N3OW/common/decisions/dlc_decisions/mpo/mpo_decisions.txt
2026-01-06 14:25:21 +01:00

7005 lines
146 KiB
Text

call_for_confederation_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/mpo_decision_confederation.dds"
}
decision_group_type = major
ai_check_interval = 8
desc = call_for_confederation_decision_desc
selection_tooltip = call_for_confederation_decision_tooltip
is_shown = {
highest_held_title_tier <= tier_duchy
is_playable_character = yes
is_independent_ruler = yes
NOR = {
has_character_flag = forming_confederation
is_confederation_member = yes
}
}
is_valid = {
is_independent_ruler = yes
highest_held_title_tier <= tier_duchy
is_tributary = no
trigger_if = {
limit = {
government_has_flag = government_is_nomadic
}
OR = {
has_realm_law = nomadic_authority_1
has_realm_law = nomadic_authority_2
}
}
trigger_else = {
OR = {
has_realm_law = tribal_authority_0
has_realm_law = tribal_authority_1
has_realm_law = tribal_authority_2
has_realm_law = crown_authority_0
has_realm_law = crown_authority_1
}
}
NOR = {
has_trait = conqueror
has_trait = greatest_of_khans
}
OR = {
has_trait = diplomat
has_trait = family_first
confederation_foe_trigger = { CHARACTER = root }
}
#This is just meant to stop player exploits
trigger_if = {
limit = {
is_ai = no
}
custom_tooltip = {
text = recently_took_leave_confederation_decision_tt
NOT = { has_variable = left_confederation }
}
}
}
cooldown = { years = 5 }
is_valid_showing_failures_only = {
age >= 6
trigger_if = {
limit = {
is_ai = no
}
NOT = { exists = involved_activity }
NOT = { has_trait = infirm }
is_physically_able = yes
is_travelling = no
}
trigger_else = {
is_imprisoned = no
is_incapable = no
is_alive = yes
is_migrating = no
NOT = { has_trait = infirm }
}
}
cost = {
prestige = {
value = {
add = 100
if = {
limit = {
highest_held_title_tier = tier_duchy
}
add = 200
}
if = {
limit = {
max_military_strength > 0
any_neighboring_top_liege_realm_owner = {
NOT = { is_allied_to = root }
max_military_strength > 0
confederation_worthy_foe_strength_ratio_value_root <= 0.5
}
}
add = -50
}
if = {
limit = {
max_military_strength > 0
any_neighboring_top_liege_realm_owner = {
NOT = { is_allied_to = root }
max_military_strength > 0
confederation_worthy_foe_strength_ratio_value_root <= 0.25
}
}
add = -50
}
}
}
piety = {
value = {
add = 250
}
}
}
effect = {
custom_tooltip = enables_offer_confederation_tt
custom_tooltip = offer_confederation_members_tt
custom_tooltip = confederation_join_defensive_wars_tt
custom_tooltip = confederation_raiding_attacking_tt
if = {
limit = {
government_has_flag = government_is_nomadic
}
custom_tooltip = confederation_modifier_tt
}
custom_tooltip = offer_confederation_5_year_warning_tt
if = {
limit = {
government_has_flag = government_is_nomadic
}
custom_tooltip = confederation_restrictions_warning_tt
}
else = {
custom_tooltip = confederation_restrictions_tribe_warning_tt
}
if = {
limit = {
government_has_flag = government_is_nomadic
}
custom_tooltip = confederation_migrating_leaving_warning_tt
}
else = {
custom_tooltip = confederation_leaving_warning_tt
}
trigger_event = mpo_decisions_events.0001
}
ai_potential = {
OR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic
}
is_independent_ruler = yes
highest_held_title_tier <= tier_duchy
is_tributary = no
is_playable_character = yes
is_confederation_member = no
is_alive = yes
#Culture friends
any_land_neighboring_realm_with_tributaries_owner = {
count >= 2
culture = root.culture
OR = {
faith = root.faith
AND = {
faith = {
has_doctrine_parameter = unreformed
}
root.faith = {
has_doctrine_parameter = unreformed
}
}
faith = {
faith_hostility_level = {
target = root.faith
value < faith_hostile_level
}
}
}
valid_confederation_member_trigger = { CHARACTER = root }
NOT = {
has_any_bad_relationship_with_character_trigger = { CHARACTER = root }
}
}
}
ai_will_do = {
base = 0
modifier = {
ai_compassion >= low_positive_ai_value
add = 5
}
modifier = {
ai_honor >= low_positive_ai_value
add = 5
}
modifier = {
ai_boldness <= low_negative_ai_value
add = 5
}
modifier = {
ai_sociability >= low_positive_ai_value
add = 5
}
modifier = {
ai_greed <= low_negative_ai_value
add = 5
}
modifier = {
ai_energy <= low_negative_ai_value
add = 5
}
modifier = {
ai_rationality >= low_positive_ai_value
add = 5
}
modifier = {
ai_compassion <= low_negative_ai_value
add = -5
}
modifier = {
ai_honor <= low_negative_ai_value
add = -5
}
modifier = {
ai_boldness >= low_positive_ai_value
add = -5
}
modifier = {
ai_sociability <= low_negative_ai_value
add = -5
}
modifier = {
ai_greed >= low_positive_ai_value
add = -5
}
modifier = {
ai_energy >= low_positive_ai_value
add = -5
}
modifier = {
ai_rationality <= low_negative_ai_value
add = -5
}
modifier = {
OR = {
any_land_neighboring_realm_with_tributaries_owner = {
is_confederation_member = no
confederation_worthy_foe_strength_ratio_value_root <= 0.25
}
any_land_neighboring_realm_with_tributaries_owner = {
is_confederation_member = no
is_tributary = yes
top_suzerain = {
confederation_worthy_foe_strength_ratio_value_root <= 0.25
}
}
any_land_neighboring_realm_with_tributaries_owner = {
is_confederation_member = no
is_tributary = yes
suzerain ?= {
confederation_worthy_foe_strength_ratio_value_root <= 0.25
}
}
}
add = 25
}
modifier = {
confederation_neighboring_foe_trigger = { CHARACTER = root }
add = 30
}
modifier = {
OR = {
any_land_neighboring_realm_with_tributaries_owner = {
OR = {
has_trait = greatest_of_khans
has_trait = conqueror
any_owned_story = {
OR = {
story_type = story_greatest_of_khans
story_type = story_mongol_invasion
}
}
}
}
any_land_neighboring_realm_with_tributaries_owner = {
is_tributary = yes
top_suzerain = {
OR = {
has_trait = greatest_of_khans
has_trait = conqueror
any_owned_story = {
OR = {
story_type = story_greatest_of_khans
story_type = story_mongol_invasion
}
}
}
}
}
any_land_neighboring_realm_with_tributaries_owner = {
is_tributary = yes
suzerain ?= {
OR = {
has_trait = greatest_of_khans
has_trait = conqueror
any_owned_story = {
OR = {
story_type = story_greatest_of_khans
story_type = story_mongol_invasion
}
}
}
}
}
}
add = 50
}
modifier = {
add = 10
culture = {
OR = {
has_cultural_pillar = ethos_stoic
has_cultural_pillar = ethos_communal
has_cultural_pillar = ethos_egalitarian
}
}
}
modifier = {
add = -20
culture = {
OR = {
has_cultural_pillar = ethos_bellicose
has_cultural_pillar = ethos_courtly
has_cultural_pillar = ethos_bureaucratic
}
}
}
modifier = {
add = -100
prestige <= medium_prestige_value # You cannot afford this
}
#Another confederation of your culture already exists
modifier = {
any_in_global_list = {
variable = confederations
has_variable = confederation_culture
var:confederation_culture = root.culture
}
factor = 0.05
}
#There's already another confederation nearby
modifier = {
any_in_global_list = {
variable = confederations
any_confederation_member = {
in_diplomatic_range = root
}
}
factor = 0.1
}
}
}
leave_confederation_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/mpo_decision_confederation.dds"
}
ai_check_interval = 12
desc = leave_confederation_decision_desc
selection_tooltip = leave_confederation_decision_tooltip
is_shown = {
is_confederation_member = yes
}
is_valid = {
is_confederation_member = yes
is_at_war = no
highest_held_title_tier >= tier_county
}
is_valid_showing_failures_only = {
trigger_if = {
limit = {
is_ai = no
}
NOT = { exists = involved_activity }
is_physically_able = yes
is_travelling = no
}
trigger_else = {
is_alive = yes
is_imprisoned = no
is_incapable = no
NOT = { exists = involved_activity }
}
}
cost = {
prestige = {
value = {
add = medium_prestige_value
if = { # Cost increases if Gurkhan is doing well
limit = {
government_has_flag = government_is_nomadic
exists = situation:the_great_steppe
situation:the_great_steppe.situation_top_herd = {
OR = {
has_realm_law = nomadic_authority_4
has_realm_law = nomadic_authority_5
}
}
}
multiply = 1.5
}
if = { # Cost increases if just joined in last couple years
limit = {
has_character_flag = new_confederate
}
multiply = 2
}
}
}
}
effect = {
set_variable = {
name = left_confederation
value = root.confederation
years = 5
}
root.confederation = {
save_scope_as = confederation
every_confederation_member = {
limit = {
NOT = {
this = root
}
}
add_to_list = confederation_members
}
}
show_as_tooltip = {
root.confederation = {
#Your confederation will survive, it has more members
if = {
limit = {
any_confederation_member = {
count >= 2
NOT = {
this = root
}
}
}
remove_confederation_member = root
}
#Your confederation is toast
else = {
disband_confederation = yes
}
}
}
if = {
limit = {
government_has_flag = government_is_nomadic
}
show_as_tooltip = {
remove_character_modifier = mpo_confederation_member_modifier
}
}
custom_tooltip = confederates_lose_opinion_tt
save_scope_as = leaver
trigger_event = {
id = mpo_decisions_events.0002
days = 1
}
}
ai_potential = {
is_confederation_member = yes
is_independent_ruler = no
age >= 12
is_at_war = no
is_incapable = no
NOR = {
any_land_neighboring_realm_with_tributaries_owner = {
OR = {
has_trait = greatest_of_khans
has_trait = conqueror
is_gurkhan = yes
}
}
any_land_neighboring_realm_with_tributaries_owner = {
any_owned_story = {
OR = {
story_type = story_mongol_invasion
story_type = story_greatest_of_khans
}
}
}
situation:the_great_steppe = {
any_situation_participant = {
this = root
}
any_situation_participant = {
OR = {
has_trait = greatest_of_khans
has_trait = conqueror
}
}
}
}
#Will not leave if any confederation member is a good pal
exists = root.confederation
NOT = {
root.confederation = {
any_confederation_member = {
OR = {
has_relation_blood_brother = root
is_allied_to = root
}
}
}
}
}
ai_will_do = {
base = 0
# PERKS
modifier = { # Only member of culture
NOT = {
confederation = {
any_confederation_member = {
has_same_culture_as = root
}
}
}
confederation = {
any_confederation_member = {
culture = {
cultural_acceptance = {
target = root.culture
value <= 90
}
}
save_temporary_scope_as = actor
}
}
save_temporary_scope_as = recipient
add = {
value = offer_vassalage_acceptance_value
multiply = -0.5
}
}
# MAIN
modifier = { #Only member of faith, no pluralism.
