N3OW/common/decisions/10_nomad_other_decisions.txt
2026-05-28 09:09:00 -04:00

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### Recruit [ROOT.Char.Custom('GetCourtierTypePlural')|U] from Yurt ###
recruit_from_nomadic_capital_decision = {
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 12
kingdom = 12
empire = 12
hegemony = 12
}
picture = {
reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_tribal_welcome.dds"
}
sort_order = 100
decision_group_type = nomad_minor
cooldown = { years = 2 }
is_shown = {
government_has_flag = government_is_nomadic
exists = domicile
}
is_valid = {
}
is_valid_showing_failures_only = {
}
desc = recruit_from_nomadic_capital_decision_desc
cost = {
herd = {
value = domicile.minor_herd_value
}
}
widget = {
gui = "decision_view_widget_option_list_generic"
controller = decision_option_list_controller
decision_to_second_step_button = "CHOOSE_NOMAD_COURTIER_DECISION_NEXT_STEP_BUTTON"
item = {
value = recruit_hunters_decision
current_description = recruit_hunters_decision
localization = recruit_hunters_decision
icon = "gfx/interface/icons/regimenttypes/armenian_archers.dds"
ai_chance = {
value = 100
}
}
item = {
value = recruit_knights_decision
current_description = recruit_knights_decision
localization = recruit_knights_decision
icon = "gfx/interface/icons/casus_bellis/migration_cb.dds"
is_valid = {
domicile ?= {
has_domicile_building_or_higher = character_warfare_yurt_03
}
}
ai_chance = {
value = 100
}
}
item = {
value = recruit_commanders_decision
current_description = recruit_commanders_decision
localization = recruit_commanders_decision
icon = "gfx/interface/icons/regimenttypes/kheshig.dds"
is_valid = {
domicile ?= {
has_domicile_building_or_higher = character_warfare_yurt_03
}
}
ai_chance = {
value = 100
}
}
item = {
value = recruit_shepherds_decision
current_description = recruit_shepherds_decision
localization = recruit_shepherds_decision
icon = "gfx/interface/icons/government_types/herder_government.dds"
ai_chance = {
value = 0
}
}
item = {
value = recruit_brides_decision
current_description = recruit_brides_decision
localization = recruit_brides_decision
is_valid = {
custom_tooltip = {
text = faith_dominant_gender_male_or_equal_tt
faith_dominant_gender_male_or_equal = yes
}
}
icon = "gfx/interface/icons/marriage.dds"
ai_chance = {
value = 0
if = {
limit = {
is_male = yes
is_married = no
}
add = 100
}
}
}
item = {
value = recruit_husbands_decision
current_description = recruit_husbands_decision
localization = recruit_husbands_decision
is_valid = {
custom_tooltip = {
text = faith_dominant_gender_female_or_equal_tt
faith_dominant_gender_female_or_equal = yes
}
}
icon = "gfx/interface/icons/marriage.dds"
ai_chance = {
value = 0
if = {
limit = {
is_female = yes
is_married = no
}
add = 100
}
}
}
}
effect = {
custom_tooltip = recruit_from_nomadic_capital_decision_tooltip
hidden_effect = {
if = {
limit = { scope:recruit_hunters_decision = yes }
recruit_three_nomadic_capital_characters_effect = {
NOMAD_TEMPLATE_CHARACTER = nomadic_hunter_template
}
}
else_if = {
limit = { scope:recruit_commanders_decision = yes }
recruit_three_nomadic_capital_characters_effect = {
NOMAD_TEMPLATE_CHARACTER = nomadic_commander_template
}
}
else_if = {
limit = { scope:recruit_shepherds_decision = yes }
recruit_three_nomadic_capital_characters_effect = {
NOMAD_TEMPLATE_CHARACTER = seasoned_pastor_character
}
}
else_if = {
limit = { scope:recruit_brides_decision = yes }
recruit_three_nomadic_capital_characters_effect = {
NOMAD_TEMPLATE_CHARACTER = nomadic_bride_template
}
}
else_if = {
limit = { scope:recruit_husbands_decision = yes }
recruit_three_nomadic_capital_characters_effect = {
NOMAD_TEMPLATE_CHARACTER = nomadic_husband_template
}
}
else_if = {
limit = { scope:recruit_knights_decision = yes }
recruit_three_nomadic_capital_characters_effect = {
NOMAD_TEMPLATE_CHARACTER = nomadic_knight_template
}
}
}
close_view = {
view = decisions
player = root
}
}
ai_potential = {
government_has_flag = government_is_nomadic
highest_held_title_tier >= tier_duchy
exists = domicile
OR = {
AND = {
is_at_war = no
