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

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Text

#########################
#### UNITY DECISIONS ####
#########################
# House Head decision - These are only available to the House Head
### Reinforce Army with Loyal Officers ###
unity_reinforce_army_decision = {
ai_check_interval_by_tier = {
barony = 0
county = 72
duchy = 36
kingdom = 36
empire = 36
hegemony = 36
}
picture = {
reference = "gfx/interface/illustrations/decisions/fp3/antagonistic.dds"
}
is_invisible = yes
sort_order = 60
desc = unity_reinforce_army_decision_desc
cooldown = { years = 20 }
is_shown = {
government_has_flag = government_is_clan
is_landed = yes
exists = house
}
is_valid = {
house = {
has_house_unity_stage = antagonistic
}
is_house_head = yes
}
is_valid_showing_failures_only = {
house = {
has_house_unity_stage = antagonistic
NOT = { has_house_unity_modifier = unity_antagonistic_maa_modifier }
}
is_house_head = yes
}
effect = {
house = {
add_house_unity_modifier = {
modifier = unity_antagonistic_maa_modifier
years = 10
}
}
}
cost = {
gold = {
value = medium_gold_value
}
piety = {
value = unity_major_decision_piety_cost
add = {
value = 20
multiply = {
value = number_of_landed_house_members_value
subtract = 1 # We don't want to add any extra for the first ruler
}
}
}
}
ai_potential = {
house ?= { # Don't bother unless you have a few landed house members who would benefit
any_house_unity_member = {
count >= 3
}
}
ai_has_warlike_personality = yes
}
ai_will_do = {
base = 25
}
}
### Enforce Intrigue Network ###
unity_establish_network_decision = {
ai_check_interval_by_tier = {
barony = 0
county = 72
duchy = 36
kingdom = 36
empire = 36
hegemony = 36
}
picture = {
reference = "gfx/interface/illustrations/decisions/fp3/competitive.dds"
}
is_invisible = yes
sort_order = 60
desc = unity_establish_network_decision_desc
cooldown = { years = 20 }
is_shown = {
government_has_flag = government_is_clan
is_landed = yes
exists = house
}
is_valid = {
house = {
has_house_unity_stage = competitive
}
is_house_head = yes
}
is_valid_showing_failures_only = {
house = {
has_house_unity_stage = competitive
NOT = { has_house_unity_modifier = unity_competitive_spies_modifier }
}
is_house_head = yes
}
effect = {
house = {
add_house_unity_modifier = {
modifier = unity_competitive_spies_modifier
years = 10
}
}
}
cost = {
gold = {
value = medium_gold_value
}
piety = {
value = unity_major_decision_piety_cost
add = {
value = 20
multiply = {
value = number_of_landed_house_members_value
subtract = 1 # We don't want to add any extra for the first ruler
}
}
}
}
ai_potential = {
house ?= { # Don't bother unless you have a few landed house members who would benefit
any_house_unity_member = {
count >= 3
}
}
ai_has_cautious_personality = yes
}
ai_will_do = {
base = 25
}
}
### Improve Taxation ###
unity_improve_taxation_decision = {
ai_check_interval_by_tier = {
barony = 0
county = 72
duchy = 36
kingdom = 36
empire = 36
hegemony = 36
}
picture = {
reference = "gfx/interface/illustrations/decisions/fp3/impassive.dds"
}
is_invisible = yes
sort_order = 60
desc = unity_improve_taxation_decision_desc
cooldown = { years = 20 }
is_shown = {
government_has_flag = government_is_clan
is_landed = yes
exists = house
}
is_valid = {
house = {
has_house_unity_stage = impassive
}
is_house_head = yes
}
is_valid_showing_failures_only = {
house = {
has_house_unity_stage = impassive
NOT = { has_house_unity_modifier = unity_impassive_tax_modifier }
}
is_house_head = yes
}
effect = {
house = {
add_house_unity_modifier = {
