N3OW/common/decisions/80_major_decisions_roman.txt
2026-05-28 09:09:00 -04:00

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##Restoring the Roman Empire (as Byzantium)
#### Restore the Roman Empire ###
#restore_roman_empire_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/ep3_decision_roman_restoration.dds"
# }
# desc = restore_roman_empire_decision_desc
# selection_tooltip = restore_roman_empire_decision_tooltip
# decision_group_type = roman
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 0
# kingdom = 0
# empire = 120
# hegemony = 0
# }
#
# is_shown = {
# is_ruler = yes
# is_playable_character = yes
# has_title = title:e_byzantium
# NOT = { primary_title = title:e_hre }
# NOT = { primary_title = title:e_italy }
# NOT = { #Can only do it once.
# is_target_in_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_restored_roman_empire
# }
# }
# OR = {
# government_has_flag = government_is_feudal
# government_has_flag = government_is_republic
# government_has_flag = government_is_clan
# government_allows = administrative
# }
# }
#
# is_valid = {
# prestige_level >= max_prestige_level
# restore_roman_empire_decision_religion_culture_trigger = yes
# completely_controls = title:d_latium
# completely_controls = title:d_venice
# completely_controls = title:d_romagna
# completely_controls = title:d_sicily
# completely_controls = title:d_genoa
# completely_controls = title:d_capua
# completely_controls = title:d_apulia
# completely_controls = title:d_thrace
# completely_controls = title:d_antioch
# completely_controls = title:d_palestine
# completely_controls = title:d_alexandria
# completely_controls = title:d_athens
# completely_controls = title:d_tunis
# completely_controls = title:d_croatia
# completely_controls = title:d_thessalonika
# }
#
# is_valid_showing_failures_only = {
# is_landed = yes
# is_capable_adult = yes
# is_imprisoned = no
# top_liege = this
# }
#
# effect = {
# custom_tooltip = restore_roman_empire_decision_effect_tooltip
# show_as_tooltip = {
# create_roman_empire_scripted_effect = yes
# }
# if = {
# limit = {
# has_ep3_dlc_trigger = yes
# }
# trigger_event = ep3_roman_restoration.0100
# }
# else = {
# trigger_event = roman_restoration.0001
# }
# hidden_effect = {
# add_to_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_restored_roman_empire
# }
# set_global_variable = {
# name = flag_restored_roman_empire
# value = root
# }
# }
# }
#
# ai_potential = {
# always = yes
# }
#
# ai_will_do = {
# base = 100
# }
#}
#
##Restoring the Roman Empire (as HRE)
#### Restore the Roman Empire ###
#restore_roman_empire_holy_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
# }
# desc = restore_roman_empire_holy_decision_desc
# selection_tooltip = restore_roman_empire_decision_tooltip
# # Deliberately left in the major group rather than the Roman one.
# decision_group_type = major
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 0
# kingdom = 0
# empire = 120
# hegemony = 0
# }
#
# is_shown = {
# is_ruler = yes
# is_playable_character = yes
# has_title = title:e_hre
# OR = {
# NOT = { has_title = title:e_byzantium } # Prioritize Byzaboos
# primary_title = title:e_hre
# }
# NOT = { primary_title = title:e_italy }
# NOT = { #Can only do it once.
# is_target_in_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_restored_roman_empire
# }
# }
# OR = {
# government_has_flag = government_is_feudal
# government_has_flag = government_is_republic
# government_has_flag = government_is_clan
# government_has_flag = government_is_administrative
# }
# }
#
# is_valid = {
# prestige_level >= max_prestige_level
# restore_roman_empire_decision_religion_culture_trigger = yes
# completely_controls = title:d_latium
# completely_controls = title:d_venice
# completely_controls = title:d_romagna
# completely_controls = title:d_sicily
# completely_controls = title:d_genoa
# completely_controls = title:d_capua
# completely_controls = title:d_apulia
# completely_controls = title:d_thrace
# completely_controls = title:d_antioch
# completely_controls = title:d_palestine
# completely_controls = title:d_alexandria
# completely_controls = title:d_athens
# completely_controls = title:d_tunis
# completely_controls = title:d_croatia
# completely_controls = title:d_thessalonika
# }
#
# is_valid_showing_failures_only = {
# is_landed = yes
# is_capable_adult = yes
# is_imprisoned = no
# top_liege = this
# }
#
# effect = {
# custom_tooltip = restore_roman_empire_decision_effect_tooltip
# show_as_tooltip = {
# create_roman_empire_holy_scripted_effect = yes
# }
# trigger_event = {
# id = roman_restoration.0003
# }
# hidden_effect = {
# add_to_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_restored_roman_empire
# }
# set_global_variable = {
# name = flag_restored_roman_empire
# value = root
# }
# }
# }
#
# ai_potential = {
# always = yes
# }
#
# ai_will_do = {
# base = 100
# }
#}
#
##Restoring the Roman Empire (as Italia)
#### Restore the Roman Empire ###
#restore_roman_empire_italian_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