any_courtier = {
count < 10
}
}
NOT = { exists = cp:councillor_kurultai_1 }
NOT = { exists = cp:councillor_kurultai_2 }
NOT = { exists = cp:councillor_kurultai_3 }
NOT = { exists = cp:councillor_kurultai_4 }
}
}
ai_will_do = { base = 100 }
}
### Summon Fair Courtiers ###
summon_fair_courtiers_decision = {
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 48
empire = 48
hegemony = 48
}
picture = {
reference = "gfx/interface/illustrations/event_scenes/mpo_city_steppe.dds"
}
sort_order = 100
decision_group_type = courtier
cooldown = { years = 2 }
is_shown = {
any_sub_realm_barony = {
title_province = {
has_building = pleasure_dome
}
}
}
is_valid_showing_failures_only = {
is_available = yes
}
desc = summon_fair_courtiers_decision_desc
cost = {
prestige = {
value = minor_prestige_value
}
}
widget = {
gui = "decision_view_widget_option_list_generic"
controller = decision_option_list_controller
decision_to_second_step_button = "CHOOSE_SUMMON_FAIR_COURTIERS_DECISION_NEXT_STEP_BUTTON"
item = {
value = summon_maidens_decision
current_description = summon_maidens_decision
localization = summon_maidens_decision
icon = "gfx/interface/icons/traits/beauty_good_2.dds"
ai_chance = {
value = 0
if = {
limit = {
is_male = yes
is_married = no
}
add = 100
}
}
}
item = {
value = call_men_decision
current_description = call_men_decision
localization = call_men_decision
icon = "gfx/interface/icons/traits/beauty_good_2.dds"
ai_chance = {
value = 0
if = {
limit = {
is_female = yes
is_married = no
}
add = 100
}
}
}
}
effect = {
custom_tooltip = summon_fair_courtiers_decision_tooltip
hidden_effect = {
if = {
limit = { scope:summon_maidens_decision = yes }
summon_three_fair_courtiers_effect = {
NOMAD_TEMPLATE_CHARACTER = beautiful_maiden_character
}
}
else_if = {
limit = { scope:call_men_decision = yes }
summon_three_fair_courtiers_effect = {
NOMAD_TEMPLATE_CHARACTER = beautiful_man_character
}
}
}
close_view = {
view = decisions
player = root
}
}
ai_potential = {
any_courtier = {
count < 10
}
}
}
############################################
# ##Create Cossack kingdom Decision##
# ## By: Björn S
############################################
#
### The Choice of creating a new culture and kingdom
#create_cossack_kingdom_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_hostility.dds"
# }
# desc = create_cossack_kingdom_decision_desc
# selection_tooltip = create_cossack_kingdom_decision_tooltip
# decision_group_type = adventurer
#
#
### Player is a landless adventurer or have the veteran adventurer trait + a culture suitable for the area.
### Player also have to have the right cultural heritage.
# is_shown = {
# is_playable_character = yes
# OR = {
# is_landless_adventurer = yes
# has_trait = adventurer
# }
# culture = {
# OR = {
# has_cultural_pillar = heritage_turkic
# has_cultural_pillar = heritage_east_slavic
# has_cultural_pillar = heritage_west_slavic
# has_cultural_pillar = heritage_south_slavic
# has_cultural_pillar = heritage_tungusic
# }
# }
### Not repeatable
# NOT = {
# is_target_in_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_create_cossack_kingdom
# }
# }
#
# }
#
# is_valid = {
# prestige_level >= high_prestige_level
# has_trait = adventurer
# has_government = nomad_government
# is_independent_ruler = yes
# AND = {
# completely_controls = title:d_tana
# completely_controls = title:d_don_valley
# OR = {
# completely_controls = title:d_astrakhan
# completely_controls = title:d_zaporizhzhia
# completely_controls = title:d_kharkiv
# }
# }
# }
#
# cost = {
# prestige = 1000
# gold = 300
# }
#
#
# is_valid_showing_failures_only = {
# is_landed = yes
# is_capable_adult = yes
# is_imprisoned = no
# }
#
#
# effect = {
# show_as_tooltip = {
# create_cossack_scripted_effect = yes
# }
# hidden_effect = {
# add_to_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_create_cossack_kingdom
# }
# }
# trigger_event = major_decisions.3600
# }
#
# ai_potential = {
# always = yes
# }
#
# ai_will_do = {
# base = 100
# }
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 120
# kingdom = 0
# empire = 0
# hegemony = 0
# }
#}
#