modifier = unity_impassive_tax_modifier
years = 10
}
}
}
cost = {
piety = {
value = unity_major_decision_piety_cost
add = {
value = 20
multiply = {
value = number_of_landed_house_members_value
subtract = 1 # We don't want to add any extra for the first ruler
}
}
}
}
ai_potential = {
house ?= { # Don't bother unless you have a few landed house members who would benefit
any_house_unity_member = {
count >= 3
}
}
ai_has_builder_or_pious_builder_personality = yes
}
ai_will_do = {
base = 25
}
}
### Send Bailiffs ###
unity_send_bailiffs_decision = {
ai_check_interval_by_tier = {
barony = 0
county = 72
duchy = 36
kingdom = 36
empire = 36
hegemony = 36
}
picture = {
reference = "gfx/interface/illustrations/decisions/fp3/friendly.dds"
}
is_invisible = yes
sort_order = 60
desc = unity_send_bailiffs_decision_desc
cooldown = { years = 20 }
is_shown = {
government_has_flag = government_is_clan
is_landed = yes
exists = house
}
is_valid = {
house = {
has_house_unity_stage = friendly
}
is_house_head = yes
}
is_valid_showing_failures_only = {
house = {
has_house_unity_stage = friendly
NOT = { has_house_unity_modifier = unity_friendly_bailiff_modifier }
}
is_house_head = yes
}
effect = {
house = {
add_house_unity_modifier = {
modifier = unity_friendly_bailiff_modifier
years = 10
}
}
}
cost = {
gold = {
value = medium_gold_value
}
piety = {
value = unity_major_decision_piety_cost
add = {
value = 20
multiply = {
value = number_of_landed_house_members_value
subtract = 1 # We don't want to add any extra for the first ruler
}
}
}
}
ai_potential = {
house ?= { # Don't bother unless you have a few landed house members who would benefit
any_house_unity_member = {
count >= 3
}
}
OR = {
ai_has_warlike_personality = yes
ai_has_economical_boom_personality = yes
}
}
ai_will_do = {
base = 25
}
}
### Placate Vassals ###
unity_placate_vassals_decision = {
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 36
kingdom = 36
empire = 36
hegemony = 36
}
picture = {
reference = "gfx/interface/illustrations/decisions/fp3/harmonious.dds"
}
is_invisible = yes
sort_order = 60
desc = unity_placate_vassals_decision_desc
cooldown = { years = 20 }
is_shown = {
government_has_flag = government_is_clan
is_landed = yes
exists = house
}
is_valid = {
house = {
has_house_unity_stage = harmonious
}
is_house_head = yes
}
is_valid_showing_failures_only = {
house = {
has_house_unity_stage = harmonious
NOT = { has_house_unity_modifier = unity_harmonious_placation_modifier }
}
is_house_head = yes
}
effect = {
house = {
add_house_unity_modifier = {
modifier = unity_harmonious_placation_modifier
years = 10
}
}
}
cost = {
gold = {
value = medium_gold_value
}
piety = {
value = unity_major_decision_piety_cost
add = {
value = 20
multiply = {
value = number_of_landed_house_members_value
subtract = 1 # We don't want to add any extra for the first ruler
}
}
}
}
ai_potential = {
house ?= { # Don't bother unless you have a few landed house members who would benefit
any_house_unity_member = {
count >= 3
}
}
ai_has_warlike_personality = no
}
ai_will_do = {
base = 20
}
}
### Organize House Members for War ###
unity_organize_house_for_war_decision = {
ai_check_interval_by_tier = {
barony = 0
county = 36
duchy = 36
kingdom = 12
empire = 12
hegemony = 12
}
picture = {
reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_sunder.dds"
}
is_invisible = yes
sort_order = 60
desc = unity_organize_house_for_war_decision_desc
cooldown = { years = 20 }
is_shown = {
government_has_flag = government_is_clan
is_landed = yes
exists = house
}
is_valid_showing_failures_only = {
house = {