NOR = {
confederation = {
any_confederation_member = {
faith = root.faith
}
}
faith = { has_doctrine = doctrine_pluralism_pluralistic }
}
confederation = {
any_confederation_member = {
save_temporary_scope_as = confederate
}
}
add = {
value = 30
if = {
limit = {
faith = {
faith_hostility_level = {
target = scope:confederate.faith
value >= faith_hostile_level
}
}
}
add = 30
}
if = {
limit = {
faith = {
faith_hostility_level = {
target = scope:confederate.faith
value >= faith_evil_level
}
}
}
add = 30
}
}
}
modifier = { #Only member of faith, pluralism.
NOT = {
confederation = {
any_confederation_member = {
faith = root.faith
}
}
}
faith = { has_doctrine = doctrine_pluralism_pluralistic }
confederation = {
any_confederation_member = {
save_temporary_scope_as = confederate
}
}
add = {
value = 15
if = {
limit = {
faith = {
faith_hostility_level = {
target = scope:confederate.faith
value >= faith_hostile_level
}
}
}
add = 10
}
if = {
limit = {
faith = {
faith_hostility_level = {
target = scope:confederate.faith
value >= faith_evil_level
}
}
}
add = 10
}
}
}
modifier = { #Just fought against other member of confederation
any_truce_holder = {
is_member_of_confederation = root.confederation
NOT = {
has_purchased_truce_with_char = { TARGET = root }
}
}
add = 50
}
modifier = { #I fought an independence war against confederation member
root = {
exists = var:independence_war_former_liege
var:independence_war_former_liege = {
is_member_of_confederation = root.confederation
}
}
add = 100
}
modifier = { #Is wrong government type
NOR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
add = 50
}
modifier = { #Is wrong government type
NOR = {
government_has_flag = government_is_republic
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
}
add = -100
}
modifier = { # Isolationist tradition
confederation = {
any_confederation_member = {
NOT = {
culture = root.culture
}
}
}
root.culture = {
has_cultural_tradition = tradition_isolationist
}
add = 20
}
modifier = { # Isolationist tradition and all members are other culture
confederation = {
NOT = {
any_confederation_member = {
culture = root.culture
NOT = {
this = root
}
}
}
}
root.culture = {
has_cultural_tradition = tradition_isolationist
}
add = 50
}
modifier = { # Isolationist tradition
confederation = {
any_confederation_member = {
NOT = {
culture = root.culture
}
}
}
root.culture = {
has_cultural_tradition = tradition_isolationist
}
add = 40
}
modifier = { #Bankrupt
confederation = {
any_confederation_member = {
gold <= -1
}
}
add = 10
}
modifier = { #All Bankrupt
NOT = {
confederation = {
any_confederation_member = {
NOT = {
this = root
}
gold <= -1
}
}
}
add = 50
}
modifier = { #Wide difference in rank
highest_held_title_tier <= tier_county
sub_realm_size <= 2
add = -10
}
modifier = { #Wide difference in rank
sub_realm_size <= 1
add = -10
}
modifier = { # Is the Rightful Liege of recipient
trigger = {
confederation = {
any_confederation_member = {
is_rightful_liege_of = root
}
}
}
add = -20
}
modifier = { #No adjacency
desc = offer_vassalization_interaction_aibehavior_unconnectedrealm_tt
trigger = {
NOT = {
any_land_neighboring_realm_with_tributaries_owner = {
OR = {
is_member_of_confederation = root.confederation
suzerain ?= {
is_member_of_confederation = root.confederation
}
}
}
}
}
add = 100
}
modifier = { #Distant Realm
desc = offer_vassalization_interaction_aibehavior_distantrealm_tt
trigger = {
NOR = {
any_land_neighboring_realm_with_tributaries_owner = {
OR = {
is_member_of_confederation = root.confederation
suzerain ?= {
is_member_of_confederation = root.confederation
}
}
}
any_confederation_member = {
NOT = {
this = root
}
capital_province = {
squared_distance = { target = root.capital_province value < 100000 }
}
}
}
}
add = 150
}
modifier = { #Remote Realm.
desc = offer_vassalization_interaction_aibehavior_remoterealm_tt
trigger = {
NOR = {
any_land_neighboring_realm_with_tributaries_owner = {
OR = {
is_member_of_confederation = root.confederation
suzerain ?= {
is_member_of_confederation = root.confederation
}
}
}
any_confederation_member = {
NOT = {
this = root
}
capital_province = {
squared_distance = { target = root.capital_province value < 200000 }
}
}
}
}
add = 200
}
#Military strength higher than any member
modifier = {
NOT = {
confederation = {
any_confederation_member = {
NOT = {
this = root
}
max_military_strength > root.max_military_strength
}
}
}
add = 20
}
#Military strength much higher than any member
modifier = {
NOT = {
confederation = {
any_confederation_member = {
NOT = {
this = root
}
max_military_strength >= {
value = {
value = root.max_military_strength
multiply = 2
}
}
}
}
}
add = 50
}
#Military strength lower than another member
modifier = {
confederation = {
any_confederation_member = {
NOT = {
this = root
}
max_military_strength > root.max_military_strength
}
}
add = -20
}
#Military strength lower than every other member
modifier = {
confederation = {
NOT = {
any_confederation_member = {
NOT = {
this = root
}
max_military_strength < root.max_military_strength
}
}
}
add = -50
}
# MINOR
modifier = { #Friend modifier.
trigger = {
confederation = {
any_confederation_member = {
has_relation_friend = root
}
}
}
add = -25
}
modifier = { #Best Friend modifier.
trigger = {
confederation = {
any_confederation_member = {
has_relation_best_friend = root
}
}
}
add = -50
}
modifier = { #Lover modifier.
trigger = {
confederation = {
any_confederation_member = {
has_relation_lover = root
}
}
}
add = -10
}
modifier = { #Soulmate modifier.
trigger = {
confederation = {
any_confederation_member = {
has_relation_soulmate = root
}
}
}
add = -50
}
modifier = { #Rivalry modifier.
trigger = {
confederation = {
any_confederation_member = {
has_relation_rival = root
}
}
}
add = 200
}
modifier = { #Nemesis modifier.
trigger = {
confederation = {
any_confederation_member = {
has_relation_nemesis = root
}
}
}
add = 1000
}
modifier = { #Same Dynasty modifier.
trigger = {
confederation = {
any_confederation_member = {
exists = root.dynasty
dynasty ?= root.dynasty
}
}
}
add = -20
}
modifier = { #Same House modifier.
trigger = {
confederation = {
any_confederation_member = {
exists = root.house
house ?= root.dynasty
}
}
}
add = -50
}
modifier = { #Ageism modifier vs kids.
trigger = {
age >= 16
NOT = {
confederation = {
any_confederation_member = {
NOT = {
this = root
}
age >= 16
}
}
}
}
add = 25
}
modifier = { #Illegitimacy modifier.
trigger = {
confederation = {
any_confederation_member = {
NOT = {
this = root
}
OR = {
AND = {
has_trait = bastard
root = {
faith = { NOT = { has_doctrine = doctrine_bastardry_none } }
}
}
has_trait = denounced
has_trait = disinherited
}
}
}
}
add = 10
}
modifier = { # Conqueror/GoK leaves immediately
trigger = {
root = {
OR = {
has_trait = conqueror
has_trait = greatest_of_khans
}
}
}
add = 1000
}
modifier = { # Ambitious
trigger = {
root = {
has_trait = ambitious
}
}
add = 50
}
modifier = { # Paranoid
trigger = {
root = {
has_trait = paranoid
}
}
add = 20
}
modifier = { # Arrogant
trigger = {
root = {
has_trait = arrogant
}
}
add = 25
}
modifier = { # Fickle
trigger = {
root = {
has_trait = fickle
}
}
add = 50
}
modifier = { # Greedy
trigger = {
root = {
has_trait = greedy
}
}
add = 20
}
modifier = { # just
trigger = {
root = {
has_trait = just
}
}
add = -10
}
modifier = { # Trusting
trigger = {
root = {
has_trait = trusting
}
}
add = -20
}
modifier = { # Content
trigger = {
root = {
has_trait = content
}
}
add = -50
}
modifier = { # Craven
trigger = {
root = {
has_trait = craven
}
}
add = -50
}
# OPINION INFLUENCE
modifier = {
add = -25
confederation = {
any_confederation_member = {
NOT = {
this = root
}
root = {
has_dread_level_towards = {
target = prev
level = 1
}
}
}
}
}
modifier = {
add = -50
confederation = {
any_confederation_member = {
NOT = {
this = root
}
root = {
has_dread_level_towards = {
target = prev
level = 2
}
}
}
}
}
modifier = { #Compare Opinion modifier.
confederation = {
any_confederation_member = {
NOT = {
this = root
}
reverse_opinion = {
target = root
value <= -50
}
}
}
add = 20
}
modifier = { #Compare Opinion modifier.
confederation = {
any_confederation_member = {
NOT = {
this = root
}
reverse_opinion = {
target = root
value <= -80
}
}
}
add = 20
}
modifier = { #Compare Opinion modifier.
confederation = {
any_confederation_member = {
NOT = {
this = root
}
reverse_opinion = {
target = root
value >= 80
}
}
}
add = -20
}
modifier = { #Compare Opinion modifier.