# }
# desc = restore_roman_empire_italian_decision_desc
# selection_tooltip = restore_roman_empire_decision_tooltip
# # Deliberately left in the major group rather than the Roman one.
# decision_group_type = major
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 0
# kingdom = 0
# empire = 120
# hegemony = 0
# }
#
# is_shown = {
# is_ruler = yes
# is_playable_character = yes
# has_title = title:e_italy
# OR = {
# NAND = {
# has_title = title:e_byzantium #Prioritize Byzaboos
# has_title = title:e_hre #And the Germans
# }
# primary_title = title:e_italy
# }
# NOT = { #Can only do it once.
# is_target_in_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_restored_roman_empire
# }
# }
# culture = { has_cultural_pillar = heritage_latin }
# is_target_in_global_variable_list = { #Only available after unifying Italy.
# name = unavailable_unique_decisions
# target = flag:flag_unified_italian_empire
# }
# OR = {
# government_has_flag = government_is_feudal
# government_has_flag = government_is_republic
# government_has_flag = government_is_clan
# government_has_flag = government_is_administrative
# }
# }
#
# is_valid = {
# prestige_level >= max_prestige_level
# restore_roman_empire_decision_religion_culture_trigger = yes
# completely_controls = title:d_latium
# completely_controls = title:d_venice
# completely_controls = title:d_romagna
# completely_controls = title:d_sicily
# completely_controls = title:d_genoa
# completely_controls = title:d_capua
# completely_controls = title:d_apulia
# completely_controls = title:d_thrace
# completely_controls = title:d_antioch
# completely_controls = title:d_palestine
# completely_controls = title:d_alexandria
# completely_controls = title:d_athens
# completely_controls = title:d_tunis
# completely_controls = title:d_croatia
# completely_controls = title:d_thessalonika
# }
#
# is_valid_showing_failures_only = {
# is_landed = yes
# is_capable_adult = yes
# is_imprisoned = no
# top_liege = this
# }
#
# effect = {
# custom_tooltip = restore_roman_empire_decision_effect_tooltip
# show_as_tooltip = {
# create_roman_empire_italy_scripted_effect = yes
# }
# trigger_event = {
# id = roman_restoration.0150
# }
# hidden_effect = {
# add_to_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_restored_roman_empire
# }
# set_global_variable = {
# name = flag_restored_roman_empire
# value = root
# }
# }
# }
#
# ai_potential = {
# always = yes
# }
#
# ai_will_do = {
# base = 100
# }
#}
#
##Restore the real Roman Empire
#### Form the Sultanate of Rum ###
#form_rum_sultanate_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_concession.dds"