NOT = { has_house_modifier = unity_house_focused_on_economy_modifier } # Cannot promote war while the house is focused on economy already
OR = {
has_house_unity_stage = antagonistic
has_house_unity_stage = competitive
}
}
is_house_head = yes
}
is_valid = {
house = {
OR = {
has_house_unity_stage = antagonistic
has_house_unity_stage = competitive
}
}
is_house_head = yes
}
effect = {
house = {
add_house_modifier = {
modifier = unity_house_organized_for_war_modifier
years = 20
}
}
}
cost = {
piety = {
value = unity_minor_decision_piety_cost
}
}
ai_potential = {
government_has_flag = government_is_clan
ai_has_warlike_personality = yes
}
ai_will_do = {
base = 20
}
}
### Encourage House to Improve the Economy ###
unity_encourage_house_economy_decision = {
ai_check_interval_by_tier = {
barony = 0
county = 72
duchy = 36
kingdom = 36
empire = 36
hegemony = 36
}
picture = {
reference = "gfx/interface/illustrations/decisions/fp3_decision_tax_collector.dds"
}
is_invisible = yes
sort_order = 60
desc = unity_encourage_house_economy_decision_desc
cooldown = { years = 20 }
is_shown = {
government_has_flag = government_is_clan
is_landed = yes
exists = house
}
is_valid_showing_failures_only = {
house = {
NOT = { has_house_modifier = unity_house_organized_for_war_modifier } # Cannot promote economy while the house is focused on war already
OR = {
has_house_unity_stage = friendly
has_house_unity_stage = harmonious
}
}
is_house_head = yes
}
is_valid = {
house = {
OR = {
has_house_unity_stage = friendly
has_house_unity_stage = harmonious
}
}
is_house_head = yes
}
effect = {
house = {
add_house_modifier = {
modifier = unity_house_focused_on_economy_modifier
years = 20
}
}
}
cost = {
piety = {
value = unity_minor_decision_piety_cost
}
}
ai_potential = {
ai_has_economical_boom_personality = yes
}
ai_will_do = {
base = 20
}
}
### Steer House Unity ###
unity_steer_house_direction_decision = {
ai_check_interval_by_tier = {
barony = 0
county = 24
duchy = 24
kingdom = 24
empire = 24
hegemony = 24
}
picture = {
reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_foundation.dds"
}
#is_invisible = yes
decision_group_type = house_unity
sort_order = 1500 # We want the decision to be at the top of the list to make it real easy to find.
cooldown = { years = 10 }
is_shown = {
government_has_flag = government_is_clan
is_landed = yes
exists = house
}
is_valid_showing_failures_only = {
is_house_head = yes
# Option localisation
trigger_if = {
limit = { scope:steer_unity_towards_harmonious = yes }
custom_tooltip = {
text = steer_unity_towards_harmonious_tt
NOT = { house = { has_house_unity_stage = harmonious } }
}
}
trigger_if = {
limit = { scope:steer_unity_towards_antagonistic = yes }
custom_tooltip = {
text = steer_unity_towards_antagonistic_tt
NOT = { house = { has_house_unity_stage = antagonistic } }
}
}
}
is_valid = {
is_house_head = yes
}
widget = {
gui = "decision_view_widget_unity_steer_house_direction"
controller = decision_option_list_controller
decision_to_second_step_button = "CHOOSE_UNITY_DIRECTION"
show_from_start = yes
### Increase Unity
item = {
value = steer_unity_towards_harmonious
is_valid = {
custom_tooltip = {
text = steer_unity_towards_harmonious_tt
NOT = { house = { has_house_unity_stage = harmonious } }
}
}
current_description = steer_unity_towards_harmonious_desc
localization = steer_unity_towards_harmonious_name
icon = "gfx/interface/icons/currencies/house_unity/harmonious.dds"
ai_chance = {
value = 100
if = {
limit = { ai_wants_low_unity = yes }
multiply = 0
}
}
}
### Decrease Unity
item = {
value = steer_unity_towards_antagonistic