confederation = {
any_confederation_member = {
NOT = {
this = root
}
reverse_opinion = {
target = root
value >= 100
}
}
}
add = -20
}
# LOW LEGITIMACY
modifier = {
add = 5
confederation = {
any_confederation_member = {
NOT = {
this = root
}
has_legitimacy_flag = reduced_vassalization_acceptance
}
}
}
modifier = {
add = 10
confederation = {
any_confederation_member = {
NOT = {
this = root
}
has_legitimacy_flag = very_reduced_vassalization_acceptance
}
}
}
modifier = {
add = 20
confederation = {
any_confederation_member = {
NOT = {
this = root
}
has_legitimacy_flag = massively_reduced_vassalization_acceptance
}
}
}
# HIGH LEGITIMACY
modifier = {
add = -5
confederation = {
any_confederation_member = {
NOT = {
this = root
}
has_legitimacy_flag = increased_vassalization_acceptance
}
}
}
modifier = {
add = -10
confederation = {
any_confederation_member = {
NOT = {
this = root
}
has_legitimacy_flag = very_increased_vassalization_acceptance
}
}
}
modifier = {
add = -25
confederation = {
any_confederation_member = {
NOT = {
this = root
}
has_legitimacy_flag = extra_increased_vassalization_acceptance
}
}
}
# PRESTIGE
modifier = {
add = 25
prestige_level >= 4
}
modifier = {
add = 25
prestige_level >= 5
}
#CULTURE
modifier = {
add = -10
confederation = {
NOT = {
any_confederation_member = {
NOT = {
culture = root.culture
}
}
}
}
}
modifier = {
add = 50
confederation = {
NOT = {
any_confederation_member = {
NOT = {
this = root
}
NOR = {
culture = root.culture
culture = {
any_parent_culture_or_above = {
this = root.culture
}
}
root.culture = {
any_parent_culture_or_above = {
this = root.liege.culture
}
}
culture = {
has_same_culture_heritage = root.culture
}
}
}
}
}
}
#Conquerors have no interest in this
modifier = {
root = {
has_trait = conqueror
}
add = 500
}
modifier = {
root = {
has_trait = greatest_of_khans
}
add = 500
}
# Are you using a hook?
modifier = {
confederation = {
any_confederation_member = {
has_usable_hook = root
}
}
add = -50
}
#No threat to confederate against
modifier = {
add = 75
root = {
NOT = {
confederation_foe_trigger = { CHARACTER = root }
}
}
}
#Has confederation threat
modifier = {
add = -25
root = {
confederation_foe_trigger = { CHARACTER = root }
}
}
#Neighbor is scaring them
modifier = {
add = -50
root = {
any_land_neighboring_realm_with_tributaries_owner = {
top_suzerain = {
NOR = {
this = liege
this = top_liege
}
confederation_worthy_foe_strength_ratio_value_root <= 0.25
NOT = { is_allied_to = root }
OR = {
highest_held_title_tier >= tier_kingdom
faith = {
faith_hostility_level = {
target = root.faith
value >= faith_evil_level
}
}
has_trait = conqueror
has_trait = greatest_of_khans
any_owned_story = {
OR = {
story_type = story_greatest_of_khans
story_type = story_mongol_invasion
}
}
}
}
}
}
}
#Neighbor is TERRIFYING them
modifier = {
add = -100
root = {
any_land_neighboring_realm_with_tributaries_owner = {
top_suzerain = {
NOR = {
this = liege
this = top_liege
}
confederation_worthy_foe_strength_ratio_value_root <= 0.1
NOT = { is_allied_to = root }
OR = {
highest_held_title_tier >= tier_kingdom
faith = {
faith_hostility_level = {
target = root.faith
value >= faith_evil_level
}
}
has_trait = conqueror
has_trait = greatest_of_khans
any_owned_story = {
OR = {
story_type = story_greatest_of_khans
story_type = story_mongol_invasion
}
}
}
}
}
}
}
#You have too many vassals
modifier = {
save_temporary_scope_as = actor
scope:actor.confederation = {
any_confederation_member = {
count >= 6
highest_held_title_tier >= tier_county
}
}
add = {
value = duchy_confederation_vassals_value
multiply = -1
}
}
#NOT FROM OFFER CONFEDERATION INTERACTION
modifier = {
confederation = {
has_variable = confederation_culture
var:confederation_culture = {
this = root.culture
}
}
add = -20
}
modifier = {
confederation = {
has_variable = confederation_culture
var:confederation_culture = {
NOT = { this = root.culture }
}
}
add = 20
}
modifier = {
add = -50
has_trait = loyal
}
modifier = {
add = 50
has_trait = disloyal
}
modifier = {
has_trait = infirm
add = -10
}
modifier = {
confederation = {
any_confederation_member = {
NOT = {
this = root
}
is_incapable = yes
}
}
add = 15
}
#Confederation has only two
modifier = {
confederation = {
any_confederation_member = {
count <= 2
highest_held_title_tier >= tier_county
}
}
add = 20
}
#Doing great and doesn't need confederation
modifier = {
war_chest_gold >= war_chest_gold_maximum
add = 25
}
modifier = {
NOR = {
any_land_neighboring_realm_with_tributaries_owner = {
NOT = { is_allied_to = root }
max_military_strength >= root.max_military_strength
}
any_land_neighboring_realm_with_tributaries_owner = {
is_tributary = yes
suzerain ?= {
NOT = { is_allied_to = root }
max_military_strength >= root.max_military_strength
}
}
any_land_neighboring_realm_with_tributaries_owner = {
is_tributary = yes
top_suzerain = {
NOT = { is_allied_to = root }
max_military_strength >= root.max_military_strength
}
}
}
add = 50
}
modifier = {
domain_size >= 4
add = 15
}
modifier = {
domain_size >= 5
add = 20
}
modifier = {
domain_size >= 6
add = 25
}
modifier = {
add = -10
culture = {
OR = {
has_cultural_pillar = ethos_stoic
has_cultural_pillar = ethos_communal
has_cultural_pillar = ethos_egalitarian
}
}
}
modifier = {
add = 10
culture = {
OR = {
has_cultural_pillar = ethos_bellicose
has_cultural_pillar = ethos_courtly
has_cultural_pillar = ethos_bureaucratic
}
}
}
modifier = {
add = 100
ai_energy > low_negative_ai_value
ai_boldness > low_negative_ai_value
NOR = {
has_trait = content
has_trait = craven
has_trait = loyal
has_trait = humble
}
NOT = {
has_character_flag = new_confederate
}
}
#Recent AI confederates should really not take this
modifier = {
add = -500
has_character_flag = new_confederate
}
modifier = {
add = -25
confederation = {
any_confederation_member = {
is_primary_heir_of = root
}
}
}
modifier = {
add = -50
confederation = {
any_confederation_member = {
root = {
is_primary_heir_of = prev
}
}
}
}
modifier = {
add = -25
confederation = {
any_confederation_member = {
any_spouse = {
this = root
}
}
}
}
modifier = {
add = -25
confederation = {
any_confederation_member = {
is_close_family_of = root
}
}
}
modifier = {
add = -20
confederation = {
any_confederation_member = {
any_spouse = {
is_close_family_of = root
}
}
}
}
modifier = {
add = -20
confederation = {
any_confederation_member = {
any_close_family_member = {
any_spouse = {
OR = {
is_close_family_of = root
this = root
}
}
}
}
}
}
}
}
study_commander_trait_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_concession.dds"
}
decision_group_type = nomad_minor
ai_check_interval = 72
desc = study_commander_trait_decision_desc
selection_tooltip = study_commander_trait_decision_tooltip
is_shown = {
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
is_playable_character = yes
is_available_adult = yes
NOR = {
has_trait = conqueror
has_trait = greatest_of_khans
has_character_flag = study_commander_trait_cooldown
has_character_flag = is_learning_commander_trait
}
number_of_commander_traits < commander_trait_limit
}
is_valid = {
domicile ?= {
has_domicile_building_or_higher = mass_warfare_yurt_01
}
}
cooldown = { years = 10 } # 5 if they don't get one, 10 if they do
is_valid_showing_failures_only = {
is_at_war = no
}
effect = {
custom_tooltip = study_commander_trait_decision_effect
trigger_event = {
id = mpo_decisions_events.0200
}
}
ai_potential = {
always = yes
}
ai_will_do = {
base = 50
modifier = {
add = 50
OR = {
has_trait = brave
has_trait = diligent
has_trait = ambitious
}
}
modifier = {
add = 50
martial >= high_skill_rating
}
modifier = {
add = 25
highest_skill = martial
}
modifier = {
add = 25
has_focus = martial_strategy_focus
}
modifier = {
add = -15
has_trait = wounded
}
modifier = {
add = -25
OR = {
has_trait = craven
has_trait = lazy
}
}
}
}
mpo_decision_fertility_dance = {
picture = {
reference = "gfx/interface/illustrations/event_scenes/mpo_temple_steppe.dds"
}
sort_order = 60
decision_group_type = nomad_minor
desc = mpo_decision_fertility_dance_desc
selection_tooltip = mpo_decision_fertility_dance_tooltip
cooldown = { years = 5 }
is_shown = {
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
is_landed = yes
is_available_adult = yes
any_sub_realm_county = {
uses_county_fertility = yes
}
}
is_valid_showing_failures_only = {
is_at_war = no
is_incapable = no
employs_court_position = court_astrologer_court_position
}
cost = {
piety = {
add = medium_piety_value
}
}
effect = {
scope:barony.county = { save_scope_as = fertility_county }
custom_tooltip = {
text = mpo_decision_fertility_dance_effects_tt
trigger_event = mpo_decisions_events.0300
}
custom_tooltip = mpo_decision_fertility_dance_bonus_tt
if = {
limit = {
domicile ?= {
has_domicile_parameter = nomad_yurt_improved_fertility_dance
}
}
custom_tooltip = mpo_decisions_events.0300.a.tt.yurt
show_as_tooltip = {
scope:fertility_county = {
every_neighboring_county = {
limit = {
OR = {
holder = root
holder = {
government_has_flag = government_is_herder
}
}
}
add_county_modifier = {
modifier = mpo_fertility_dance_county_modifier
years = 2
}
}
}
}
}
}
widget = {
controller = create_holy_order
barony_valid = {
trigger_if = {
limit = { exists = this }
