N3OW/common/decisions/80_major_decisions_middle_europe.txt
2026-05-18 13:34:56 -04:00

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##Creating Switzerland "Kingdom"
#### Form the Swiss Confederation ###
#form_switzerland_kingdom_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds"
# }
# desc = form_switzerland_kingdom_decision_desc
# selection_tooltip = form_switzerland_kingdom_decision_tooltip
# decision_group_type = major
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 120
# kingdom = 0
# empire = 0
# hegemony = 0
# }
#
# is_shown = {
# top_liege != this
# NOT = { exists = title:k_switzerland.holder }
# NOT = { #Can only do it once.
# is_target_in_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_formed_switzerland_kingdom
# }
# }
# #No kings or emperors.
# highest_held_title_tier <= tier_duchy
# #Must be within an empire.
# top_liege.primary_title.tier >= tier_empire
# OR = {
# culture = { has_cultural_pillar = heritage_central_germanic }
# culture = { has_cultural_pillar = heritage_frankish }
# culture = { has_cultural_pillar = heritage_latin }
# }
# any_sub_realm_county = {
# OR = {
# title_province = { geographical_region = custom_core_switzerland }
# this = title:c_geneva
# this = title:c_aosta
# }
# }
# }
#
# is_valid = {
# #Must have imperial immediacy.
# liege = top_liege
# prestige_level >= high_prestige_level
# #And the core of the Old Confederacy.
# completely_controls_region = custom_core_switzerland
# }
#
# is_valid_showing_failures_only = {
# is_landed = yes
# is_capable_adult = yes
# is_imprisoned = no
# top_liege != this
# is_at_war = no
# }
#
# cost = {
# gold = {
# value = 0
# if = {
# limit = {
# has_treasury = no
# }
# add = 250
# }
# }
# treasury = {
# value = 0
# if = {
# limit = {
# has_treasury = yes
# }
# add = 250
# }
# }
# }
#
# effect = {
# gain_heroic_legend_seed_tooltip_effect = yes
# show_as_tooltip = {
# form_switzerland_scripted_effect = yes
# }
# trigger_event = {
# id = middle_europe_decisions.0001
# }
# hidden_effect = {
# add_to_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_formed_switzerland_kingdom
# }
# set_global_variable = {
# name = flag_formed_switzerland_kingdom
# value = root
# }
# }
# }
#
# ai_potential = {
# always = yes
# }
#
# ai_will_do = {
# base = 100
# }
#}
#
##Creating Austrian Archduchy
#### Form Archduchy of Austria ###
#form_austria_kingdom_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds"