# }
# desc = form_rum_sultanate_decision_desc
# selection_tooltip = form_rum_sultanate_decision_tooltip
# # Deliberately left in the major group rather than the Roman one.
# decision_group_type = major
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 120
# kingdom = 120
# empire = 0
# hegemony = 0
# }
#
# is_shown = {
# is_ruler = yes
# is_playable_character = yes
# is_landed = yes # Laamps don't need to know about this
# OR = {
# religion = religion:islam_religion
# culture = { has_cultural_pillar = heritage_turkic }
# }
# NOT = { culture = culture:greek }
# NOT = { OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion } }
# OR = {
# top_liege = this
# top_liege = { faith.religion = faith:aqlani.religion }
# }
# capital_province = {
# OR = {
# geographical_region = world_persian_empire
# geographical_region = world_asia_minor
# geographical_region = custom_greater_armenia
# }
# }
# NOR = {
# exists = title:k_rum.holder
# top_liege = { is_roman_emperor_trigger = yes }
# }
# NOT = { #Can only do it once.
# is_target_in_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_formed_rum_sultanate
# }
# }
# OR = {
# highest_held_title_tier < 4 #Dukes or lower, splitting off from Persia.
# AND = {
# highest_held_title_tier < 5
# top_liege = this #Or just a fancy way to get a new King title.
# }
# }
# }
#
# is_valid = {
# prestige_level >= high_prestige_level
# piety_level >= high_piety_level
# completely_controls = title:d_cibyrrhaeot
# completely_controls = title:d_anatolia
# completely_controls = title:d_cappadocia
# completely_controls = title:d_charsianon
# completely_controls = title:d_paphlagonia
# completely_controls = title:d_armeniac
# completely_controls = title:d_chaldia
# }
#
# is_valid_showing_failures_only = {
# is_landed = yes
# is_capable_adult = yes
# is_imprisoned = no
# is_at_war = no
# }
#
# effect = {
# custom_tooltip = form_rum_sultanate_decision_effect_tooltip
# gain_heroic_legend_seed_tooltip_effect = yes
# show_as_tooltip = {
# create_rum_scripted_effect = yes
# }
# trigger_event = {
# id = middle_east_decisions.0014
# }
# hidden_effect = {
# add_to_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_formed_rum_sultanate
# }
# set_global_variable = {
# name = flag_formed_rum_sultanate
# value = root
# }
# }
# }
#
# ai_potential = {
# always = yes
# }
#
# ai_will_do = {
# base = 100
# }
#}
#
#### Mend the Great Schism ###
#mend_the_great_schism_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
# }
# desc = mend_the_great_schism_decision_desc
# selection_tooltip = mend_the_great_schism_decision_tooltip
# decision_group_type = major
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 0
# kingdom = 0
# empire = 120
# hegemony = 120
# }
#
# is_shown = {
# is_ruler = yes
# is_playable_character = yes
# faith.religion = faith:roman_catholic.religion #Christian Only
# NOT = { #Can only do it once.
# is_target_in_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_mended_great_schism
# }
# }
# highest_held_title_tier > 4 #Only Emperors
# }
#
# is_valid = {
# piety_level >= max_piety_level
# completely_controls = title:c_byzantion
# completely_controls = title:c_antiocheia
# completely_controls = title:c_jerusalem
# completely_controls = title:c_alexandria
# completely_controls = title:c_roma
# custom_description = {
# text = "mend_schism_byzantion_bishop"
# title:c_byzantion.holder.faith = root.faith #Either own County directly, or have a vassal of same religion.
# }
# custom_description = {
# text = "mend_schism_antiocheia_bishop"
# title:c_antiocheia.holder.faith = root.faith #Either own County directly, or have a vassal of same religion.
# }
# custom_description = {
# text = "mend_schism_jerusalem_bishop"
# title:c_jerusalem.holder.faith = root.faith #Either own County directly, or have a vassal of same religion.
# }
# custom_description = {
# text = "mend_schism_alexandria_bishop"
# title:c_alexandria.holder.faith = root.faith #Either own County directly, or have a vassal of same religion.
# }
# custom_description = {
# text = "mend_schism_roma_bishop"
# title:c_roma.holder.faith = root.faith #Either own County directly, or have a vassal of same religion.
# }
# custom_description = {
# text = "mend_schism_no_rite"
# root.faith = { NOT = { has_doctrine_parameter = maintains_head_of_faith_on_creation } }
# }
# }
#
# is_valid_showing_failures_only = {
# is_landed = yes
# is_capable_adult = yes
# is_imprisoned = no
# top_liege = this
# }
#
# effect = {
# gain_holy_legend_seed_tooltip_effect = yes
# custom_tooltip = mend_the_great_schism_decision_effect_tooltip
# show_as_tooltip = {
# mend_great_schism_scripted_effect = yes
# }
# trigger_event = roman_restoration.0100
# hidden_effect = {
# add_to_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_mended_great_schism
# }
# }
# }
#
# ai_potential = {
# always = yes
# }
#
# ai_will_do = {
# base = 100
# }
#}
#
#### Reclaim Constantinople ###
#set_capital_constantinople_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds"