is_capital_barony = yes
county = {
uses_county_fertility = yes
}
}
}
}
ai_check_interval = 12
ai_potential = {
is_landed = yes
is_available_adult = yes
is_at_war = no
is_incapable = no
any_sub_realm_county = {
uses_county_fertility = yes
county_fertility <= 25
}
piety >= medium_piety_value
}
ai_will_do = {
base = 100
ai_value_modifier = {
ai_rationality = 1
}
modifier = {
factor = 1.25
has_trait = diligent
}
modifier = {
factor = 1.5
has_trait = zealous
}
modifier = {
factor = 0.75
has_trait = cynical
}
modifier = {
factor = 2
any_sub_realm_county = {
uses_county_fertility = yes
county_fertility <= 50
}
}
}
}
mpo_decision_introduce_heir = {
picture = {
reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_tribal_neutral.dds"
}
decision_group_type = nomad_minor
desc = introduce_heir_decision_desc
selection_tooltip = introduce_heir_decision_tooltip
cooldown = { years = 5 }
is_shown = {
OR = {
government_has_flag = government_is_nomadic
has_trait = nomadic_philosophy
}
exists = player_heir
player_heir = {
any_heir_title = {
count >= 1
}
is_ai = yes
}
}
is_valid = {
trigger_if = {
limit = {
government_has_flag = government_is_nomadic
}
domicile ?= {
has_domicile_building_or_higher = family_yurt_01
}
}
trigger_else = {
has_trait = nomadic_philosophy
}
player_heir = {
custom_description = {
text = player_heir_num_friends_tt
num_of_relation_friend < 3
}
age >= 12
OR = {
is_courtier_of = root
is_vassal_of = root
}
opinion = {
target = root
value >= 50
}
}
custom_tooltip = {
text = mpo_valid_heir_friend_tt
OR = {
any_ally = {
mpo_valid_heir_friend_trigger = { CHARACTER = root }
}
any_vassal = {
is_obedient_to = root
mpo_valid_heir_friend_trigger = { CHARACTER = root }
}
any_relation = {
type = friend
mpo_valid_heir_friend_trigger = { CHARACTER = root }
}
any_relation = {
type = soulmate
mpo_valid_heir_friend_trigger = { CHARACTER = root }
}
any_relation = {
type = blood_brother
mpo_valid_heir_friend_trigger = { CHARACTER = root }
}
}
}
}
is_valid_showing_failures_only = {
trigger_if = {
limit = {
is_ai = no
}
NOT = { exists = involved_activity }
is_available = yes
}
trigger_else = {
is_alive = yes
is_imprisoned = no
is_incapable = no
NOT = { exists = involved_activity }
}
player_heir = {
is_imprisoned = no
is_alive = yes
NOR = {
has_trait = wounded_2
has_trait = wounded_3
has_trait = infirm
has_relation_rival = root
has_relation_nemesis = root
exists = involved_activity
is_at_war_with = root
}
has_contagious_deadly_disease_trigger = no
is_incapable = no
is_a_faction_member = no
}
}
cost = {
prestige = {
value = {
add = mpo_introduce_heir_prestige_cost
#AI suck
if = {
limit = {
is_ai = yes
}
multiply = 0.5
}
}
}
piety = {
value = {
add = mpo_introduce_heir_piety_cost
}
if = {
limit = {
is_ai = yes
}
multiply = 0.5
}
}
}
effect = {
custom_tooltip = choose_heir_friend_tt
custom_tooltip = heir_friend_obedient_tt
custom_tooltip = heir_friend_ally_tt
custom_tooltip = heir_friend_side_effects_tt
trigger_event = {
id = mpo_decisions_events.0020
days = 1
}
show_as_tooltip = {
if = {
limit = {
has_trait = shy
}
add_stress = medium_stress_impact_gain
}
if = {
limit = {
has_trait = callous
}
add_stress = minor_stress_impact_gain
}
if = {
limit = {
has_trait = paranoid
}
add_stress = medium_stress_impact_gain
}
}
}
ai_check_interval = 18
ai_potential = {
exists = player_heir
player_heir = {
age >= 12
opinion = {
target = root
value >= 50
}
OR = {
is_courtier_of = root
is_vassal_of = root
}
exists = house
exists = root.house
house = {
this = root.house
}
}
OR = {
any_ally = {
mpo_valid_heir_friend_trigger = { CHARACTER = root }
reverse_opinion = {
target = root
value >= 0
}
OR = {
has_relation_friend = root
has_relation_best_friend = root
has_relation_blood_brother = root
AND = {
exists = house
exists = root.house
house = {
this = root.house
}
}
culture = root.culture
reverse_opinion = {
target = root
value >= 50
}
has_relation_soulmate = root
}
}
any_vassal = {
is_powerful_vassal = yes
is_obedient_to = root
mpo_valid_heir_friend_trigger = { CHARACTER = root }
reverse_opinion = {
target = root
value >= 0
}
OR = {
has_relation_friend = root
has_relation_best_friend = root
has_relation_blood_brother = root
AND = {
exists = house
exists = root.house
house = {
this = root.house
}
}
culture = root.culture
reverse_opinion = {
target = root
value >= 50
}
has_relation_soulmate = root
is_allied_to = root
}
}
any_relation = {
type = friend
is_obedient_to = root
mpo_valid_heir_friend_trigger = { CHARACTER = root }
reverse_opinion = {
target = root
value >= 0
}
OR = {
AND = {
exists = house
exists = root.house
house = {
this = root.house
}
}
culture = root.culture
reverse_opinion = {
target = root
value >= 50
}
has_relation_soulmate = root
is_allied_to = root
is_vassal_of = root
AND = {
exists = root.liege
this = root.liege
}
}
}
}
}
ai_will_do = {
base = 50
ai_value_modifier = {
ai_compassion = 1
ai_energy = 1
ai_sociability = 1
}
modifier = {
opinion = {
target = player_heir
value < 0
}
add = -25
}
modifier = {
opinion = {
target = player_heir
value >= 75
}
add = 25
}
modifier = {
player_heir = {
num_of_relation_friend < 1
}
add = 25
}
modifier = {
player_heir = {
num_of_relation_friend > 1
}
add = -25
}
#Weigh up if you are friends with a valid option
modifier = {
OR = {
any_ally = {
mpo_valid_heir_friend_trigger = { CHARACTER = root }
OR = {
has_relation_friend = root
has_relation_best_friend = root
has_relation_blood_brother = root
}
}
any_vassal = {
is_powerful_vassal = yes
is_obedient_to = root
mpo_valid_heir_friend_trigger = { CHARACTER = root }
OR = {
has_relation_friend = root
has_relation_best_friend = root
has_relation_blood_brother = root
}
}
any_relation = {
type = friend
mpo_valid_heir_friend_trigger = { CHARACTER = root }
AND = {
exists = root.liege
this = root.liege
}
}
}
add = 25
}
#Weigh down if none of the valid options are of culture
modifier = {
NOR = {
any_ally = {
mpo_valid_heir_friend_trigger = { CHARACTER = root }
culture = root.culture
}
any_vassal = {
is_powerful_vassal = yes
is_obedient_to = root
mpo_valid_heir_friend_trigger = { CHARACTER = root }
culture = root.culture
}
any_relation = {
type = friend
mpo_valid_heir_friend_trigger = { CHARACTER = root }
culture = root.culture
}
}
add = -10
}
#Weigh up if you are house members with a valid option
modifier = {
exists = root.house
OR = {
any_ally = {
mpo_valid_heir_friend_trigger = { CHARACTER = root }
exists = house
house = {
this = root.house
}
}
any_vassal = {
is_powerful_vassal = yes
is_obedient_to = root
mpo_valid_heir_friend_trigger = { CHARACTER = root }
exists = house
house = {
this = root.house
}
}
any_relation = {
type = friend
mpo_valid_heir_friend_trigger = { CHARACTER = root }
exists = house
house = {
this = root.house
}
}
}
add = 10
}
}
}
# Expand the Steppe
# List is as follows:
#
## Western Steppe expansion regions:
# ghw_region_anatolia
# custom_eastern_balkans
# ghw_region_northern_russia
# ghw_region_southern_russia
# custom_hungary
# ghw_region_poland
# ghw_region_baltic
# dlc_mpo_steppe_caucasus_expansion
## Central Steppe expansion regions:
# world_transoxiana
# world_khorasan
# dlc_mpo_steppe_persia_expansion
# dlc_mpo_steppe_siberia_further_expansion
## Eastern Steppe expansion regions:
# world_steppe_tarim
expand_the_steppe_decision = {
picture = {
reference = "gfx/interface/illustrations/event_scenes/mpo_raid_burning_asian.dds"
}
decision_group_type = nomad_major
ai_check_interval = 8
title = expand_the_steppe_decision_generic
desc = expand_the_steppe_decision_desc
selection_tooltip = expand_the_steppe_decision_tooltip
widget = {
gui = "decision_view_widget_option_list_generic"
controller = decision_option_list_controller
decision_to_second_step_button = "SELECT_ACTION"
show_from_start = yes
# steppe_west potential regions
item = {
value = custom_eastern_balkans
is_shown = {
situation:the_great_steppe ?= {
any_situation_sub_region = {
region_is_adjacent = geographical_region:custom_eastern_balkans
}
}
}
is_valid = {
custom_tooltip = {
text = custom_eastern_balkans_expand_steppe_tt
situation:the_great_steppe ?= {
NOT = {
any_situation_sub_region = {
situation_sub_region_has_geographical_region = custom_eastern_balkans
}
}
}
any_realm_province = {
geographical_region = custom_eastern_balkans
}
}
}
localization = custom_eastern_balkans
icon = "gfx/interface/icons/message_feed/banner.dds"
ai_chance = {
value = 100
}
}
item = {
value = ghw_region_northern_russia
is_shown = {
situation:the_great_steppe ?= {
any_situation_sub_region = {
region_is_adjacent = geographical_region:ghw_region_northern_russia
}
}
}
is_valid = {
custom_tooltip = {
text = custom_northern_russia_expand_steppe_tt
situation:the_great_steppe ?= {
NOT = {
any_situation_sub_region = {
situation_sub_region_has_geographical_region = ghw_region_northern_russia
}
}
}
any_realm_province = {
geographical_region = ghw_region_northern_russia
}
}
}
localization = ghw_region_northern_russia
icon = "gfx/interface/icons/message_feed/banner.dds"
ai_chance = {
value = 100
}
}
item = {
value = ghw_region_southern_russia
is_shown = {
situation:the_great_steppe ?= {
any_situation_sub_region = {
region_is_adjacent = geographical_region:ghw_region_southern_russia