# }
# desc = form_austria_kingdom_decision_desc
# selection_tooltip = form_austria_kingdom_decision_tooltip
# decision_group_type = major
# ai_goal = yes
#
# is_shown = {
# NOT = { exists = title:k_austria.holder }
# NOT = { #Can only do it once.
# is_target_in_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_formed_austria_kingdom
# }
# }
# #No kings or emperors...
# highest_held_title_tier <= tier_duchy
# top_liege != this
# #Must be within the HRE, else the bid & flavour make no sense.
# top_liege ?= { has_title = title:e_hre }
# #Must hold land within the relevant areas directly.
# any_held_title = {
# title_tier = county
# OR = {
# title_province = { geographical_region = custom_core_austria }
# title_province = { geographical_region = custom_stretch_austria }
# }
# }
# }
#
# is_valid = {
# #Must enjoy imperial immediacy.
# liege = title:e_hre.holder
# #Must be suitably prestigious.
# prestige_level >= high_prestige_level
# #Must control core Austria
# completely_controls_region = custom_core_austria
# #Must not be of the ruling dynasty
# custom_description = {
# text = "form_austria_hre_dynasty_trigger"
# NOT = { dynasty = title:e_hre.holder.dynasty }
# }
# #Must have a hook on the emperor
# has_strong_usable_hook = title:e_hre.holder
# #Must not be too early
# OR = {
# has_realm_law = crown_authority_2
# has_realm_law = crown_authority_3
# }
# }
#
# is_valid_showing_failures_only = {
# is_landed = yes
# is_capable_adult = yes
# is_imprisoned = no
# is_at_war = no
# faith = top_liege.faith #Must share the faith of your emperor.
# }
#
# cost = {
# gold = {
# value = 0
# if = {
# limit = {
# has_treasury = no
# }
# add = 1000
# }
# }
# treasury = {
# value = 0
# if = {
# limit = {
# has_treasury = yes
# }
# add = 1000
# }
# }
# }
#
# effect = {
# gain_heroic_legend_seed_tooltip_effect = yes
# show_as_tooltip = {
# form_austria_scripted_effect = yes
# }
# trigger_event = {
# id = middle_europe_decisions.0003
# }
# hidden_effect = {
# add_to_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_formed_austria_kingdom
# }
# set_global_variable = {
# name = flag_formed_austria_kingdom
# value = root
# }
# }
# }
#
# ai_potential = {
# prestige_level >= high_prestige_level
# }
#
# ai_will_do = {
# base = 0
#
# #Only worth considering if you actually have your capital in Austria.
# modifier = {
# add = 20
# capital_county.title_province = { geographical_region = custom_core_austria }
# }
#
# #More brazen characters are more likely to have a bash.
# ai_value_modifier = {
# ai_boldness = 0.75
# ai_greed = 0.25
# }
# }
#}
#
##Reform Carolingian Empire
#### Restore Carolingian Borders ###
#reform_carolingian_empire_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
# }
# desc = reform_carolingian_empire_decision_desc
# selection_tooltip = reform_carolingian_empire_decision_tooltip
# decision_group_type = major
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 0
# kingdom = 120
# empire = 120
# hegemony = 0
# }
#
# is_shown = {
# faith.religion = faith:catholic.religion #Christian
# is_ruler = yes
# is_playable_character = yes
# NOT = { #Can only do it once.
# is_target_in_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_reformed_carolingian_empire
# }
# }
# top_liege = this
# culture = { has_cultural_pillar = heritage_frankish }
# capital_province = { geographical_region = world_europe_west }
# NOT = { has_title = title:e_hre } #HRE title holders can't Restore Carolingian Borders as the decision requires the HRE to serve as an "antagonist"
# }
#
# is_valid = {
# prestige_level >= high_prestige_level
# has_title = title:e_france
# #All of starting e_france
# completely_controls_region = custom_carolingian_francia
# #Frisia
# completely_controls_region = custom_frisia
# #Lotharingia
# completely_controls_region = custom_lotharingia
# #Bavaria
# completely_controls_region = custom_bavaria
# #Germany
# completely_controls_region = custom_carolingian_germany
# #Aragon (except Mallorca) & Navarra
# completely_controls_region = custom_carolingian_iberia
# #Northern Italy (except Venice, Sardinia, and Rome)
# completely_controls_region = custom_northern_italy
# }
#
# is_valid_showing_failures_only = {
# is_capable_adult = yes
# is_imprisoned = no
# top_liege = this
# is_at_war = no
# }
#
# effect = {
# gain_heroic_legend_seed_tooltip_effect = yes
# custom_tooltip = reform_carolingian_empire_decision_effect_tooltip
# show_as_tooltip = {
# form_carolingian_empire_scripted_effect = yes
# }
# trigger_event = {
# id = middle_europe_decisions.0005
# }
# hidden_effect = {
# add_to_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_reformed_carolingian_empire
# }
# set_global_variable = {
# name = flag_reformed_carolingian_empire
# value = root
# }
# }
# }
#
# ai_potential = {
# always = yes
# }
#
# ai_will_do = {
# base = 100
# }
#}
#
##Uniting the Burgundies
#### Unify the Burgundies ###
#unify_burgundy_kingdom_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds"