is_valid = {
custom_tooltip = {
text = steer_unity_towards_antagonistic_tt
NOT = { house = { has_house_unity_stage = antagonistic } }
}
}
current_description = steer_unity_towards_antagonistic_desc
localization = steer_unity_towards_antagonistic_name
icon = "gfx/interface/icons/currencies/house_unity/antagonistic.dds"
ai_chance = {
value = 100
if = {
limit = { ai_wants_high_unity = yes }
multiply = 0
}
}
}
}
effect = {
if = { # Increase Unity
limit = { scope:steer_unity_towards_harmonious = yes }
house = {
add_unity_value = {
value = massive_unity_gain
character = root
desc = clan_unity_steer_direction_change.desc
}
}
custom_tooltip = steer_unity_towards_harmonious_passive_gain_tt
add_character_flag = {
flag = steer_unity_towards_harmonious_passive_gain
years = 10
}
# Let's send notifications to relevant characters
hidden_effect = {
# Send a toast to yourself, as a confirmation that Unity changed
send_interface_toast = {
type = msg_house_unity_change_value
title = steer_unity_towards_harmonious_toast
desc = steer_unity_towards_harmonious_toast
left_icon = root
show_as_tooltip = {
house = {
add_unity_value = {
value = massive_unity_gain
character = root
desc = clan_unity_steer_direction_change.desc
}
}
}
}
# Send a notification (we don't want a toast here) to any other player within the house
every_player = {
limit = {
house ?= root.house
this != root
}
send_interface_message = {
type = msg_house_unity_change_value
title = steer_unity_notification_title
desc = steer_unity_towards_harmonious_toast
left_icon = root
show_as_tooltip = {
house = {
add_unity_value = {
value = massive_unity_gain
character = root
desc = clan_unity_steer_direction_change.desc
}
}
}
}
}
}
}
else_if = { # Decrease Unity
limit = { scope:steer_unity_towards_antagonistic = yes }
house = {
add_unity_value = {
value = massive_unity_loss
character = root
desc = clan_unity_steer_direction_change.desc
}
}
custom_tooltip = steer_unity_towards_antagonistic_passive_loss_tt
add_character_flag = {
flag = steer_unity_towards_antagonistic_passive_loss
years = 10
}
# Let's send notifications to relevant characters
hidden_effect = {
# Send a toast to yourself, as a confirmation that Unity changed
send_interface_toast = {
type = msg_house_unity_change_value
title = steer_unity_towards_antagonistic_toast
desc = steer_unity_towards_antagonistic_toast
left_icon = root
show_as_tooltip = {
house = {
add_unity_value = {
value = massive_unity_loss
character = root
desc = clan_unity_steer_direction_change.desc
}
}
}
}
# Send a notification (we don't want a toast here) to any other player within the house
every_player = {
limit = {
house ?= root.house
this != root
}
send_interface_message = {
type = msg_house_unity_change_value
title = steer_unity_notification_title
desc = steer_unity_towards_antagonistic_toast
left_icon = root
show_as_tooltip = {
house = {
add_unity_value = {
value = massive_unity_loss
character = root
desc = clan_unity_steer_direction_change.desc
}
}
}
}
}
}
}
}
cost = {
piety = {
value = unity_major_decision_piety_cost
}
}
ai_potential = {
highest_held_title_tier >= tier_county # Barons doesn't have to use the decision
is_landed = yes
exists = house
}
ai_will_do = {
base = 20
# If unity is at max or min levels, increase the AI weight if they want to go in the opposite direction
modifier = {
OR = {
ai_wants_high_unity = yes
ai_wants_low_unity = yes
}
add = 40
}
# If unity is at max or min levels, increase the AI weight if they want to go in the opposite direction
modifier = {
OR = {
AND = {
ai_wants_high_unity = yes
OR = {
house = { has_house_unity_stage = antagonistic }