# }
# desc = set_capital_constantinople_decision_desc
# selection_tooltip = set_capital_constantinople_decision_tooltip
# decision_group_type = major
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 0
# kingdom = 0
# empire = 12
# hegemony = 0
# }
#
# is_shown = {
# is_ruler = yes
# is_playable_character = yes
# has_title = title:e_byzantium
# NOT = { capital_county = { this = title:c_byzantion } }
# OR = {
# title:c_byzantion.holder = {
# any_liege_or_above = { this = root }
# }
# title:c_byzantion.holder = { this = root }
# }
# }
#
# is_valid_showing_failures_only = {
# is_landed = yes
# is_capable_adult = yes
# is_imprisoned = no
# top_liege = this
# }
#
# effect = {
# if = { #Usurp if not held personally.
# limit = {
# NOT = { title:c_byzantion.holder = { this = root } }
# }
# title:c_byzantion.holder = { save_scope_as = target_for_denunciation }
# create_title_and_vassal_change = {
# type = returned
# save_scope_as = change
# add_claim_on_loss = no
# }
# title:c_byzantion = {
# change_title_holder = {
# holder = root
# change = scope:change
# }
# }
# resolve_title_and_vassal_change = scope:change
#
# }
# set_realm_capital = title:c_byzantion
# if = {
# limit = {
# exists = scope:target_for_denunciation
# }
# scope:target_for_denunciation = {
# trigger_event = {
# id = roman_restoration.1204
# }
# }
# }
# }
# ai_potential = {
# primary_title.tier = tier_empire
# has_title = title:e_byzantium
# }
#
# ai_will_do = { #Do it always, for coherence.
# base = 100
# modifier = {
# title:c_byzantion.holder = {
# is_ai = no
# any_realm_county = {
# count < 2
# holder = title:c_byzantion.holder
# }
# }
# factor = 0
# }
# }
#}
#
#### Reclaim Rome ###
#set_capital_rome_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds"
# }
# desc = set_capital_rome_decision_desc
# selection_tooltip = set_capital_rome_decision_tooltip
# decision_group_type = major
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 0
# kingdom = 0
# empire = 0
# hegemony = 12
# }
#
# is_shown = {
# is_ruler = yes
# is_playable_character = yes
# has_title = title:h_roman_empire
# NOT = { capital_county = { this = title:c_roma } }
# OR = {
# title:c_roma.holder = {
# any_liege_or_above = { this = root }
# }
# title:c_roma.holder = { this = root }
# }
# }
#
# is_valid_showing_failures_only = {
# is_landed = yes
# is_capable_adult = yes
# is_imprisoned = no
# top_liege = this
# }
#
# effect = {
# if = { #Usurp if not held personally.
# limit = {
# NOT = { title:c_roma.holder = { this = root } }
# }
# create_title_and_vassal_change = {
# type = returned
# save_scope_as = change
# add_claim_on_loss = no
# }
# title:c_roma = {
# change_title_holder = {
# holder = root
# change = scope:change
# }
# }
# resolve_title_and_vassal_change = scope:change
#
# }
# set_realm_capital = title:c_roma
# }
#
# ai_potential = {
# has_title = title:h_roman_empire
# }
#
# ai_will_do = { #Do it always, for coherence.
# base = 100
# }
#}
#
#### Establish Iconoclast Patriarchate ###
#establish_iconoclast_patriarchate_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
# }
# desc = establish_iconoclast_patriarchate_decision_desc
# selection_tooltip = establish_iconoclast_patriarchate_decision_tooltip
# decision_group_type = major
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 0
# kingdom = 60
# empire = 60
# hegemony = 60
# }
#
# is_shown = {
# is_ruler = yes
# is_playable_character = yes
# faith = faith:iconoclast
# NOT = { faith = { exists = religious_head } }
# highest_held_title_tier > 3 #Only Kings and Emperors
# }
#
# is_valid = {
# completely_controls = title:c_byzantion
# piety_level >= medium_piety_level
# }
#
# is_valid_showing_failures_only = {
# is_landed = yes
# is_capable_adult = yes
# is_imprisoned = no
# top_liege = this
# }
#
# effect = {
# custom_tooltip = establish_iconoclast_patriarchate_decision_effect_tooltip
# trigger_event = {
# id = roman_restoration.0120
# }
# }
#
# ai_potential = {
# always = yes
# }
#
# ai_will_do = {
# base = 100
# ai_value_modifier = {
# ai_zeal = 5.0
# }
# modifier = {
# factor = 0
# has_trait = cynical
# }
# }
#}
#
#### Restore Ecumenical Patriarchate ###
#restore_ecumenical_patriarchate_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