# }
# desc = unify_burgundy_kingdom_decision_desc
# selection_tooltip = unify_burgundy_kingdom_decision_tooltip
# decision_group_type = major
# ai_goal = yes
#
# is_shown = {
# culture = { has_cultural_pillar = heritage_frankish }
# is_ruler = yes
# is_playable_character = yes
# NOT = {
# exists = title:k_burgundy.holder
# }
# NOT = { #Can only do it once.
# is_target_in_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_unified_burgundy_kingdom
# }
# }
# highest_held_title_tier < 4 #No Kings or Emperors.
# top_liege = {
# OR = {
# has_title = title:k_france
# has_title = title:e_france
# has_title = title:e_hre
# }
# }
# capital_province = { geographical_region = custom_burgundy }
# }
#
# is_valid = {
# prestige_level >= high_prestige_level
# completely_controls_region = custom_burgundy
# }
#
# is_valid_showing_failures_only = {
# is_capable_adult = yes
# is_imprisoned = no
# top_liege != this
# is_at_war = no
# }
#
# cost = {
# gold = {
# value = 0
# if = {
# limit = {
# has_treasury = no
# }
# add = 1000
# }
# }
# treasury = {
# value = 0
# if = {
# limit = {
# has_treasury = yes
# }
# add = 1000
# }
# }
# }
#
# effect = {
# gain_heroic_legend_seed_tooltip_effect = yes
# if = {
# limit = {
# NOT = { has_culture = culture:occitan }
# }
# set_culture = culture:occitan
# add_character_flag = converted_culture_this_lifetime
# }
# custom_tooltip = unify_burgundy_kingdom_decision_effect_tooltip
# show_as_tooltip = {
# unite_burgundies_scripted_effect = yes
# }
# trigger_event = {
# id = middle_europe_decisions.0007
# }
# hidden_effect = {
# add_to_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_unified_burgundy_kingdom
# }
# set_global_variable = {
# name = flag_unified_burgundy_kingdom
# value = root
# }
# }
# }
#
# ai_potential = {
# always = yes
# }
#
# ai_will_do = {
# base = 5
# ai_value_modifier = {
# ai_boldness = 1.0
# }
# }
#}
#
#### Empower Sicilian Parliament ###
#empower_sicilian_parliament_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