}
}
}
is_valid = {
custom_tooltip = {
text = custom_southern_russia_expand_steppe_tt
situation:the_great_steppe ?= {
NOT = {
any_situation_sub_region = {
situation_sub_region_has_geographical_region = ghw_region_southern_russia
}
}
}
any_realm_province = {
geographical_region = ghw_region_southern_russia
}
}
}
localization = ghw_region_southern_russia
icon = "gfx/interface/icons/message_feed/banner.dds"
ai_chance = {
value = 100
}
}
item = {
value = dlc_mpo_steppe_caucasus_expansion
is_shown = {
situation:the_great_steppe ?= {
any_situation_sub_region = {
region_is_adjacent = geographical_region:dlc_mpo_steppe_caucasus_expansion
}
}
}
is_valid = {
custom_tooltip = {
text = custom_caucasus_expand_steppe_tt
situation:the_great_steppe ?= {
NOT = {
any_situation_sub_region = {
situation_sub_region_has_geographical_region = dlc_mpo_steppe_caucasus_expansion
}
}
}
any_realm_province = {
geographical_region = dlc_mpo_steppe_caucasus_expansion
}
}
}
localization = dlc_mpo_steppe_caucasus_expansion
icon = "gfx/interface/icons/message_feed/banner.dds"
ai_chance = {
value = 100
}
}
item = {
value = ghw_region_poland
is_shown = {
situation:the_great_steppe ?= {
any_situation_sub_region = {
region_is_adjacent = geographical_region:ghw_region_poland
}
}
}
is_valid = {
custom_tooltip = {
text = custom_poland_expand_steppe_tt
situation:the_great_steppe ?= {
NOT = {
any_situation_sub_region = {
situation_sub_region_has_geographical_region = ghw_region_poland
}
}
}
any_realm_province = {
geographical_region = ghw_region_poland
}
}
}
localization = ghw_region_poland
icon = "gfx/interface/icons/message_feed/banner.dds"
ai_chance = {
value = 2137
}
}
item = {
value = custom_hungary
is_shown = {
situation:the_great_steppe ?= {
any_situation_sub_region = {
region_is_adjacent = geographical_region:custom_hungary
}
}
}
is_valid = {
custom_tooltip = {
text = custom_hungary_expand_steppe_tt
situation:the_great_steppe ?= {
NOT = {
any_situation_sub_region = {
situation_sub_region_has_geographical_region = custom_hungary
}
}
}
any_realm_province = {
geographical_region = custom_hungary
}
}
}
localization = custom_hungary
icon = "gfx/interface/icons/message_feed/banner.dds"
ai_chance = {
value = 100
}
}
item = {
value = ghw_region_anatolia
is_shown = {
situation:the_great_steppe ?= {
any_situation_sub_region = {
region_is_adjacent = geographical_region:ghw_region_anatolia
}
}
}
is_valid = {
custom_tooltip = {
text = custom_anatolia_expand_steppe_tt
situation:the_great_steppe ?= {
NOT = {
any_situation_sub_region = {
situation_sub_region_has_geographical_region = ghw_region_anatolia
}
}
}
any_realm_province = {
geographical_region = ghw_region_anatolia
}
}
}
localization = ghw_region_anatolia
icon = "gfx/interface/icons/message_feed/banner.dds"
ai_chance = {
value = 100
}
}
item = {
value = ghw_region_baltic
is_shown = {
situation:the_great_steppe ?= {
any_situation_sub_region = {
region_is_adjacent = geographical_region:ghw_region_baltic
}
}
}
is_valid = {
custom_tooltip = {
text = custom_baltics_expand_steppe_tt
situation:the_great_steppe ?= {
NOT = {
any_situation_sub_region = {
situation_sub_region_has_geographical_region = ghw_region_baltic
}
}
}
any_realm_province = {
geographical_region = ghw_region_baltic
}
}
}
localization = ghw_region_baltic
icon = "gfx/interface/icons/message_feed/banner.dds"
ai_chance = {
value = 100
}
}
# steppe_central potential regions
item = {
value = world_transoxiana
is_shown = {
situation:the_great_steppe ?= {
any_situation_sub_region = {
region_is_adjacent = geographical_region:world_transoxiana
}
}
}
is_valid = {
custom_tooltip = {
text = custom_transoxiana_expand_steppe_tt
situation:the_great_steppe ?= {
NOT = {
any_situation_sub_region = {
situation_sub_region_has_geographical_region = world_transoxiana
}
}
}
any_realm_province = {
geographical_region = world_transoxiana
}
}
}
localization = world_transoxiana
icon = "gfx/interface/icons/message_feed/banner.dds"
ai_chance = {
value = 100
}
}
item = {
value = dlc_mpo_steppe_siberia_further_expansion
is_shown = {
situation:the_great_steppe ?= {
any_situation_sub_region = {
region_is_adjacent = geographical_region:dlc_mpo_steppe_siberia_further_expansion
}
}
}
is_valid = {
custom_tooltip = {
text = custom_siberia_expand_steppe_tt
situation:the_great_steppe ?= {
NOT = {
any_situation_sub_region = {
situation_sub_region_has_geographical_region = dlc_mpo_steppe_siberia_further_expansion
}
}
}
any_realm_province = {
geographical_region = dlc_mpo_steppe_siberia_further_expansion
}
}
}
localization = dlc_mpo_steppe_siberia_further_expansion
icon = "gfx/interface/icons/message_feed/banner.dds"
ai_chance = {
value = 0 #Tribes of the North
}
}
item = {
value = world_khorasan
is_shown = {
situation:the_great_steppe ?= {
any_situation_sub_region = {
region_is_adjacent = geographical_region:world_khorasan
}
}
}
is_valid = {
custom_tooltip = {
text = custom_khorasan_expand_steppe_tt
situation:the_great_steppe ?= {
NOT = {
any_situation_sub_region = {
situation_sub_region_has_geographical_region = world_khorasan
}
}
}
any_realm_province = {
geographical_region = world_khorasan
}
}
}
localization = world_khorasan
icon = "gfx/interface/icons/message_feed/banner.dds"
ai_chance = {
value = 100
}
}
item = {
value = dlc_mpo_steppe_persia_expansion
is_shown = {
situation:the_great_steppe ?= {
any_situation_sub_region = {
region_is_adjacent = geographical_region:dlc_mpo_steppe_persia_expansion
}
}
}
is_valid = {
custom_tooltip = {
text = custom_persia_expand_steppe_tt
situation:the_great_steppe ?= {
NOT = {
any_situation_sub_region = {
situation_sub_region_has_geographical_region = dlc_mpo_steppe_persia_expansion
}
}
}
any_realm_province = {
geographical_region = dlc_mpo_steppe_persia_expansion
}
}
}
localization = dlc_mpo_steppe_persia_expansion
icon = "gfx/interface/icons/message_feed/banner.dds"
ai_chance = {
value = 100
}
}
## Eastern Steppe
item = {
value = world_steppe_tarim
is_shown = {
situation:the_great_steppe ?= {
any_situation_sub_region = {
region_is_adjacent = geographical_region:world_steppe_tarim
}
}
}
is_valid = {
custom_tooltip = {
text = custom_tarim_expand_steppe_tt
situation:the_great_steppe ?= {
NOT = {
any_situation_sub_region = {
situation_sub_region_has_geographical_region = world_steppe_tarim
}
}
}
any_realm_province = {
geographical_region = world_steppe_tarim
}
}
}
localization = world_steppe_tarim
icon = "gfx/interface/icons/message_feed/banner.dds"
ai_chance = {
value = 100
}
}
}
is_shown = {
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
any_character_situation = {
situation:the_great_steppe ?= this
}
OR = {
great_steppe_not_in_sub_region_trigger = { REGION = ghw_region_anatolia }
great_steppe_not_in_sub_region_trigger = { REGION = custom_eastern_balkans }
great_steppe_not_in_sub_region_trigger = { REGION = ghw_region_northern_russia }
great_steppe_not_in_sub_region_trigger = { REGION = ghw_region_southern_russia }
great_steppe_not_in_sub_region_trigger = { REGION = custom_hungary }
great_steppe_not_in_sub_region_trigger = { REGION = ghw_region_poland }
great_steppe_not_in_sub_region_trigger = { REGION = ghw_region_baltic }
great_steppe_not_in_sub_region_trigger = { REGION = dlc_mpo_steppe_caucasus_expansion }
great_steppe_not_in_sub_region_trigger = { REGION = world_transoxiana }
great_steppe_not_in_sub_region_trigger = { REGION = world_khorasan }
great_steppe_not_in_sub_region_trigger = { REGION = dlc_mpo_steppe_persia_expansion }
great_steppe_not_in_sub_region_trigger = { REGION = dlc_mpo_steppe_siberia_further_expansion }
great_steppe_not_in_sub_region_trigger = { REGION = world_steppe_tarim }
}
}
is_valid = {
is_independent_ruler = yes
highest_held_title_tier >= tier_duchy
trigger_if = {
limit = {
scope:ghw_region_anatolia = yes
}
completely_controls_region = ghw_region_anatolia
}
trigger_if = {
limit = {
scope:custom_eastern_balkans = yes
}
completely_controls_region = custom_eastern_balkans
}
trigger_if = {
limit = {
scope:ghw_region_northern_russia = yes
}
completely_controls_region = ghw_region_northern_russia
}
trigger_if = {
limit = {
scope:ghw_region_southern_russia = yes
}
completely_controls_region = ghw_region_southern_russia
}
trigger_if = {
limit = {
scope:custom_hungary = yes
}
completely_controls_region = custom_hungary
}
trigger_if = {
limit = {
scope:ghw_region_poland = yes
}
completely_controls_region = ghw_region_poland
}
trigger_if = {
limit = {
scope:ghw_region_baltic = yes
}
completely_controls_region = ghw_region_baltic
}
trigger_if = {
limit = {
scope:dlc_mpo_steppe_caucasus_expansion = yes
}
completely_controls_region = dlc_mpo_steppe_caucasus_expansion
}
trigger_if = {
limit = {
scope:world_transoxiana = yes
}
completely_controls_region = world_transoxiana
}
trigger_if = {
limit = {
scope:world_khorasan = yes
}
completely_controls_region = world_khorasan
}
trigger_if = {
limit = {
scope:dlc_mpo_steppe_persia_expansion = yes
}
completely_controls_region = dlc_mpo_steppe_persia_expansion
}
trigger_if = {
limit = {
scope:dlc_mpo_steppe_siberia_further_expansion = yes
}
completely_controls_region = dlc_mpo_steppe_siberia_further_expansion
}
trigger_if = {