house = { has_house_unity_stage = competitive }
}
}
AND = {
ai_wants_low_unity = yes
OR = {
house = { has_house_unity_stage = harmonious }
house = { has_house_unity_stage = friendly }
}
}
}
add = 40
}
}
}
# General Unity decisions - These are available to all members of a House
### Search for Tax Collectors ###
unity_search_for_administrators_decision = {
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 36
kingdom = 36
empire = 36
hegemony = 36
}
picture = {
reference = "gfx/interface/illustrations/decisions/fp3_decision_tax_collector.dds"
}
sort_order = 60
decision_group_type = house_unity
desc = unity_search_for_administrators_decision_desc
cooldown = { years = 10 }
is_shown = {
government_has_flag = government_is_clan
is_landed = yes
exists = house
}
is_valid = {
}
effect = {
custom_tooltip = search_administors_decision.tt
hidden_effect = {
random_list = {
40 = {
save_temporary_scope_value_as = {
name = number_of_new_administrators
value = 1
}
}
40 = {
save_temporary_scope_value_as = {
name = number_of_new_administrators
value = 2
}
}
20 = {
save_temporary_scope_value_as = {
name = number_of_new_administrators
value = 3
}
}
}
while = {
count = scope:number_of_new_administrators
create_character = {
template = administrator_character
employer = root
faith = root.faith
culture = root.culture
gender_female_chance = {
if = {
limit = { root.faith = { has_doctrine = doctrine_gender_male_dominated } }
add = 0
}
else_if = {
limit = { root.faith = { has_doctrine = doctrine_gender_female_dominated } }
add = 100
}
else = {
add = 50
}
}
save_scope_as = new_administrator
}
send_interface_message = {
type = event_dynasty_good_with_text
title = unity_search_for_administrators_decision.msg.t
desc = unity_search_for_administrators_decision.msg.desc
left_icon = scope:new_administrator
}
}
}
}
cost = { # We give the AI some handicap here by making the decision free for them, but they only ever use it if they don't have any tax collectors at all
gold = {
value = 0
if = {
limit = {
has_treasury = no
is_ai = no
}
add = minor_gold_value
}
}
treasury = {
value = 0
if = {
limit = {
has_treasury = yes
is_ai = no
}
add = minor_gold_value
}
}
piety = {
value = 0
if = {
limit = { is_ai = no }
add = medium_piety_value
}
}
}
ai_potential = {
government_has_flag = government_is_clan
highest_held_title_tier >= tier_duchy
any_tax_collector = { count <= 0 }
any_vassal = {
count >= 2
government_has_flag = government_is_clan
}
}
ai_will_do = {
base = 100
}
}
# FP3 Unity Decisions
### Demand Shared Army Logistics ###
unity_improve_logistics_decision = {
ai_check_interval_by_tier = {
barony = 0
county = 72
duchy = 36
kingdom = 36
empire = 36
hegemony = 36
}
picture = {
reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_concession.dds"
}
is_invisible = yes
sort_order = 60
desc = unity_improve_logistics_decision_desc
cooldown = { years = 20 }
is_shown = {
has_fp3_dlc_trigger = yes
culture = { has_cultural_pillar = heritage_iranian }
government_has_flag = government_is_clan
is_landed = yes
exists = house
}
is_valid = {
# We show the culture requirement here to tell the player why they have the decision available
culture = { has_cultural_pillar = heritage_iranian }
house = {
OR = {
has_house_unity_stage = antagonistic
has_house_unity_stage = competitive
}
}
is_house_head = yes
}
is_valid_showing_failures_only = {
house = {
OR = {
has_house_unity_stage = antagonistic
has_house_unity_stage = competitive
}
NOT = { has_house_unity_modifier = fp3_unity_improved_logistics_modifier }
}
is_house_head = yes
}
effect = {
house = {