# }
# desc = empower_sicilian_parliament_decision_desc
# selection_tooltip = empower_sicilian_parliament_decision_tooltip
# decision_group_type = major
# ai_goal = yes
#
# is_shown = {
# culture = { has_cultural_pillar = heritage_latin }
# is_ruler = yes
# NOT = { #Can only do it once.
# is_target_in_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_empowered_sicilian_parliament
# }
# }
# highest_held_title_tier >= 4 #Kings and Emperors only.
# top_liege = this
# capital_province = { geographical_region = custom_sicily }
# NOT = { government_has_flag = government_is_tribal }
# }
#
# is_valid = {
# prestige_level >= 3
# learning >= 10
# NOT = { has_realm_law = crown_authority_0 }
# OR = {
# has_title = title:k_sicily
# has_title = title:k_naples
# has_title = title:k_trinacria
# }
# OR = {
# AND = {
# completely_controls = title:d_sicily # The Island
# title:c_palermo = {
# title_province = { has_special_building = no }
# }
# }
# AND = {
# completely_controls = title:d_capua # The Boot
# title:c_napoli = {
# title_province = { has_special_building = no }
# }
# }
# }
# }
#
# is_valid_showing_failures_only = {
# is_landed = yes
# is_capable_adult = yes
# is_imprisoned = no
# top_liege = this
# is_at_war = no
# }
#
# cost = {
# gold = {
# value = 0
# if = {
# limit = {
# has_treasury = no
# }
# add = 1500
# }
# }
# treasury = {
# value = 0
# if = {
# limit = {
# has_treasury = yes
# }
# add = 1500
# }
# }
# prestige = 3000
# }
#
# effect = {
# show_as_tooltip = {
# if = { #Only for tooltip, player gets to choose in the event when owning both.
# limit = { completely_controls = title:d_sicily }
# title:c_palermo = {
# sicilian_parliament_building_scripted_effect = yes
# }
# }
# else_if = {
# limit = { completely_controls = title:d_capua }
# custom_tooltip = middle_europe_decisions.0010.tt_napoli_warning
# title:c_napoli = {
# sicilian_parliament_building_scripted_effect = yes
# }
# }
# empower_sicilian_parliament_decision_scripted_effect = yes
# }
# trigger_event = {
# id = middle_europe_decisions.0010
# }
# hidden_effect = {
# add_to_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_empowered_sicilian_parliament
# }
# }
# }
#
# ai_potential = {
# always = yes
# }
#
# ai_will_do = {
# base = 15
# ai_value_modifier = {
# ai_boldness = 1.0
# }
# }
#}
#
##Little Medieval French Renaissance.
#### Inspire Opus Francigenum ###
#promote_gothic_innovations_decision = { #12th century Renaissance
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_misc.dds"