limit = {
scope:world_steppe_tarim = yes
}
completely_controls_region = world_steppe_tarim
}
}
cooldown = { years = 5 }
is_valid_showing_failures_only = {
trigger_if = {
limit = {
is_ai = no
}
NOT = { exists = involved_activity }
NOT = { has_trait = infirm }
is_available = yes
}
trigger_else = {
is_imprisoned = no
is_incapable = no
is_alive = yes
NOT = { has_trait = infirm }
}
}
cost = {
prestige = {
value = {
add = mpo_expand_steppe_prestige_cost
#AI suck
if = {
limit = {
is_ai = yes
}
multiply = 0.5
}
}
}
}
effect = {
# Send a toast to yourself, as a confirmation that the Steppe Expansion happened
send_interface_toast = {
type = steppe_expansion_happened
title = expand_the_steppe_decision_notification_toast
left_icon = root
expanding_steppe_effect = yes
add_legitimacy = 150
}
hidden_effect = {
# Send a notification to any other player in the Steppe
every_player = {
limit = {
NOT = { this = root }
any_character_situation = {
situation:the_great_steppe ?= this
}
}
send_interface_message = {
type = steppe_expansion_happened
title = expand_the_steppe_decision_notification_toast
left_icon = root
show_as_tooltip = {
expanding_steppe_effect = yes
}
}
}
}
}
ai_will_do = {
base = 1
}
}
#Diligent overwork for nomads
develop_fertility_decision = {
ai_check_interval = 0
picture = {
reference = "gfx/interface/illustrations/event_scenes/mpo_hunt_steppe.dds"
}
sort_order = 60
decision_group_type = nomad_minor
desc = develop_fertility_decision_desc
selection_tooltip = develop_fertility_decision_tooltip
cooldown = { years = 10 }
is_shown = {
OR = {
has_trait = diligent
has_trait = architect
has_trait = lifestyle_surveyor
}
is_landed = yes
government_has_flag = government_is_nomadic
}
is_valid_showing_failures_only = {
is_at_war = no
is_adult = yes
}
effect = {
capital_county ?= {
change_county_fertility = medium_county_fertility_gain
}
send_interface_toast = {
type = event_toast_effect_neutral
title = msg_develop_fertility
left_icon = root
add_character_modifier = {
modifier = develop_fertility_modifier
years = 10
}
}
add_stress = medium_stress_impact_gain
}
ai_potential = {
OR = {
has_trait = diligent
has_trait = architect
has_trait = lifestyle_surveyor
}
NOT = {
has_trait = temperate
}
}
ai_will_do = {
base = 100
modifier = {
factor = 0
stress >= 50
}
}
}
# New Tier Title for Nomads
nomad_higher_tier_title_decision = {
ai_check_interval = 6
picture = {
reference = "gfx/interface/illustrations/event_scenes/mpo_steppe_evening.dds"
}
sort_order = 100
decision_group_type = nomad_major
cooldown = { years = 10 }
cost = {
prestige = {
value = 125
switch = {
trigger = root.highest_held_title_tier
tier_kingdom = {
value = 500
}
tier_duchy = {
value = 250
}
tier_county = {
value = 125
}
}
if = {
limit = {
is_ai = yes
}
multiply = 0.1
}
}
}
is_shown = {
government_has_flag = government_is_nomadic
highest_held_title_tier < tier_empire
}
is_valid = {
is_at_war = no
is_landed = yes
is_independent_ruler = yes
is_confederation_member = no
is_tributary = no
switch = {
trigger = root.highest_held_title_tier
tier_kingdom = {
custom_tooltip = {
text = dominate_title_trigger_dominance_4
OR = {
has_realm_law = nomadic_authority_5
has_realm_law = nomadic_authority_4
}
}
}
tier_duchy = {
custom_tooltip = {
text = dominate_title_trigger_dominance_3
OR = {
has_realm_law = nomadic_authority_5
has_realm_law = nomadic_authority_4
has_realm_law = nomadic_authority_3
}
}
}
tier_county = {
custom_tooltip = {
text = dominate_title_trigger_dominance_2
OR = {
has_realm_law = nomadic_authority_5
has_realm_law = nomadic_authority_4
has_realm_law = nomadic_authority_3
has_realm_law = nomadic_authority_2
}
}
}
}
}
effect = {
play_music_cue = mx_cue_the_khans_glory
save_scope_as = root_scope
root.primary_title.de_jure_liege ?= { save_scope_as = title_scope }
if = {
limit = {
exists = scope:title_scope.holder
}
hidden_effect = {
scope:title_scope.holder = { save_scope_as = main_defender }
root = {
if = {
limit = {
any_truce_target = { this = scope:main_defender }
}
cancel_truce_both_ways = scope:main_defender
}
}
start_war = {
cb = domination_cb
target = scope:main_defender
target_title = scope:title_scope
}
}
custom_tooltip = domination_war_holder_custom_tooltip
}
else_if = {
limit = {
scope:title_scope ?= {
NOT = { exists = holder }
any_de_jure_county_holder = {
is_landed = yes
NOR = {
top_liege ?= root
top_suzerain ?= root
is_allied_to = root
government_has_flag = government_is_herder
}
is_independent_ruler = yes
}
}
}
hidden_effect = {
scope:title_scope = {
every_de_jure_county_holder = {
limit = {
is_landed = yes
NOR = {
top_liege ?= root
top_suzerain ?= root
is_allied_to = root
government_has_flag = government_is_herder
}
is_independent_ruler = yes
}
add_to_list = war_targets
}
ordered_in_list = {
list = war_targets
order_by = current_military_strength
save_scope_as = main_defender
}
}
root = {
if = {
limit = {
any_truce_target = { this = scope:main_defender }
}
cancel_truce_both_ways = scope:main_defender
}
}
start_war = {
cb = domination_cb
target = scope:main_defender
target_title = scope:title_scope
}
random_character_war = {
limit = {
primary_attacker = root
primary_defender = scope:main_defender
}
every_in_list = {
list = war_targets
limit = {
NOT = { is_participant_in_war = prev }
}
prev = {
add_defender = prev
}
}
}
}
custom_tooltip = domination_war_no_holder_custom_tooltip
}
else_if = {
limit = {
exists = scope:title_scope
}
scope:title_scope ?= {
create_title_and_vassal_change = {
type = created
save_scope_as = change
}
change_title_holder = {
holder = root
change = scope:change
}
resolve_title_and_vassal_change = scope:change
}
}
else = {
custom_tooltip = nomad_higher_tier_title_decision_custom_tooltip
}
}
ai_potential = {
OR = {
has_realm_law = nomadic_authority_5
has_realm_law = nomadic_authority_4
has_realm_law = nomadic_authority_3
}
current_military_strength >= 2000
root.current_military_strength > dominate_title_current_enemy_strength
}
ai_will_do = {
base = 50
}
}
#Transition from Gurkhan to GREATEST KHAN EVER
mpo_become_greatest_of_khans_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/mpo_decision_great_khan.dds"
}
desc = {
desc = mpo_become_greatest_of_khans_decision_desc
triggered_desc = {
trigger = {
NOR = {
#Playing as Genghis
this = character:125501
#He came and went without becoming Genghis
exists = global_var:genghis_died
has_game_rule = never_mongol_invasion
}
}
desc = mpo_become_greatest_of_khans_decision_genghis_warning
}
}
cooldown = {
years = 5
}
ai_check_interval = 12
sort_order = 200
decision_group_type = nomad_major
is_shown = {
government_has_flag = government_is_nomadic
exists = situation:the_great_steppe
any_character_situation = {
this = situation:the_great_steppe
}
is_playable_character = yes
NOR = {
has_trait = greatest_of_khans
any_owned_story = {
story_type = story_greatest_of_khans
}
}
}
is_valid = {
custom_tooltip = {
text = gok_mongols_disable_warning_tt
NOT = {
has_global_variable = mongol_empire_has_spawned
}
}
custom_tooltip = {
text = greatest_of_khans_disable_warning_tt
NOT = {
is_target_in_global_variable_list = {
name = unavailable_unique_decisions
target = flag:mpo_become_greatest_of_khans_decision
}
}
}
custom_tooltip = {
text = greatest_of_khans_war_ongoing_tt
NOT = {
exists = global_var:mpo_gok_war_ongoing
}
}
custom_tooltip = {
text = is_nomadic_tt
government_has_flag = government_is_nomadic
}
custom_tooltip = {
text = in_great_steppe_tt
any_character_situation = {
this = situation:the_great_steppe
}
}
is_at_war = no
has_realm_law = nomadic_authority_5
prestige_level >= 4
highest_held_title_tier = tier_empire
trigger_if = { # If you are player Temüjin we waive this requirements
limit = {
NOT = { this = character:125501 }
}
OR = {
sub_realm_size >= mpo_greatest_of_khans_target_counties
save_temporary_scope_value_as = {
name = temp_gok_tributaries
value = sub_realm_with_tributaries_size
}
custom_tooltip = {
text = greatest_of_khans_tributary_req
sub_realm_with_tributaries_size >= mpo_greatest_of_khans_target_counties_tributaries
}
}
custom_tooltip = {
text = greatest_of_khans_vassal_culture_req_tt
OR = {
any_vassal = {
government_has_flag = government_is_nomadic
culture = {
save_temporary_scope_as = culture_1
}
}
any_tributary = {
government_has_flag = government_is_nomadic
culture = {
save_temporary_scope_as = culture_1
}
}
}
OR = {
any_vassal = {
government_has_flag = government_is_nomadic
NOT = {
culture = scope:culture_1
}
culture = {
save_temporary_scope_as = culture_2
}
}
any_tributary = {
government_has_flag = government_is_nomadic
NOT = {
culture = scope:culture_1
}
culture = {
save_temporary_scope_as = culture_2
}
}
}
OR = {
any_vassal = {
government_has_flag = government_is_nomadic
NOR = {
culture = scope:culture_1
culture = scope:culture_2
}
culture = {
save_temporary_scope_as = culture_3
}
}
any_tributary = {
government_has_flag = government_is_nomadic
NOR = {
culture = scope:culture_1
culture = scope:culture_2
}
culture = {
save_temporary_scope_as = culture_3
}
}
}
trigger_if = {
limit = {
is_ai = no
}
OR = {
any_vassal = {
government_has_flag = government_is_nomadic
NOR = {
culture = scope:culture_1
culture = scope:culture_2