add_house_unity_modifier = {
modifier = fp3_unity_improved_logistics_modifier
years = 10
}
}
}
cost = {
gold = {
value = medium_gold_value
}
piety = {
value = unity_major_decision_piety_cost
add = {
value = 20
multiply = {
value = number_of_landed_house_members_value
subtract = 1 # We don't want to add any extra for the first ruler
}
}
}
}
ai_potential = {
house ?= { # Don't bother unless you have a few landed house members who would benefit
any_house_unity_member = {
count >= 3
}
}
ai_has_warlike_personality = yes
}
ai_will_do = {
base = 10
}
}
### Promote Development ###
unity_promote_development_decision = {
ai_check_interval_by_tier = {
barony = 0
county = 72
duchy = 36
kingdom = 36
empire = 36
hegemony = 36
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_golden_age.dds"
}
is_invisible = yes
sort_order = 60
desc = unity_promote_development_decision_desc
cooldown = { years = 20 }
is_shown = {
has_fp3_dlc_trigger = yes
culture = { has_cultural_pillar = heritage_iranian }
government_has_flag = government_is_clan
is_landed = yes
exists = house
}
is_valid = {
# We show the culture requirement here to tell the player why they have the decision available
culture = { has_cultural_pillar = heritage_iranian }
house = {
OR = {
has_house_unity_stage = friendly
has_house_unity_stage = harmonious
}
}
is_house_head = yes
}
is_valid_showing_failures_only = {
house = {
OR = {
has_house_unity_stage = friendly
has_house_unity_stage = harmonious
}
NOT = { has_house_unity_modifier = fp3_unity_promoted_development_modifier }
}
is_house_head = yes
}
effect = {
house = {
add_house_unity_modifier = {
modifier = fp3_unity_promoted_development_modifier
years = 10
}
}
}
cost = {
gold = {
value = medium_gold_value
}
piety = {
value = unity_major_decision_piety_cost
add = {
value = 20
multiply = {
value = number_of_landed_house_members_value
subtract = 1 # We don't want to add any extra for the first ruler
}
}
}
}
ai_potential = {
house ?= { # Don't bother unless you have a few landed house members who would benefit
any_house_unity_member = {
count >= 3
}
}
ai_has_warlike_personality = no
}
ai_will_do = {
base = 10
}
}
### Consult House Members ###
unity_consult_house_decision = {
ai_check_interval_by_tier = {
barony = 0
county = 72
duchy = 36
kingdom = 36
empire = 36
hegemony = 36
}
picture = {
reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
}
is_invisible = yes
sort_order = 60
desc = unity_consult_house_decision_desc
is_shown = {
government_has_flag = government_is_clan
is_landed = yes
exists = house
}
is_valid = {
house = {
has_house_unity_stage = impassive
}
}
is_valid_showing_failures_only = {
custom_tooltip = {
text = unity_consult_house_decision.tt_cooldown
NOT = { has_character_flag = fp3_consulted_house }
}
}
effect = {
custom_tooltip = unity_consult_house_decision.tt_house_council_bonus
#custom_tooltip = unity_consult_house_decision.tt_no_unity_change
custom_tooltip = unity_consult_house_decision.tt_lifetime
add_character_flag = {
flag = fp3_consulted_house
}
}
cost = {
piety = { value = unity_minor_decision_piety_cost }
}
ai_potential = {
exists = house
# AI has more than 1 house member that is their vassal/courtier (can serve as a councillor)
house = {
any_house_member = {
count > 1
OR = {
is_vassal_of = root
is_courtier_of = root
}
}
}
}
ai_will_do = {
base = 20
# AI has more than 1 house member actively serving as a councillor
modifier = {
any_councillor = {
count > 1
house ?= root.house
}
add = 100
}
# Benefits AI to stack family buffs
modifier = {
culture = { has_cultural_parameter = close_family_better_councillors }