# }
# desc = restore_ecumenical_patriarchate_decision_desc
# selection_tooltip = restore_ecumenical_patriarchate_decision_tooltip
# decision_group_type = major
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 0
# kingdom = 60
# empire = 60
# hegemony = 60
# }
#
# is_shown = {
# is_ruler = yes
# is_playable_character = yes
# faith = faith:orthodox
# NOT = { faith = { exists = religious_head } }
# highest_held_title_tier > 3 #Only Kings and Emperors
# }
#
# is_valid = {
# completely_controls = title:c_byzantion
# piety_level >= medium_piety_level
# }
#
# is_valid_showing_failures_only = {
# is_landed = yes
# is_capable_adult = yes
# is_imprisoned = no
# top_liege = this
# }
#
# effect = {
# custom_tooltip = restore_ecumenical_patriarchate_decision_effect_tooltip
# trigger_event = {
# id = roman_restoration.0122
# }
# }
#
# ai_potential = {
# always = yes
# }
#
# ai_will_do = {
# base = 100
# ai_value_modifier = {
# ai_zeal = 5.0
# }
# modifier = {
# factor = 0
# has_trait = cynical
# }
# }
#}
#
#### Restore the Papacy ###
#restore_papacy_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
# }
# desc = restore_papacy_decision_desc
# selection_tooltip = restore_papacy_decision_tooltip
# decision_group_type = major
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 0
# kingdom = 12
# empire = 12
# hegemony = 12
# }
#
# is_shown = {
# is_ruler = yes
# is_playable_character = yes
# religion = religion:catholic_religion
# NOT = { faith = { exists = religious_head } }
# highest_held_title_tier > 3 #Only Kings and Emperors
# }
#
# is_valid = {
# completely_controls = title:c_roma
# completely_controls = title:d_latium
# completely_controls = title:d_spoleto
# completely_controls = title:d_ancona
# completely_controls = title:d_romagna
# piety_level >= high_piety_level
# }
#
# is_valid_showing_failures_only = {
# is_landed = yes
# is_capable_adult = yes
# is_imprisoned = no
# top_liege = this
# }
#
# effect = {
# custom_tooltip = restore_papacy_decision_effect_tooltip
# show_as_tooltip = {
# restore_papacy_scripted_effect = yes
# }
# trigger_event = {
# id = roman_restoration.0124
# }
# }
#
# ai_potential = {
# religion = religion:catholic_religion
# highest_held_title_tier > 3 #Only Kings and Emperors
# NOT = { faith = { exists = religious_head } }
# }
#
# ai_will_do = { #Always do it when possible.
# base = 100
# ai_value_modifier = {
# ai_zeal = 1.0
# }
# modifier = {
# factor = 0
# has_trait = cynical
# }
# }
#}
#
#### Restore Pope in Rome ###
#restore_pope_in_rome_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
# }
# desc = restore_pope_in_rome_decision_desc
# selection_tooltip = restore_pope_in_rome_decision_tooltip
# decision_group_type = major
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 0
# kingdom = 12
# empire = 12
# hegemony = 12
# }
#
# is_shown = {
# is_ruler = yes
# is_playable_character = yes
# religion = religion:catholic_religion
# NOR = {
# has_title = title:k_papal_state
# is_roman_emperor_excluding_byzantium_trigger = yes
# }
# NOT = { title:c_roma.holder = { has_title = title:k_papal_state } }
# NOT = { capital_county = { this = title:c_roma } }
# title:k_papal_state.holder ?= {
# NOT = {
# has_opinion_modifier = { #Not accepting it if you conquered it yourself.
# target = root
# modifier = declared_war
# }
# }
# NOT = {
# has_opinion_modifier = { #Not accepting it if you conquered it yourself.
# target = root
# modifier = revoked_title
# }
# }
# }
# NOT = { has_character_flag = flag_already_given_rome_once }
# }
#
# is_valid_showing_failures_only = {
# is_landed = yes
# is_capable_adult = yes
# is_imprisoned = no
# top_liege = this
# highest_held_title_tier > 3 #Only Kings and Emperors
# custom_tooltip = {
# text = hof_exists_tt
# faith = { exists = religious_head }
# }
# custom_tooltip = {
# text = rome_held_by_you_or_vassal_tt
# OR = {
# title:c_roma.holder = {
# any_liege_or_above = { this = root }
# }
# title:c_roma.holder = { this = root }
# }
# }
# }
#
# effect = {
# add_piety = 1000
# add_character_flag = flag_already_given_rome_once
# create_title_and_vassal_change = {
# type = returned
# save_scope_as = change
# add_claim_on_loss = no
# }
# title:c_roma = {
# change_title_holder = {
# holder = title:k_papal_state.holder
# change = scope:change
# }
# }
# resolve_title_and_vassal_change = scope:change
#
# title:k_papal_state.holder = {
# set_realm_capital = title:c_roma
# add_opinion = {
# target = prev
# modifier = restored_papacy_opinion
# }
# }
# }
#
# ai_potential = {
# religion = religion:catholic_religion
# highest_held_title_tier > 3 #Only Kings and Emperors
# }
#
# ai_will_do = { #Do it always, for coherence.
# base = 100
# modifier = {
# factor = 0
# title:c_roma.holder = {
# OR = {
# is_ai = no
# any_liege_or_above = { is_ai = no } # AI will never take Rome province away from a player.
# }
# }
# }
# modifier = {
# factor = 0
# has_trait = cynical
# }
# modifier = {
# factor = 0
# has_title = title:e_italy
# }
# }
#}