culture = scope:culture_3
}
culture = {
save_temporary_scope_as = culture_4
}
}
any_tributary = {
government_has_flag = government_is_nomadic
NOR = {
culture = scope:culture_1
culture = scope:culture_2
culture = scope:culture_3
}
culture = {
save_temporary_scope_as = culture_4
}
}
}
OR = {
any_vassal = {
government_has_flag = government_is_nomadic
NOR = {
culture = scope:culture_1
culture = scope:culture_2
culture = scope:culture_3
culture = scope:culture_4
}
culture = {
save_temporary_scope_as = culture_5
}
}
any_tributary = {
government_has_flag = government_is_nomadic
NOR = {
culture = scope:culture_1
culture = scope:culture_2
culture = scope:culture_3
culture = scope:culture_4
}
}
}
}
}
}
#AI cheat a little because they lack intent
trigger_if = {
limit = {
is_ai = no
}
custom_tooltip = {
text = greatest_of_khans_obedience_req_tt
NOT = {
any_powerful_vassal = {
government_has_flag = government_is_nomadic
obedience_target = root
is_obedient = no
is_ai = yes
}
}
}
}
trigger_else = {
NOT = {
any_powerful_vassal = {
is_ai = yes
government_has_flag = government_is_nomadic
has_dread_level_towards = {
target = root
level < 1
}
AND = {
obedience_target = root
is_obedient = no
is_ai = yes
}
opinion = {
target = root
value <= 50
}
}
}
}
trigger_if = {
limit = {
is_ai = no
this = character:125501 # Temüjin
has_variable = had_mpo_temujin_flavor_0020
}
custom_tooltip = {
text = temujin_jamukha_gok_requirement
character:mpo_mongol_1 = { # Jamukha
is_alive = no
}
}
}
}
is_valid_showing_failures_only = {
is_landed = yes
is_adult = yes
trigger_if = {
limit = {
is_ai = no
}
is_available = yes
}
trigger_else = {
is_imprisoned = no
is_incapable = no
is_alive = yes
NOT = { has_trait = infirm }
}
is_independent_ruler = yes
}
cost = {
gold = {
value = massive_gold_value
}
prestige = {
value = massive_prestige_value
}
}
effect = {
custom_description_no_bullet = { text = mpo_gok_war_of_submission_will_happen_tt }
custom_tooltip = mpo_gok_cravens_wont_fight_tt
custom_tooltip = mpo_gok_obedient_vassals_join_war_tt
add_character_modifier = {
modifier = aspiring_great_khan_modifier
years = 5
}
custom_description_no_bullet = { text = mpo_gok_war_of_submission_victory_tt }
custom_tooltip = greatest_of_khans_will_disable_warning_tt
show_as_tooltip = {
add_trait = greatest_of_khans
}
custom_tooltip = greatest_of_khans_prevents_mongol_invasion_tt
custom_tooltip = mpo_gok_war_of_submission_vassals_tt
custom_tooltip = mpo_gok_war_of_submission_truces_tt
gain_heroic_legend_seed_tooltip_effect = yes
show_as_tooltip = {
custom_tooltip = greatest_of_khans_nickname_tt
add_prestige = monumental_prestige_gain
add_legitimacy = monumental_legitimacy_gain
custom_tooltip = become_greatest_of_khans_decision_enable_gok_invasion_cb
custom_tooltip = become_greatest_of_khans_decision_gok_armies_tt
if = {
limit = {
culture = culture:mongol
}
custom_tooltip = become_greatest_of_khans_decision_gain_mongol_empire
}
else = {
custom_tooltip = become_greatest_of_khans_decision_gain_gok_empire
}
if = {
limit = {
NOT = {
has_realm_law = single_heir_succession_kurultai_law
}
}
add_realm_law_skip_effects = single_heir_succession_kurultai_law
}
custom_tooltip = gain_gok_dynasty_modifier_tt
}
custom_description_no_bullet = { text = mpo_gok_war_of_submission_defeat_tt }
custom_tooltip = mpo_gok_war_of_submission_defeat_imprisonment_tt
custom_tooltip = mpo_gok_war_of_submission_defeat_lose_titles_tt
custom_tooltip = mpo_gok_war_of_submission_defeat_lose_herd_tt
show_as_tooltip = {
add_legitimacy = monumental_legitimacy_loss
if = {
limit = {
government_has_flag = government_is_nomadic
has_realm_law = nomadic_authority_2
NOT = {
has_realm_law = nomadic_authority_1
}
}
add_realm_law = nomadic_authority_1
}
else_if = {
limit = {
government_has_flag = government_is_nomadic
NOT = {
has_realm_law = nomadic_authority_1
}
}
add_realm_law = nomadic_authority_2
}
add_prestige_level = -1
}
save_scope_as = genghis_khan
hidden_effect = {
#Make list of rulers who are willing to fight
#All valid nomads in same steppes
situation:the_great_steppe ?= {
every_situation_sub_region = {
limit = {
any_situation_sub_region_participant = {
this = root
}
}
every_situation_sub_region_participant = {
limit = {
mpo_gok_coalition_member_trigger = yes
}
add_to_list = anti_gok_coalition_members
}
}
#Add neighbors one region over if in just one region
if = {
limit = {
any_situation_sub_region = {
count <= 1
any_situation_sub_region_participant = {
this = root
}
}
}
root = {
every_land_neighboring_realm_with_tributaries_owner = {
limit = {
government_has_flag = government_is_nomadic
mpo_gok_coalition_member_trigger = yes
}
if = {
limit = {
government_has_flag = government_is_nomadic
}
add_to_list = anti_gok_coalition_members
}
if = {
limit = {
is_tributary = yes
top_suzerain = {
government_has_flag = government_is_nomadic
}
}
top_suzerain = {
add_to_list = anti_gok_coalition_members
}
}
if = {
limit = {
is_tributary = yes
suzerain = {
government_has_flag = government_is_nomadic
}
}
suzerain = {
add_to_list = anti_gok_coalition_members
}
}
}
}
}
}
#Find the most powerful ruler in your vicinity
mpo_find_powerful_opponent_for_gurkhan_effect = yes
#People who hate you too, why not
every_relation = {
type = rival
limit = {
NOT = {
is_in_list = anti_gok_coalition_members
}
is_ruler = yes
mpo_gok_coalition_member_trigger = yes
}
add_to_list = anti_gok_coalition_members
}
#Make list of neighbors that will submit
every_land_neighboring_realm_with_tributaries_owner = {
limit = {
mpo_gok_submitting_coward_trigger = yes
}
add_to_list = gok_submitters
if = {
limit = {
is_in_list = anti_gok_coalition_members
}
remove_from_list = anti_gok_coalition_members
}
}
}
#add obedient vassals as war allies
hidden_effect = {
#Make list of obedient vassals that will join you
every_vassal = {
limit = {
is_obedient = yes
government_has_flag = government_is_nomadic
is_ai = yes
}
add_to_list = obedient_nomad_vassals
}
}
#Choose strongest coalition member
if = {
limit = {
any_in_list = {
list = anti_gok_coalition_members
current_military_strength > 0
NOT = {
this = root
}
is_landed = yes
sub_realm_size >= 20
government_has_flag = government_is_nomadic
is_independent_ruler = yes
}
}
ordered_in_list = {
list = anti_gok_coalition_members
order_by = current_military_strength
limit = {
NOT = {
this = root
}
is_landed = yes
sub_realm_size >= 20
government_has_flag = government_is_nomadic
is_independent_ruler = yes
}
save_scope_as = primary_coalition_defender
}
}
else_if = {
limit = {
any_in_list = {
list = anti_gok_coalition_members
current_military_strength > 0
is_landed = yes
sub_realm_size >= 12
NOT = {
this = root
}
government_has_flag = government_is_nomadic
is_independent_ruler = yes
}
}
ordered_in_list = {
list = anti_gok_coalition_members
order_by = current_military_strength
limit = {
is_landed = yes
NOT = {
this = root
}
sub_realm_size >= 12
government_has_flag = government_is_nomadic
is_independent_ruler = yes
}
save_scope_as = primary_coalition_defender
}
}
else = {
ordered_in_list = {
list = anti_gok_coalition_members
order_by = sub_realm_size
limit = {
highest_held_title_tier >= tier_duchy
NOT = {
this = root
}
is_independent_ruler = yes
}
save_scope_as = primary_coalition_defender
}
}
#It's possible no one is in list... need to find someone worthy
#In the WHOLE steppe
if = {
limit = {
NOT = {
exists = scope:primary_coalition_defender
}
}
situation:the_great_steppe ?= {
ordered_situation_participant = {
order_by = current_military_strength
limit = {
is_ai = yes
NOR = {
this = root
top_liege = root
}
highest_held_title_tier >= tier_duchy
is_independent_ruler = yes
}
save_scope_as = primary_coalition_defender
add_to_list = anti_gok_coalition_members
}
}
}
#And... root's strongest vassal, I guess
if = {
limit = {
NOT = {
exists = scope:primary_coalition_defender
}
}
ordered_vassal = {
order_by = current_military_strength
limit = {
is_ai = yes
NOT = { is_obedient_to = root }
NOR = {
government_has_flag = government_is_herder
is_imprisoned_by = root
}
is_allied_to = root
NOT = {
this = root
}
}
save_scope_as = primary_coalition_defender
}
}
#This great khan has been very thorough already
#Adding all members of all steppe regions
if = {
limit = {
NOT = {
any_in_list = {
count >= 4
list = anti_gok_coalition_members
NOT = {
this = scope:primary_coalition_defender
}
}
}
}
situation:the_great_steppe ?= {
every_situation_participant = {
limit = {
is_ai = yes
NOT = {
government_has_flag = government_is_herder
}
NOR = {
is_allied_to = root
this = root
top_liege = root
has_relation_friend = root
has_relation_blood_brother = root
is_imprisoned_by = root
}
}
add_to_list = anti_gok_coalition_members
}
}
}
#Adding all non-loyal vassals
if = {
limit = {
NOT = {
any_in_list = {
count >= 4
list = anti_gok_coalition_members
NOT = {
this = scope:primary_coalition_defender
}
}
}
}
every_vassal = {
limit = {
is_ai = yes
NOT = { is_obedient_to = root }
NOR = {
government_has_flag = government_is_herder
is_imprisoned_by = root
is_allied_to = root
}
NOT = {
this = root
}
}
add_to_list = anti_gok_coalition_members
}
}
#Ok... hopefully now there DEFINITELY is a leader for root's enemies and at least a couple enemies to fight
