291 lines
7.3 KiB
Text
291 lines
7.3 KiB
Text
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###TRIGGER LIST
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#opposing_ai_values_trigger - Checks if one character has a positive value and another character has a negative value for the same ai value.
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#Needs TARGET and the name of the VALUE
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opposing_ai_values_trigger = {
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OR = {
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AND = {
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ai_$VALUE$ < 0
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$TARGET$ = { ai_$VALUE$ > 0 }
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}
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AND = {
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ai_$VALUE$ > 0
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$TARGET$ = { ai_$VALUE$ < 0 }
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}
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}
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}
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ai_has_warlike_personality = {
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OR = {
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AND = {
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has_trait = despoiler_of_byzantium
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any_held_title = {
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OR = {
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empire = title:e_byzantium
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empire = title:e_latin_empire
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}
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}
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}
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vassal_contract_has_flag = admin_ai_is_warlike # Admin vassals with the "Frontier" administration consider it their job to expand
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AND = { # The unity decision "Organize House Members for War" forces AI house members to adopt this stance
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exists = house
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house = {
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has_house_modifier = unity_house_organized_for_war_modifier
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}
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}
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AND = { # They are Detractors during the FP3 Struggle in the Unrest Phase
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any_character_struggle = {
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trigger_if = {
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limit = { is_struggle_type = persian_struggle }
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is_struggle_phase = struggle_persia_phase_unrest
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}
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trigger_else = { always = no }
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}
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has_trait = fp3_struggle_detractor
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}
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AND = { # Nomads are not 'unpredictable', they are Warlike instead
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government_has_flag = government_is_nomadic
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ai_has_cautious_personality = no
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economical_ai_guts_trigger = no
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}
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AND = {
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ai_boldness > 0
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ai_greed >= 0
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OR = {
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has_trait = wrathful
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has_trait = impatient
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has_trait = sadistic
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has_trait = ambitious
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has_trait = vengeful
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has_trait = zealous
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has_trait = irritable
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AND = {
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ai_boldness >= 50
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ai_greed >= 50
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}
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AND = {
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ai_boldness >= 25
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ai_greed >= 100
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}
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AND = {
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ai_boldness >= 100
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ai_greed >= 25
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}
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government_has_flag = government_is_tribal
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culture = { has_cultural_pillar = ethos_bellicose }
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}
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NOR = {
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ai_compassion >= 75
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has_trait = compassionate
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has_trait = craven
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has_trait = calm
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faith = { has_doctrine_parameter = pacifist_opinion_active }
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culture = { has_cultural_parameter = reduced_cost_for_conversion_to_pacifist_faith }
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AND = {
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exists = house
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house = {
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has_house_modifier = unity_house_focused_on_economy_modifier
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}
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}
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vassal_contract_has_flag = admin_ai_is_builder
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}
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}
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# Or we're on the warpath.
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has_variable = imperial_expedition_charged
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}
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ai_has_conqueror_personality = no
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}
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ai_has_cautious_personality = {
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ai_boldness <= 0
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OR = {
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has_trait = paranoid
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has_trait = craven
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AND = {
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ai_boldness <= -25
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OR = {
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has_trait = patient
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has_trait = calm
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has_trait = content
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culture = { has_cultural_pillar = ethos_stoic }
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culture = { has_cultural_tradition = tradition_stalwart_defenders }
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}
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}
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}
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NOR = {
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has_trait = fickle
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has_trait = lunatic
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AND = {
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exists = house
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house = {
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OR = {
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has_house_modifier = unity_house_organized_for_war_modifier
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has_house_modifier = unity_house_focused_on_economy_modifier
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}
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}
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}
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AND = { # They are Detractors during the FP3 Struggle in the Unrest Phase
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any_character_struggle = {
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is_struggle_type = persian_struggle
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is_struggle_phase = struggle_persia_phase_unrest
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}
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has_trait = fp3_struggle_detractor
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}
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vassal_contract_has_flag = admin_ai_is_warlike
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vassal_contract_has_flag = admin_ai_is_builder
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}
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ai_has_conqueror_personality = no
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}
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ai_has_economical_boom_personality = {
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OR = {
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vassal_contract_has_flag = admin_ai_is_builder # Admin vassals with the "Civilian" administration consider it their job to improve the economy
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AND = { # The unity decision "Encourage House to Improve the Economy" forces AI house members to adopt this stance