#
#### Dismantle the Papacy ###
#dismantle_papacy_decision = { #For Muslims and Pagans.
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
# }
# desc = dismantle_papacy_decision_desc
# selection_tooltip = dismantle_papacy_decision_tooltip
# decision_group_type = major
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 0
# kingdom = 60
# empire = 60
# hegemony = 60
# }
#
# is_shown = {
# is_ruler = yes
# is_playable_character = yes
# faith:roman_catholic = {
# has_doctrine = doctrine_spiritual_head
# }
# faith:roman_catholic = {
# faith_hostility_level = {
# target = root.faith
# value >= faith_hostile_level
# }
# }
# highest_held_title_tier > 3 #Only Kings and Emperors
# capital_province = { #Indians could not possibly care...
# OR = {
# geographical_region = world_europe
# geographical_region = world_middle_east
# geographical_region = world_africa_north
# }
# }
# }
#
# is_valid = {
# trigger_if = {
# limit = {
# exists = title:k_papal_state.holder
# }
# title:k_papal_state.holder = { is_landed = no } #If he fled elsewhere, it cannot be done, the Pope must be landless.
# title:k_papal_state.holder = { is_at_war = no } #Shouldn't be possible during a Crusade
# }
# completely_controls_region = world_europe_south_italy
# }
#
# is_valid_showing_failures_only = {
# is_landed = yes
# is_capable_adult = yes
# is_imprisoned = no
# top_liege = this
# }
#
# effect = {
# custom_tooltip = dismantle_papacy_decision_effect_tooltip
# gain_holy_legend_seed_tooltip_effect = yes
# hidden_effect = {
# legend_seed_great_deed_faith_effect = {
# ANTAGONIST = title:k_papal_state.holder
# OLD_FAITH = title:k_papal_state.holder.faith
# }
# }
# show_as_tooltip = {
# destroy_papacy_scripted_effect = yes
# }
# trigger_event = {
# id = roman_restoration.0130
# }
# }
#
# ai_potential = {
# always = yes
# }
#
# ai_will_do = { #Do it always.
# base = 100
# }
#}
#
##Uniting Italy
#### Unify Italy ###
#unify_italian_empire_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
# }
# desc = unify_italian_empire_decision_desc
# selection_tooltip = unify_italian_empire_decision_tooltip
# decision_group_type = major
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 120
# kingdom = 120
# empire = 120
# hegemony = 120
# }
#
# is_shown = {
# culture = { has_cultural_pillar = heritage_latin }
# is_ruler = yes
# is_playable_character = yes
# highest_held_title_tier > 2 #Dukes and above
# capital_province = { geographical_region = world_europe_south_italy }
# NOT = { #Can only do it once.
# is_target_in_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_unified_italian_empire
# }
# }
# NOT = { #Too late.
# is_target_in_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_restored_roman_empire
# }
# }
# NOT = { #Too late.
# is_target_in_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_reformed_carolingian_empire
# }
# }
# }
#
# is_valid = {
# prestige_level >= very_high_prestige_level
# has_title = title:e_italy
# #All the Peninsula
# completely_controls_region = world_europe_south_italy
# #And Illyria
# completely_controls_region = custom_roman_illyricum
# }
#
# is_valid_showing_failures_only = {
# is_landed = yes
# is_capable_adult = yes
# is_imprisoned = no
# top_liege = this
# is_at_war = no
# }
#
# effect = {
# gain_heroic_legend_seed_tooltip_effect = yes
# custom_tooltip = unify_italian_empire_decision_effect_tooltip
# trigger_event = {
# id = roman_restoration.0140
# }
# hidden_effect = {
# add_to_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_unified_italian_empire
# }
# set_global_variable = {
# name = flag_unified_italian_empire
# value = root
# }
# }
# }
#
# ai_potential = {
# always = yes
# }
#
# ai_will_do = {
# base = 100
# }
#}
#
##Roman Empires showdown decision.