add = 50
}
}
}
### Establish Futuwaa Lodges ###
unity_establish_futuwaa_lodges_decision = {
ai_check_interval_by_tier = {
barony = 0
county = 72
duchy = 36
kingdom = 36
empire = 36
hegemony = 36
}
picture = {
reference = "gfx/interface/illustrations/decisions/fp3/competitive.dds"
}
is_invisible = yes
sort_order = 60
desc = {
desc = unity_establish_futuwaa_lodges_decision_desc_intro
first_valid = {
# "People"
triggered_desc = {
trigger = {
OR = {
AND = {
has_dlc_feature = diverge_culture
culture = { has_cultural_parameter = martial_custom_equal_combatant }
}
faith = { has_doctrine_parameter = combatant_can_be_either_gender_if_no_roco }
has_character_modifier = ignores_gender_army_rules
culture = {
OR = {
has_cultural_parameter = has_access_to_shieldmaidens
has_cultural_parameter = high_prowess_ignores_knight_restrictions
}
}
}
}
desc = people
}
# "Women"
triggered_desc = {
trigger = {
OR = {
AND = {
has_dlc_feature = diverge_culture
culture = { has_cultural_parameter = martial_custom_female_only_combatant }
}
faith = { has_doctrine_parameter = combatant_must_be_female_if_no_roco }
}
}
desc = women
}
# "Men"
triggered_desc = {
trigger = {
OR = {
AND = {
has_dlc_feature = diverge_culture
culture = { has_cultural_parameter = martial_custom_male_only_combatant }
}
faith = { has_doctrine_parameter = combatant_must_be_male_if_no_roco }
}
}
desc = loc_men
}
}
desc = unity_establish_futuwaa_lodges_decision_desc_outro
}
cooldown = { years = 20 }
is_shown = {
government_has_flag = government_is_clan
is_landed = yes
exists = house
exists = capital_province
culture = { has_cultural_tradition = tradition_futuwaa }
}
is_valid = {
house = {
OR = {
has_house_unity_stage = antagonistic
has_house_unity_stage = competitive
}
}
}
effect = {
save_scope_as = sponsor # For loc
# Yup this nonsense is necessary, custom_tooltip does not support triggered_desc
if = {
limit = {
OR = {
AND = {
has_dlc_feature = diverge_culture
culture = { has_cultural_parameter = martial_custom_equal_combatant }
}
faith = { has_doctrine_parameter = combatant_can_be_either_gender_if_no_roco }
has_character_modifier = ignores_gender_army_rules
culture = {
OR = {
has_cultural_parameter = has_access_to_shieldmaidens
has_cultural_parameter = high_prowess_ignores_knight_restrictions
}
}
}
}
save_scope_as = any_combatants # This is relevant for a TT later on
custom_tooltip = { text = unity_establish_futuwaa_lodges_decision.tt_people }
}
else_if = {
limit = {
OR = {
AND = {
has_dlc_feature = diverge_culture
culture = { has_cultural_parameter = martial_custom_female_only_combatant }
}
faith = { has_doctrine_parameter = combatant_must_be_female_if_no_roco }
}
}
save_scope_as = female_combatants
custom_tooltip = { text = unity_establish_futuwaa_lodges_decision.tt_women }
}
else_if = {
limit = {
OR = {
AND = {
has_dlc_feature = diverge_culture
culture = { has_cultural_parameter = martial_custom_male_only_combatant }
}
faith = { has_doctrine_parameter = combatant_must_be_male_if_no_roco }
}
}
save_scope_as = male_combatants
custom_tooltip = { text = unity_establish_futuwaa_lodges_decision.tt_men }
}
if = {
limit = { exists = scope:any_combatants }
custom_tooltip = { text = unity_establish_futuwaa_lodges_decision.tt_num_people }
}
else_if = {
limit = { exists = scope:female_combatants }
custom_tooltip = { text = unity_establish_futuwaa_lodges_decision.tt_num_women }
}
else_if = {
limit = { exists = scope:male_combatants }
custom_tooltip = { text = unity_establish_futuwaa_lodges_decision.tt_num_men }
}
add_character_modifier = {
modifier = fp3_established_futuwaa_lodges_modifier