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exists = house
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house = {
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has_house_modifier = unity_house_focused_on_economy_modifier
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}
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}
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AND = {
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economical_ai_guts_trigger = yes
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ai_has_warlike_personality = no
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}
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}
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ai_has_conqueror_personality = no
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}
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economical_ai_guts_trigger = {
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ai_boldness > 0
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OR = {
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has_focus = stewardship_domain_focus # Only this focus, which is 33% of all stewardship focused characters in the world
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has_trait = calm
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has_trait = patient
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has_trait = diligent
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has_trait = generous
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has_trait = stubborn
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has_trait = profligate
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has_trait = improvident
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has_character_modifier = the_city_builder_modifier
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has_character_modifier = the_castle_builder_modifier
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has_character_modifier = the_temple_builder_modifier
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}
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NAND = {
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has_trait = greedy
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has_trait = impatient
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AND = {
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exists = house
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house = {
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has_house_modifier = unity_house_organized_for_war_modifier
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}
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}
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}
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}
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ai_wants_low_unity = {
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government_has_flag = government_is_clan
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# To actively decrease Unity, the AI needs the following personality
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OR = {
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AND = {
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OR = {
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has_trait_malicious_trigger = yes
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has_trait_dominant_trigger = yes
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}
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has_trait_submissive_trigger = no
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has_trait_benevolent_trigger = no
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}
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ai_has_warlike_personality = yes
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ai_has_conqueror_personality = yes
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has_character_flag = agenda_towards_escalation
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}
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}
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ai_wants_high_unity = {
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government_has_flag = government_is_clan
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# We'll make sure that the AI only wants to actively increase Unity if they have a matching personality
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OR = {
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AND = {
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OR = {
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has_trait_benevolent_trigger = yes
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has_trait_submissive_trigger = yes
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}
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has_trait_malicious_trigger = no
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}
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ai_has_economical_boom_personality = yes
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AND = {
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NOT = { has_trait = fp3_struggle_detractor }
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# House is the most recent Caliphs house
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exists = struggle:persian_struggle
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trigger_if = {
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limit = { exists = title:d_sunni.holder }
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house = title:d_sunni.holder.house
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}
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trigger_else = { house = title:d_sunni.previous_holder.house }
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}
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has_character_flag = agenda_towards_deescalation
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}
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# And to make sure the AI doesn't want to increase and decrease Unity at the same time
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ai_wants_low_unity = no
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}
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ai_has_conqueror_personality = {
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OR = {
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has_trait = conqueror
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has_trait = greatest_of_khans
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has_character_modifier = the_great_khan_modifier
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any_owned_story = {
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story_type = story_conqueror
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}
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}
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}
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ai_should_get_conqueror_bonuses = {
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AND = {
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OR = {
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has_game_rule = default_conquerors_bonuses
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has_game_rule = extreme_conquerors_bonuses
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has_game_rule = random_conquerors_bonuses
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has_game_rule = reduced_random_conquerors_bonuses
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}
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ai_has_conqueror_personality = yes
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}
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}
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ai_should_get_extreme_conqueror_bonuses = {
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AND = {
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has_character_modifier = ai_extreme_conqueror_modifier
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ai_has_conqueror_personality = yes
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}
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}
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ai_should_focus_on_building_in_their_capital = {
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is_landed = yes
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highest_held_title_tier >= tier_county
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ai_has_conqueror_personality = no
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NOT = { government_has_flag = government_is_nomadic }
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exists = capital_county
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exists = culture
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OR = {
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capital_county.title_province.free_building_slots > 0
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AND = {
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culture = { has_innovation = innovation_ledger }
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capital_county.title_province.combined_building_level <= 4
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}
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AND = {
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culture = { has_innovation = innovation_baliffs }
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capital_county.title_province.combined_building_level <= 6
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}
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AND = {
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culture = { has_innovation = innovation_guilds }
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capital_county.title_province.combined_building_level <= 9
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}
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AND = {
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culture = { has_innovation = innovation_cranes }
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capital_county.title_province.combined_building_level <= 12
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}
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}
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}
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