#### Dismantle German Pretenders ###
#dismantle_holy_pretender_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
# }
# desc = dismantle_holy_pretender_decision_desc
# selection_tooltip = dismantle_holy_pretender_decision_tooltip
# decision_group_type = roman
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 0
# kingdom = 0
# empire = 120
# hegemony = 120
# }
#
# is_shown = {
# exists = title:e_hre.holder #Must exist in the first place...
# NOT = {
# root = title:e_hre.holder #That'd be awkward...
# }
# OR = {
# culture = { has_cultural_pillar = heritage_byzantine }
# culture = { has_cultural_pillar = heritage_latin }
# }
# is_ruler = yes
# is_playable_character = yes
# is_roman_emperor_trigger = yes
# NOR = { #Once an Emperor throws the challenge, he has only one chance to dismantle the Empire.
# has_character_flag = flag_emperor_challenging_hre #Applied below.
# has_character_flag = flag_emperor_challenged_hre #Applied in war.
# }
# }
#
# is_valid = {
# prestige_level >= max_prestige_level
# #All the Italian Peninsula
# completely_controls_region = world_europe_south_italy
# #And Lotharingia (the Rhine).
# completely_controls = title:d_luxembourg
# completely_controls = title:d_brabant
# completely_controls = title:d_cologne
# completely_controls = title:d_upper_lorraine
# completely_controls = title:d_lower_lorraine
# }
#
# is_valid_showing_failures_only = {
# is_landed = yes
# is_capable_adult = yes
# is_imprisoned = no
# top_liege = this
# is_at_war = no
# }
#
# cost = {
# prestige = 2000
# }
#
# effect = {
# custom_tooltip = dismantle_holy_pretender_decision_effect_tooltip
# trigger_event = {
# id = roman_restoration.0160
# }
# }
#
# ai_potential = {
# has_trait = ambitious
# }
#
# ai_will_do = {
# base = 100
# }
#}
#
#### Dismantle Greek Pretenders ###
#dismantle_byz_pretender_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
# }
# desc = dismantle_byz_pretender_decision_desc
# selection_tooltip = dismantle_byz_pretender_decision_tooltip
# decision_group_type = major
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 0
# kingdom = 0
# empire = 120
# hegemony = 120
# }
#
# is_shown = {
# exists = title:e_byzantium.holder #Must exist in the first place...
# NOT = {
# root = title:e_byzantium.holder #That'd be awkward...
# }
# OR = {
# culture = { has_cultural_pillar = heritage_frankish }
# culture = { has_cultural_pillar = heritage_central_germanic }
# culture = { has_cultural_pillar = heritage_latin }
# }
# is_ruler = yes
# is_playable_character = yes
# OR = {
# is_roman_emperor_trigger = yes
# has_title = title:e_hre
# }
# NOR = { #Once an Emperor throws the challenge, he has only one chance to dismantle the Empire.
# has_character_flag = flag_emperor_challenging_byz #Applied below.
# has_character_flag = flag_emperor_challenged_byz #Applied in war.
# }
# }
#
# is_valid = {
# prestige_level >= max_prestige_level
# #All the Italian Peninsula
# completely_controls_region = world_europe_south_italy
# #And Epirus/Hellas (Greek foothold).
# completely_controls = title:d_dyrrachion
# completely_controls = title:d_cephalonia
# completely_controls = title:d_epirus
# completely_controls = title:d_athens
# completely_controls = title:d_peloponnese
# }
#
# is_valid_showing_failures_only = {
# is_landed = yes
# is_capable_adult = yes
# is_imprisoned = no
# top_liege = this
# is_at_war = no
# }
#
# cost = {
# prestige = 2000
# }
#
# effect = {
# custom_tooltip = dismantle_byz_pretender_decision_effect_tooltip
# trigger_event = {
# id = roman_restoration.0170
# }
# }
#
# ai_potential = {
# has_trait = ambitious
# }
#
# ai_will_do = {
# base = 100
# }
#}
#
##############################################
## Rebuke Roman Claim to Sicily #
## by Ewan Cowhig Croft #
##############################################
#
#rebuke_roman_revanchism_sicily = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_legitimacy.dds"