years = 20
}
add_character_flag = {
flag = fp3_established_futuwaa_lodges
years = 20
}
create_story = story_cycle_futuwaa_lodges
}
cost = {
piety = { value = unity_minor_decision_piety_cost }
}
ai_potential = {
house.house_head ?= this
government_has_flag = government_is_clan
highest_held_title_tier >= tier_duchy
}
ai_will_do = {
base = 50
}
}
### Unity Educate Youth In Madrasas Decision ###
unity_educate_youth_in_madrasas_decision = {
ai_check_interval_by_tier = {
barony = 0
county = 72
duchy = 36
kingdom = 12
empire = 12
hegemony = 12
}
picture = {
reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_secret_faith.dds"
}
is_invisible = yes
sort_order = 60
title = {
desc = unity_educate_youth_in_madrasas_decision.t_intro
first_valid = {
# Call them madrasas if our capital is advanced enough
triggered_desc = {
trigger = {
capital_county ?= {
development_level >= bad_development_level
}
}
desc = unity_educate_youth_in_madrasas_decision.t_madrasas
}
# Otherwise just say that the youth are being educated in houses of worship
desc = unity_educate_youth_in_madrasas_decision.t_houses_of_worship
}
}
desc = {
desc = unity_educate_youth_in_madrasas_decision_desc_intro
first_valid = {
# "People"
triggered_desc = {
trigger = { has_realm_law = equal_law }
desc = people
}
# "Women"
triggered_desc = {
trigger = {
OR = {
has_realm_law = female_only_law
has_realm_law = female_preference_law
}
}
desc = women
}
# "Men"
triggered_desc = {
trigger = {
OR = {
has_realm_law = male_only_law
has_realm_law = male_preference_law
}
}
desc = loc_men
}
}
desc = unity_educate_youth_in_madrasas_decision_desc_outro
}
cooldown = { years = 20 }
is_shown = {
government_has_flag = government_is_clan
is_landed = yes
exists = house
exists = capital_province # Sanity check
culture = { has_cultural_tradition = tradition_fp3_beacon_of_learning }
}
is_valid = {
is_at_war = no
house = {
OR = {
has_house_unity_stage = harmonious
has_house_unity_stage = friendly
}
}
}
effect = {
save_scope_as = sponsor # For loc
# TT for who is educated
# Yup this nonsense is necessary, custom_tooltip does not support triggered_desc
if = {
limit = { has_realm_law = equal_law }
save_scope_as = realm_law_people # This is relevant for a TT later on
custom_tooltip = { text = unity_educate_youth_in_madrasas_decision.tt_people }
}
else_if = {
limit = {
OR = {
has_realm_law = female_only_law
has_realm_law = female_preference_law
}
}
save_scope_as = realm_law_women
custom_tooltip = { text = unity_educate_youth_in_madrasas_decision.tt_women }
}
else_if = {
limit = {
OR = {
has_realm_law = male_only_law
has_realm_law = male_preference_law
}
}
save_scope_as = realm_law_men
custom_tooltip = { text = unity_educate_youth_in_madrasas_decision.tt_men }
}
if = {
limit = { exists = scope:realm_law_people }
custom_tooltip = { text = unity_educate_youth_in_madrasas_decision.tt_num_people }
}
else_if = {
limit = { exists = scope:realm_law_women }
custom_tooltip = { text = unity_educate_youth_in_madrasas_decision.tt_num_women }
}
else_if = {
limit = { exists = scope:realm_law_men }
custom_tooltip = { text = unity_educate_youth_in_madrasas_decision.tt_num_men }
}
add_character_modifier = {
modifier = fp3_established_madrasas_modifier
years = 20
}
add_character_flag = {
flag = fp3_educated_youth_in_madrasas
years = 20
}
create_story = story_cycle_madrasas
}
cost = {
piety = { value = unity_minor_decision_piety_cost }
}
ai_potential = {
house.house_head ?= this
government_has_flag = government_is_clan
highest_held_title_tier >= tier_duchy
}
ai_will_do = {
base = 50
}
}