaction_block = yes
ai_targets = {
ai_recipients = liege
ai_recipients = head_of_faith
ai_recipients = spouses
ai_recipients = scripted_relations
}
ai_targets = {
ai_recipients = vassals
ai_recipients = peer_vassals
max = 10
}
ai_targets = {
ai_recipients = neighboring_rulers
max = 5
}
ai_frequency = 48
is_shown = {
scope:actor = {
NOT = {
culture = {
has_same_culture_language = scope:recipient.culture
}
}
}
NOT = { scope:actor = scope:recipient }
}
is_valid_showing_failures_only = {
scope:actor = {
can_start_scheme = {
type = learn_language
target_character = scope:recipient
}
}
#limit range for landless adventurers
trigger_if = {
limit = {
scope:actor = {
is_landless_adventurer = yes
}
}
#Has to be used instead of diplo range checks in laamp to landed interactions
ep3_laamp_diplo_range_trigger = {
TARGET = scope:recipient
LAAMP = scope:actor
}
}
}
desc = scheme_interaction_tt_learn_language_approved
on_accept = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = learn_language_interaction_notification
left_icon = scope:actor
right_icon = scope:recipient
begin_scheme_basic_effect = {
SCHEME_TYPE = learn_language
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
}
}
}
}
ai_potential = {
primary_title.tier >= tier_county
NOR = {
has_trait = lazy
has_trait = paranoid
scheme_generic_ai_blocker_trigger = yes
primary_title = {
is_mercenary_company = yes
}
}
}
auto_accept = yes
ai_will_do = {
base = 0
# Struggle
modifier = {
scope:recipient = {
any_character_struggle = {
involvement = involved
phase_has_catalyst = catalyst_learned_new_language_important
}
}
scope:actor = {
any_character_struggle = {
involvement = involved
phase_has_catalyst = catalyst_learned_new_language_important
}
}
add = {
value = 0
if = {
limit = {
scope:actor = {
has_character_flag = agenda_towards_deescalation
}
}
add = 100
}
else_if = {
limit = {
scope:actor = {
has_character_flag = agenda_towards_escalation
}
}
add = -50
}
}
}
modifier = { # Focus on befriending if that's the path you've chosen
add = -50
scope:actor = {
has_perk = befriend_perk
}
}
modifier = { # Prefer seducing if you've got the focus for it
add = -20
scope:actor = {
has_focus = intrigue_temptation_focus
}
}
modifier = {
add = 50
scope:actor = {
has_perk = open_minded_perk
}
}
modifier = {
add = 50
scope:actor = {
culture = {
has_cultural_parameter = rulers_want_to_learn_languages_of_coreligionists
}
}
scope:actor.religion = scope:recipient.religion
}
modifier = {
add = 25
scope:actor = {
has_trait = curious
}
}
modifier = {
add = 50
scope:actor = {
is_adult = no
}
}
modifier = {
add = 25
scope:recipient = {
has_relation_friend = scope:actor
}
}
modifier = {
add = 25
scope:recipient = {
has_relation_lover = scope:actor
}
}
modifier = {
add = 10
scope:recipient = {
has_relation_potential_friend = scope:actor
}
}
modifier = {
add = 5
scope:recipient = {
is_close_family_of = scope:actor
is_ruler = yes
}
}
modifier = { # Muslims want to learn arabic
add = 25
scope:actor = {
faith.religion = religion:islam_religion
NOT = {
knows_language = language_arabic
}
}
scope:recipient = {
culture = {
has_cultural_pillar = language_arabic
}
}
}
modifier = { # Catholic clergy/pious people want to learn latin
add = 50
scope:actor = {
faith = faith:catholic
OR = {
has_trait = zealous
has_trait = humble
is_clergy = yes
}
NOT = {
knows_language = language_latin
}
}
scope:recipient = {
culture = {
has_cultural_pillar = language_latin
}
}
}
modifier = { # Catholic clergy/pious people want to learn Italian
add = 50
scope:actor = {
faith = faith:catholic
OR = {
has_trait = zealous
has_trait = humble
is_clergy = yes
}
NOT = {
knows_language = language_italian
}
}
scope:recipient = {
culture = {
has_cultural_pillar = language_italian
}
}
}
modifier = { # Clergy/pious people want to learn their HoF's language
add = 50
scope:actor = {
exists = faith.religious_head
OR = {
has_trait = zealous
is_clergy = yes
}
NOT = { knows_language_of_culture = scope:actor.faith.religious_head.culture }
}
scope:recipient = { knows_language_of_culture = scope:actor.faith.religious_head.culture }
}
modifier = { # Coptic/Orthodox clergy/pious people want to learn greek
add = 50
scope:actor = {
OR = {
faith = faith:orthodox
faith = faith:coptic
}
OR = {
has_trait = zealous
has_trait = humble
is_clergy = yes
}
NOT = {
knows_language = language_greek
}
}
scope:recipient = {
culture = {
has_cultural_pillar = language_greek
}
}
}
modifier = { # Nestorian clergy/pious people want to learn aramaic
add = 50
scope:actor = {
faith = faith:nestorian
OR = {
has_trait = zealous
has_trait = humble
is_clergy = yes
}
NOT = {
knows_language = language_aramaic
}
}
scope:recipient = {
culture = {
has_cultural_pillar = language_aramaic
}
}
}
modifier = {
add = 20
scope:actor = {
has_focus = diplomacy_foreign_affairs_focus
any_neighboring_realm_same_rank_owner = {
this = scope:recipient
}
}
}
modifier = {
add = 20
scope:actor = {
OR = {
has_focus = learning_scholarship_focus
has_focus = stewardship_duty_focus
}
}
scope:recipient = {
is_vassal_of = scope:actor
}
}
modifier = {
add = 10
exists = scope:actor.capital_county
scope:recipient.culture = {
has_same_culture_language = scope:actor.capital_county.culture
}
}
modifier = {
add = 100
scope:actor.culture = {
has_cultural_tradition = tradition_loyal_soldiers
}
is_independent_ruler = no
scope:actor = {
liege = scope:recipient
}
}
modifier = {
factor = 2
scope:recipient = {
is_powerful_vassal_of = scope:actor
}
}
modifier = {
factor = 2
scope:actor = {
learning >= 12
}
}
modifier = {
factor = 0.5
scope:actor = {
learning <= 6
}
}
modifier = {
factor = 0
scope:actor.num_of_known_languages >= 5
scope:actor = {
NOR = {
has_perk = pedagogy_perk
has_trait = intellect_good_2
has_trait = intellect_good_3
age < 25
}
}
}
modifier = {
factor = 0
scope:actor.num_of_known_languages >= language_soft_cap
}
}
}