# }
# decision_group_type = major
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 120
# kingdom = 120
# empire = 120
# hegemony = 120
# }
#
# desc = rebuke_roman_revanchism_sicily_desc
# selection_tooltip = rebuke_roman_revanchism_sicily_tooltip
#
# is_shown = {
# # Standard filter checks.
# is_playable_character = yes
# # Sicily is still under the ERE.
# title:e_byzantium = { is_de_jure_liege_or_above_target = title:k_sicily }
# # Has land in Sicily.
# any_held_title = {
# title_tier = county
# title_province = { geographical_region = custom_sicily }
# }
# # Outside the ERE.
# NOR = {
# has_title = title:e_byzantium
# any_liege_or_above = { has_title = title:e_byzantium }
# }
# # Aaaaaaand it's already happened in 1178.
# NOT = { game_start_date >= 1178.10.1 }
# # Not repeatable.
# NOT = {
# is_target_in_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_rebuked_roman_claim_to_sicily
# }
# }
# }
#
# is_valid = {
# # Must be independent.
# top_liege = this
# # Should have a decent prestige level.
# prestige_level >= high_prestige_level
# OR = {
# # You've got most things and no ERE.
# AND = {
# custom_tooltip = {
# text = rebuke_roman_revanchism_sicily.tt.requirements.lower_tally
# any_county_in_region = {
# region = custom_sicily
# count >= rebuke_roman_revanchism_sicily_requirements_some_ere_county_value
# rebuke_roman_revanchism_counties_controlled_trigger = yes
# }
# }
# custom_tooltip = {
# text = rebuke_roman_revanchism_sicily.tt.requirements.ere_booted
# NOT = {
# any_county_in_region = {
# region = custom_sicily
# rebuke_roman_revanchism_counties_controlled_by_ere_trigger = yes
# }
# }
# }
# }
# # You've got even more things but there's still some ERE.
# custom_tooltip = {
# text = rebuke_roman_revanchism_sicily.tt.requirements.higher_tally
# any_county_in_region = {
# region = custom_sicily
# count >= rebuke_roman_revanchism_sicily_requirements_no_ere_county_value
# rebuke_roman_revanchism_counties_controlled_trigger = yes
# }
# }
# }
# title:k_sicily = {
# OR = {
# custom_tooltip = {
# text = rebuke_roman_revanchism_sicily.tt.sicily_has_no_holder
# is_title_created = no
# }
# holder = root
# }
# }
# custom_tooltip = {
# text = rebuke_roman_revanchism_sicily.tt.requirements.ere_cant_be_revanchising
# OR = {
# NOT = {
# is_target_in_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:retake_eastern_provinces_decision
# }
# }
# NOT = { exists = title:e_byzantium.holder }
# }
# }
# custom_tooltip = {
# text = rebuke_roman_revanchism_sicily.tt.requirements.ere_not_in_italy
# NOT = {
# any_county_in_region = {
# region = world_europe_south_italy
# count >= rebuke_roman_revanchism_sicily_requirements_no_ere_in_italy_county_value
# rebuke_roman_revanchism_counties_controlled_by_ere_trigger = yes
# }
# }
# }
# }
#
# is_valid_showing_failures_only = { is_available_at_peace_adult = yes }
#
# effect = {
# save_scope_as = taker
# show_as_tooltip = {
# random_list = {
# 100 = {
# show_chance = no
# desc = rebuke_roman_revanchism_sicily.tt.effects.option.1
# title:k_sicily = { set_de_jure_liege_title = title:e_italy }
# }
# 100 = {
# show_chance = no
# desc = rebuke_roman_revanchism_sicily.tt.effects.option.2
# title:k_sicily = { set_de_jure_liege_title = title:e_maghreb }
# }
# 100 = {
# show_chance = no
# desc = rebuke_roman_revanchism_sicily.tt.effects.option.3
# trigger = { rebuke_roman_revanchism_sicily_controls_unlisted_empire_trigger = yes }
# title:k_sicily = { set_de_jure_liege_title = root.primary_title }
# }
# }
# add_prestige_experience = rebuke_roman_revanchism_sicily_fame_reward_value
# }
# trigger_event = roman_restoration.1211
# # Notifying other players is done in scope:taker's event, as scope:taker may change the circumstances of the decision with their option choice.
# hidden_effect = {
# add_to_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_rebuked_roman_claim_to_sicily
# }
# }
# }
#
# cost = { prestige = 1000 }
#
# ai_potential = { always = yes }
#
# # We always want them to do this if they can.
# ai_will_do = { base = 1000 }
#}
#