# }
# desc = promote_gothic_innovations_decision_desc
# selection_tooltip = promote_gothic_innovations_decision_tooltip
# decision_group_type = major
# ai_goal = yes
#
# is_shown = {
# OR = {
# culture = { has_cultural_pillar = heritage_latin }
# culture = { has_cultural_pillar = heritage_frankish }
# }
# NOT = { has_culture = culture:italian }
# is_ruler = yes
# is_landed = yes
# root.culture = {
# has_cultural_era_or_later = culture_era_early_medieval
# }
# NOT = { #Can only do it once.
# is_target_in_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_promoted_gothic_innovations
# }
# }
# highest_held_title_tier >= 4 #Kings and Emperors only.
# OR = {
# has_title = title:k_france
# has_title = title:e_france
# has_title = title:k_burgundy
# }
# NOR = {
# government_has_flag = government_is_theocracy
# government_has_flag = government_is_clan
# government_has_flag = government_is_tribal
# }
# }
#
# is_valid = {
# prestige_level >= 4
# learning >= 10
# NOT = { has_realm_law = crown_authority_0 }
# #Must control core provinces either in the North or the South:
# OR = {
# AND = {
# completely_controls = title:d_valois
# completely_controls = title:d_orleans
# }
# AND = {
# completely_controls = title:d_provence
# completely_controls = title:d_toulouse
# }
# }
# #Must have basic innovations:
# root.culture = {
# has_innovation = innovation_royal_prerogative
# has_innovation = innovation_knighthood
# has_innovation = innovation_windmills
# }
# }
#
# is_valid_showing_failures_only = {
# is_capable_adult = yes
# is_imprisoned = no
# is_at_war = no
# }
#
# cost = {
# gold = {
# value = 0
# if = {
# limit = {
# has_treasury = no
# }
# add = 500
# }
# }
# treasury = {
# value = 0
# if = {
# limit = {
# has_treasury = yes
# }
# add = 500
# }
# }
# prestige = 3000
# }
#
# effect = {
# show_as_tooltip = {
# promote_gothic_innovations_decision_scripted_effect = yes
# }
# trigger_event = {
# id = middle_europe_decisions.0012
# }
# hidden_effect = {
# add_to_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_promoted_gothic_innovations
# }
# }
# }
#
# ai_potential = {
# always = yes
# }
#
# ai_will_do = {
# base = 15
# ai_value_modifier = {
# ai_boldness = 1.0
# }
# }
#}
#
##############################
## Refound HRE #
## by Ewan Cowhig Croft #
##############################
#### Restore the Holy Roman Empire ###
#restore_holy_roman_empire_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
# }
# decision_group_type = major
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 0
# kingdom = 12
# empire = 12
# hegemony = 0
# }
#
# desc = restore_holy_roman_empire_decision_desc
# selection_tooltip = restore_holy_roman_empire_decision_tooltip
#
# is_shown = {
# is_landed_or_landless_administrative = yes
# exists = dynasty # Everyone should have a dynasty, but in case they don't...
# NOT = { has_global_variable = flag_restored_roman_empire } # Not if Rome already exists (prevent Rome from restoring HRE)
