N3OW/common/scripted_triggers/00_ai_value_triggers.txt

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Text

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