# NOR = { #Title existence cnditions.
# exists = title:e_hre.holder #Well, that'd be redundant.
# #highest_held_title_tier = tier_empire #Existing emperors likewise should not be giving up their empire.
# }
# NOR = { #It doesn't make sense for these competing empires.
# is_roman_emperor_trigger = yes
# mpo_has_gok_mongol_empire_trigger = yes
# }
# AND = { #Faith conditions.
# this != faith.religious_head #Nice try, Mr. Pope.
# faith = {
# religion_tag = christianity_religion
# has_doctrine_parameter = spiritual_head_of_faith #Gotta be invested with the authority by someone other than yourself.
# }
# NAND = { #No need for a competing empire if your faith controls the ERE.
# exists = title:e_byzantium.holder
# faith = title:e_byzantium.holder.faith
# }
# }
# OR = { #Government conditions.
# government_has_flag = government_is_feudal
# government_has_flag = government_is_clan
# government_allows = administrative
# }
# exists = faith.religious_head
# }
#
# is_valid = {
# #Standard requirements.
# top_liege = this
# trigger_if = {
# limit = {
# is_ai = no
# }
# prestige_level >= high_prestige_level
# }
# #Title ownership conditions.
# OR = { #Gotta be King of a core Carolingian Kingdom.
# has_title = title:k_east_francia
# has_title = title:k_bavaria
# has_title = title:k_france
# has_title = title:k_italy
# has_title = title:k_lotharingia
# any_vassal = {
# OR = {
# has_title = title:k_east_francia
# has_title = title:k_bavaria
# has_title = title:k_france
# has_title = title:k_italy
# has_title = title:k_lotharingia
# }
# }
# }
# trigger_if = {
# limit = {
# is_ai = no
# }
# custom_description = { #And have some additional royal dignity for good measure.
# text = decision_refound_hre_own_three_kingdoms.tt
# any_held_title = {
# title_tier = kingdom
# count >= 3
# }
# }
# }
# sub_realm_size >= 120 #Plus your various kingdoms should be ruling something.
# #HoF preference conditions.
# trigger_if = {
# limit = {
# is_ai = no
# }
# OR = {
# faith.religious_head = { #And they have to actually like you enough to want to invest you.
# opinion = {
# target = root
# value >= high_positive_opinion
# }
# }
# root = { has_strong_usable_hook = faith.religious_head } #Or you have a strong hook on them that you can actually use.
# root = { has_weak_hook = faith.religious_head } #Or a regular hook, to be fair, provided you meet the other criteria.
# }
# }
# }
#
# is_valid_showing_failures_only = {
# is_available_adult = yes
# faith.religious_head = { is_available_adult = yes }
# NOR = {
# has_trait = excommunicated
# is_at_war_with = faith.religious_head
# }
# }
#
# effect = {
# show_as_tooltip = {
# restore_holy_roman_empire_decision_scripted_effect = yes
# }
# gain_heroic_legend_seed_tooltip_effect = yes
# save_scope_as = founder
# faith.religious_head = { save_scope_as = founder_hof }
# if = {
# limit = {
# faith.religious_head = { is_playable_character = yes }
# }
# faith.religious_head.capital_province = { save_scope_as = ceremony_locale }
# }
# else = {
# capital_province = { save_scope_as = ceremony_locale }
# }
# trigger_event = {
# id = middle_europe_decisions.0015
# }
# #Notify other players.
# every_player = {
# limit = {
# this != root
# is_within_diplo_range = { CHARACTER = root }
# }
# trigger_event = middle_europe_decisions.0016
# }
# if = {
# limit = {
# is_ai = no
# NOT = { exists = global_var:restore_holy_roman_empire_decision }
# }
# set_global_variable = {
# name = restore_holy_roman_empire_decision
# value = root
# }
# }
# # Assign Dynamic Prince-Electors
# hidden_effect = {
# if = {
# limit = { has_global_variable_list = hre_elector_list }
# clear_global_variable_list = hre_elector_list
# }
# while = {
# count = 7
# random_vassal = {
# limit = {
# capital_province.empire = title:e_hre # must be de-jure vassal of empire
# OR = { # prince-bishopric or duchy
# AND = {
# government_has_flag = government_is_theocracy
# primary_title.tier >= tier_county
# }
# primary_title.tier >= tier_duchy
# }
# NOT = { # not already selected
# is_target_in_global_variable_list = {
# name = hre_elector_list
# target = primary_title
# }
# }
# }
# weight = {
# modifier = { # major vassals heavily weighted
# factor = 10
# is_powerful_vassal = yes
# }
# modifier = { # same culture as emperor preferred
# factor = 4
# culture = root.culture
# }
# modifier = { # we don't mind going outside Germania, but prefer it
# factor = 1.5
# trigger = { exists = primary_title.title_province }
# primary_title.title_province.barony = {
# OR = {
# target_is_de_jure_liege_or_above = title:k_bavaria
# target_is_de_jure_liege_or_above = title:k_bohemia
# target_is_de_jure_liege_or_above = title:k_east_francia
# target_is_de_jure_liege_or_above = title:k_frisia
# target_is_de_jure_liege_or_above = title:k_lotharingia
# target_is_de_jure_liege_or_above = title:k_pomerania
# }
# }
# }
# modifier = { # we want at least 3 theocracies ideally
# factor = 10
# any_in_global_list = {
# variable = hre_elector_list
# count < 3
# holder = { government_has_flag = government_is_theocracy }
# }
# government_has_flag = government_is_theocracy
# }
# modifier = { # 3 is enough theocracies unless we can't find feudal
# factor = 0.1
# any_in_global_list = {
# variable = hre_elector_list
# count >= 3
# holder = { government_has_flag = government_is_theocracy }
# }
# government_has_flag = government_is_theocracy
# }
# }
# add_to_global_variable_list = {
# name = hre_elector_list
# target = primary_title
# }
# }
# }
# hre_elector_list_save_effect = yes # saves list scopes to title as variables for tooltip
# }
# }
#
# cost = {
# gold = {
# value = 0
# if = {
# limit = {
# has_treasury = no
# is_ai = no
# }
# add = 500
# }
# }
# treasury = {
# value = 0
# if = {
# limit = {
# has_treasury = yes
# is_ai = no
# }
# add = 500
# }
# }
# piety = 200
# }
#
# ai_potential = {
# top_liege = this
# highest_held_title_tier >= tier_kingdom
# }
#
# ai_will_do = {
# base = 100
#
# modifier = { # We don't want a solo-France to form the HRE
# factor = 0
# NOR = {
# has_title = title:k_east_francia
# has_title = title:k_bavaria
# has_title = title:k_italy
# has_title = title:k_lotharingia
# any_vassal = {
# OR = {
# has_title = title:k_east_francia
# has_title = title:k_bavaria
# has_title = title:k_italy
# has_title = title:k_lotharingia
# }
# }
# }
# }
# }
#}
#
##############################
## Establish Norman Cultue #
## by Sean Hughes #
##############################
#
#### Establish Norman Culture ###
#establish_norman_culture_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
# }
# decision_group_type = major
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 120
# kingdom = 120
# empire = 120
# hegemony = 120
# }
#
# desc = establish_norman_culture_decision_desc
# selection_tooltip = establish_norman_culture_decision_tooltip
#
# is_shown = {
# culture = culture:norse
# any_sub_realm_county = {
# target_is_de_jure_liege_or_above = title:d_normandy
# culture = culture:french
# }
# NOT = {
# is_target_in_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_formed_normandy_decision
# }
# }
# }
#
# is_valid = {
# culture = culture:norse
# completely_controls = title:d_normandy
# }
#
# is_valid_showing_failures_only = {
# is_at_war = no
# is_imprisoned = no
# }
#
# effect = {
# hidden_effect = {
# # Generate a list of counties we want to flip to the new culture.
# title:d_normandy = {
# every_in_de_jure_hierarchy = {
# limit = { tier = tier_county}
# add_to_list = norman_counties
# }
# }
# every_sub_realm_title = {
# limit = {
# tier = tier_county
# }
# if = {
# limit = {
# title_province = { geographical_region = custom_normandy_and_adjacent }
# OR = {
# culture = culture:french
# culture = culture:norse
# }
# }
# add_to_list = norman_counties
# }
# }
#
# # Perform the culture flip.
# every_in_list = {
# list = norman_counties
# merge_cultures_in_region_effect = {
# OLD_CULTURE_1 = culture:norse
# OLD_CULTURE_2 = culture:french
# NEW_CULTURE = culture:norman
# REGION = custom_normandy_and_adjacent
# }
# }
#
# # Send all players in the game a notification event about the flip.
# save_scope_as = norman_founder
# culture:norse = {save_scope_as = old_culture_1}
# culture:french = {save_scope_as = old_culture_2}
# culture:norman = {
# reset_culture_creation_date = yes
# get_all_innovations_from = scope:old_culture_1
# get_all_innovations_from = scope:old_culture_2
# save_scope_as = new_culture
# }
# every_player = {
# if = {
# limit = {
# this != root
# OR = {
# culture = culture:french
# culture = culture:norse
# }
# capital_province ?= { geographical_region = custom_normandy_and_adjacent }
# }
# trigger_event = global_culture.3002
# }
# else_if = {
# limit = { this = root }
# trigger_event = global_culture.3003
# }
# else_if = {
# limit = {
# capital_province ?= { geographical_region = world_europe }
# }
# trigger_event = global_culture.3005
# }
# }
# }
#
# # Player changes culture
# set_culture = culture:norman
# add_character_flag = converted_culture_this_lifetime
# hidden_effect = {
# every_in_list = {
# list = norman_counties
# limit = {
# holder.capital_county = { is_in_list = norman_counties }
# }
# holder = {
# add_to_list = mass_melting_pot_list
# every_courtier = { add_to_list = mass_melting_pot_list }
# every_courtier_away = { add_to_list = mass_melting_pot_list }
# }
# every_in_list = {
# list = mass_melting_pot_list
# limit = {
# OR = {
# culture = culture:french
# culture = culture:norse
# }
# }
# set_culture = culture:norman
# }
# }
# }
#
# # Summary of above hidden effects to inform players of the decision's impact.
# show_as_tooltip = {
# custom_tooltip = establish_norman_culture_decision_effect.tt
# culture:norman = {
# get_all_innovations_from = scope:old_culture_1
# get_all_innovations_from = scope:old_culture_2
# }
# }
#
# # Rename the duchy to Normandy
# title:d_normandy = {
# save_scope_as = normandy_title
# hidden_effect = {
# set_title_name = d_normandy
# }
# custom_tooltip = establish_norman_culture_decision_effect.tt.2
# }
# add_to_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_formed_normandy_decision
# }
# }
#
# cost = {
# }
#
# ai_potential = {
# always = yes
# }
#
# ai_will_do = {
# base = 0
#
# modifier = {
# add = 100
# any_sub_realm_county = {
# percent >= 0.5
# culture = culture:french
# }
# }
# }
#}
#
#######################################
## Establish the Electorate of Saxony #
## by James Beaumont #
#######################################
#
#### Establish the Electorate of Saxony ###
#establish_the_electorate_of_saxony_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds"
# }
# decision_group_type = major
#
# ai_check_interval = 0
#
# desc = establish_the_electorate_of_saxony_decision_desc
# selection_tooltip = establish_the_electorate_of_saxony_decision_tooltip
#
# is_shown = {
# # Temporarily disabled due to stability issues in the HRE.
# always = no
# # Can't form Saxony if Saxony already formed.
# NOT = {
# is_target_in_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_formed_saxony
# }
# }
# # Is in the HRE or is the Emperor
# OR = {
# liege = title:e_hre.holder
# has_primary_title = title:e_hre
# }
# }
#
# is_valid = {
# OR = {
# has_primary_title = title:e_hre
# # Avoid some funky tooltips.
# AND = {
# highest_held_title_tier <= tier_kingdom
# top_liege = { has_title = title:e_hre }
# }
# }
# custom_tooltip = {
# text = polabia_held_or_nonexistent.tt
# OR = {
# has_title = title:k_sorbia
# NOT = { exists = title:k_sorbia.holder }
# }
# }
# completely_controls = title:d_meissen
# completely_controls = title:d_lausitz
# completely_controls = title:d_anhalt
# completely_controls = title:d_thuringia
# # Most of the Kingdom of Polabia is at least somewhat pro-HRE
# custom_tooltip = {
# text = polabia_must_be_hre_culture_tt
# any_county_in_region = {
# region = custom_polabia
# # At least half.
# count >= 12
# OR = {
# culture = root.culture
# culture = title:e_hre.holder.culture
# }
# }
# }
# }
#
# effect = {
# hidden_effect = {
# add_to_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_formed_saxony
# }
# save_scope_as = founder
# title:e_hre.holder = { save_scope_as = hre_emperor_scope }
# trigger_event = middle_europe_decisions.0017
# }
# show_as_tooltip = {
# create_kingdom_of_saxony_effect = { CHARACTER = root }
# }
# if = {
# limit = { has_title = title:e_hre }
# custom_tooltip = middle_europe_decision.0017.tt
# }
# }
#
# cost = {
# gold = {
# value = 0
# if = {
# limit = {
# has_treasury = no
# }
# add = 200
# }
# }
# treasury = {
# value = 0
# if = {
# limit = {
# has_treasury = yes
# }
# add = 200
# }
# }
# }
#
# ai_potential = {
# always = yes
# }
#
# ai_will_do = {
# base = 100
# }
#}
#
###############
## Carantania #
###############
#decision_restore_carantania = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_castle_view.dds"
# }
# decision_group_type = major
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 120
# kingdom = 0
# empire = 0
# hegemony = 0
# }
#
# is_shown = {
# exists = title:k_carantania
# has_culture = culture:carantanian
# OR = {
# has_title = title:d_krain
# has_title = title:d_carinthia
# has_title = title:d_steyermark
# }
# NOT = {
# is_target_in_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_formed_carantania
# }
# }
# OR = {
# title:d_krain = { is_titular = no }
# title:d_carinthia = { is_titular = no }
# title:d_steyermark = { is_titular = no }
# }
# }
#
# is_valid = {
# is_independent_ruler = yes
# highest_held_title_tier < tier_kingdom
# prestige_level >= 3
# trigger_if = {
# limit = {
# title:d_krain = { is_titular = no }
# }
# completely_controls = title:d_krain
# }
# trigger_if = {
# limit = {
# title:d_carinthia = { is_titular = no }
# }
# completely_controls = title:d_carinthia
# }
# trigger_if = {
# limit = {
# title:d_steyermark = { is_titular = no }
# }
# completely_controls = title:d_steyermark
# }
# }
#
# is_valid_showing_failures_only = {
# is_available_adult = yes
# }
#
# effect = {
# hidden_effect = {
# add_to_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_formed_carantania
# }
# }
# show_as_tooltip = {
# decision_restore_carantania_effect = yes
# }
# trigger_event = major_decisions.3400
# }
#
# cost = {
# gold = {
# value = 500
# if = {
# limit = {
# is_ai = yes
# }
# multiply = 0
# }
# }
# }
#
# ai_potential = {
# always = yes
# }
#
# ai_will_do = {
# base = 100
# }
#}
#