#hidden setup event
trigger_event = mpo_greatest_of_khans.0100
}
ai_potential = {
has_realm_law = nomadic_authority_5
is_independent_ruler = yes
government_has_flag = government_is_nomadic
#Stronger than all neighbors
NOT = {
any_land_neighboring_realm_with_tributaries_owner = {
mpo_gok_coalition_member_trigger = yes
current_military_strength >= root.current_military_strength
}
}
OR = {
realm_size >= 70
sub_realm_with_tributaries_size >= 120
#Has an ally that can seriously help
any_ally = {
count >= 1
OR = {
highest_held_title_tier >= tier_empire
current_military_strength >= root.current_military_strength
}
is_at_war = no
}
#Has strong allies
any_ally = {
count >= 2
highest_held_title_tier >= tier_kingdom
is_at_war = no
}
any_ally = {
count >= 3
highest_held_title_tier >= tier_duchy
is_at_war = no
}
#is conqueror already
has_trait = conqueror
#Is ballsy
OR = {
ai_boldness >= high_positive_ai_value
ai_energy >= high_positive_ai_value
ai_greed >= high_positive_ai_value
}
}
health >= poor_health
age <= 50
}
ai_will_do = {
base = 0
#NOT twice as strong as any neighbor or char in steppe region
modifier = {
add = -25
OR = {
any_land_neighboring_realm_with_tributaries_owner = {
mpo_gok_coalition_member_trigger = yes
#THIS SHOULD CHECK THEIR STRENGTH IS MORE THAN HALF ROOT'S
confederation_worthy_foe_strength_ratio_value_root < 2
}
situation:the_great_steppe ?= {
any_situation_sub_region = {
any_situation_sub_region_participant = {
this = root
}
any_situation_sub_region_participant = {
NOT = { this = root }
#THIS SHOULD CHECK ROOT'S STRENGTH IS DOUBLE THEIRS
confederation_worthy_foe_strength_ratio_value_root < 2
}
}
}
}
}
#Three times as strong as any neighbor or char in steppe region
modifier = {
add = 75
NOR = {
any_land_neighboring_realm_with_tributaries_owner = {
mpo_gok_coalition_member_trigger = yes
#THIS SHOULD CHECK ROOT'S STRENGTH IS TRIPLE THEIRS
confederation_worthy_foe_strength_ratio_value_root < 3
}
situation:the_great_steppe ?= {
any_situation_sub_region = {
any_situation_sub_region_participant = {
this = root
}
any_situation_sub_region_participant = {
NOT = { this = root }
#THIS SHOULD CHECK ROOT'S STRENGTH IS TRIPLE THEIRS
confederation_worthy_foe_strength_ratio_value_root < 3
}
}
}
}
}
modifier = {
add = 25
OR = {
ai_boldness > 0
ai_energy > 0
ai_greed > 0
}
}
modifier = {
add = 25
ai_boldness > 0
ai_energy > 0
ai_greed > 0
}
modifier = {
add = -50
OR = {
ai_boldness <= medium_negative_ai_value
ai_energy <= medium_negative_ai_value
ai_greed <= medium_negative_ai_value
}
}
modifier = {
add = 25
OR = {
ai_boldness >= medium_positive_ai_value
ai_energy >= medium_positive_ai_value
ai_greed >= medium_positive_ai_value
}
}
modifier = {
add = 10
culture = {
has_cultural_pillar = ethos_bellicose
}
}
modifier = {
add = -10
culture = {
OR = {
has_cultural_tradition = tradition_isolationist
has_cultural_tradition = tradition_hereditary_hierarchy
has_cultural_tradition = tradition_legalistic
}
}
}
# If young - go for it!!!!
modifier = {
add = 20
age <= 35
}
#Want to make it less likely this happens early
modifier = {
add = -25
current_date <= 1000
}
#Want to make it more likely this happens if game is getting late and Genghis didn't happen somehow
modifier = {
add = 100
current_date >= 1250
}
}
}
#GREATEST OF KHANS HAS BECOME LORD OF ALL
mpo_gok_world_conquest_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/mpo_decision_great_khan.dds"
}
decision_group_type = nomad_major
desc = mpo_gok_world_conquest_decision_desc
ai_check_interval = 36
sort_order = 300
is_shown = {
exists = global_var:first_gok.dynasty
exists = global_var:greatest_of_khans_title
has_mpo_dlc_trigger = yes
any_owned_story = {
story_type = story_greatest_of_khans
}
is_playable_character = yes
}
is_valid = {
NOT = {
current_year >= global_var:gok_empire_crumble_date
}
dynasty = global_var:first_gok.dynasty
global_var:greatest_of_khans_title = {
holder = root
}
is_independent_ruler = yes
custom_tooltip = {
text = is_nomadic_tt
government_has_flag = government_is_nomadic
}
has_realm_law = nomadic_authority_5
#Legitimace is hamstrung a bit if you don't own legends
trigger_if = {
limit = {
has_dlc_feature = legends
is_ai = no
}
legitimacy_level >= 5
}
trigger_else_if = {
limit = {
NOT = { has_dlc_feature = legends }
is_ai = yes
}
legitimacy_level >= 3
}
trigger_else = {
legitimacy_level >= 4
}
trigger_if = {
limit = {
is_ai = no
}
prestige_level >= 5
}
trigger_else = {
prestige_level >= 4
}
highest_held_title_tier = tier_empire
OR = {
sub_realm_size >= mpo_gok_world_conquest_target_counties
save_temporary_scope_value_as = {
name = temp_gok_tributaries
value = sub_realm_with_tributaries_size
}
custom_tooltip = {
text = gok_world_conquest_tributary_req
sub_realm_with_tributaries_size >= mpo_gok_world_conquest_target_counties_tributaries
}
}
#AI cheat a little because they lack intent
trigger_if = {
limit = {
is_ai = no
}
custom_tooltip = {
text = greatest_of_khans_obedience_req_tt
NOT = {
any_powerful_vassal = {
government_has_flag = government_is_nomadic
obedience_target = root
is_obedient = no
is_ai = yes
}
}
}
}
trigger_else = {
NOT = {
any_powerful_vassal = {
is_ai = yes
government_has_flag = government_is_nomadic
has_dread_level_towards = {
target = root
level < 1
}
AND = {
obedience_target = root
is_obedient = no
is_ai = yes
}
opinion = {
target = root
value <= 50
}
}
}
}
}
is_valid_showing_failures_only = {
is_at_war = no
is_landed = yes
is_adult = yes
trigger_if = {
limit = {
is_ai = no
}
is_available = yes
}
trigger_else = {
is_imprisoned = no
is_incapable = no
is_alive = yes
NOT = { has_trait = infirm }
}
}
cost = {
prestige = {
value = 5000
}
gold = {
value = 5000
if = {
limit = { is_ai = no }
#Realm size
if = {
limit = { root.realm_size >= 3000 }
multiply = 3
}
else_if = {
limit = { root.realm_size >= 2500 }
multiply = 2.5
}
else_if = {
limit = { root.realm_size >= 2000 }
multiply = 2
}
else_if = {
limit = { root.realm_size >= 1500 }
multiply = 1.5
}
}
}
}
effect = {
save_scope_value_as = {
name = gok_empire_crumble_date
value = global_var:gok_empire_crumble_date
}
save_scope_as = actor
save_scope_as = gok
gok_final_decision_list_setup = yes
#SHOW GENERAL EFFECTS THAT HAPPEN REGARDLESS OF OPTION CHOICE
custom_tooltip = gok_reform_never_available_again_tt
custom_tooltip = gok_reform_invalides_gok_stuff_tt
custom_tooltip = gok_lose_succession_protection_tt
custom_tooltip = gok_avoid_timing_out_tt
show_as_tooltip = {
gok_world_conquest_generic_rewards_effect = yes
}
custom_tooltip = gok_remain_nomadic_tt
if = {
limit = {
has_dlc_feature = admin_gov
}
custom_tooltip = gok_choose_government_switch_tt
}
else = {
custom_tooltip = gok_choose_government_switch_no_admin_tt
}
#SHOW SUPER NOMADIC EFFECTS
custom_description_no_bullet = {
text = gok_gov_if_super_nomadic_tt
}
custom_tooltip = gok_super_nomad_dread_and_gold_tt
custom_tooltip = gok_counties_become_nomad_counties_tt
custom_tooltip = gok_new_nomad_counties_lose_development_tt
custom_tooltip = gok_other_counties_lose_development_tt
custom_tooltip = gok_non_nomads_become_nomad_tt
custom_tooltip = gok_city_state_creation
#SHOW GOVERNMENT CHANGE EFFECTS
custom_description_no_bullet = {
text = gok_gov_switch_options_tt
}
show_as_tooltip = {
nomad_domicile_refund_effect = yes
nomad_convert_herds_to_gold_special_troops_effect = yes
gok_upgrade_realm_and_government_effect = yes
}
#Gain innovations if ya need em
if = {
limit = {
culture = {
NOT = {
has_cultural_era_or_later = culture_era_early_medieval
}
}
}
ordered_realm_county = {
order_by = development_level
limit = {
culture = {
has_cultural_era_or_later = culture_era_early_medieval
save_temporary_scope_as = realm_culture
NOT = {
this = root.culture
}
}
root.culture = {
can_get_innovation_from = scope:realm_culture
}
}
culture = {save_scope_as = realm_culture_1 }
}
}
if = {
limit = {
culture = {
NOT = {
has_cultural_era_or_later = culture_era_high_medieval
}
}
}
ordered_realm_county = {
order_by = development_level
limit = {
trigger_if = {
limit = {
exists = scope:realm_culture_1
}
NOT = {
culture = scope:realm_culture_1
}
}
culture = {
NOT = {
this = root.culture
}
has_cultural_era_or_later = culture_era_high_medieval
save_temporary_scope_as = realm_culture
}
root.culture = {
can_get_innovation_from = scope:realm_culture
}
}
culture = { save_scope_as = realm_culture_2 }
}
}
if = {
limit = {
culture = {
NOT = {
has_cultural_era_or_later = culture_era_late_medieval
}
}
}
ordered_realm_county = {
order_by = development_level
limit = {
culture = {
trigger_if = {
limit = {
exists = scope:realm_culture_1
}
NOT = {
this = scope:realm_culture_1
}
}
trigger_if = {
limit = {
exists = scope:realm_culture_2
}
NOT = {
this = scope:realm_culture_2
}
}
NOT = {
this = root.culture
}
has_cultural_era_or_later = culture_era_late_medieval
save_temporary_scope_as = realm_culture
}
root.culture = {
can_get_innovation_from = scope:realm_culture
}
}
culture = { save_scope_as = realm_culture_3 }
}
}
if = {
limit = {
exists = scope:realm_culture_1
exists = scope:realm_culture_2
exists = scope:realm_culture_3
}
custom_tooltip = gok_3_innovation_gain
}
else_if = {
limit = {
exists = scope:realm_culture_1
exists = scope:realm_culture_2
}
custom_tooltip = gok_2_innovation_gain
}
else_if = {
limit = {
exists = scope:realm_culture_1
}
custom_tooltip = gok_1_innovation_gain
}
#Fires event that lets you choose new government type
trigger_event = {
id = mpo_greatest_of_khans.0030
days = 1
}
}
ai_potential = {
any_owned_story = {
story_type = story_greatest_of_khans
}
sub_realm_size >= mpo_gok_world_conquest_target_counties
is_independent_ruler = yes
}
ai_will_do = {
base = 100
}
}
settle_people_decision = {
picture = {
reference = "gfx/interface/illustrations/holding_types/city_western.dds"
}
decision_group_type = nomad_major
ai_check_interval = 36
desc = settle_people_decision_desc
selection_tooltip = settle_people_decision_tooltip
is_shown = {
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
is_playable_character = yes
}
is_valid = {
OR = {
has_realm_law = nomadic_authority_3
has_realm_law = nomadic_authority_4
has_realm_law = nomadic_authority_5
}
custom_tooltip = {
text = step_away_from_the_steppe_decision_holding_tt
any_sub_realm_county = {
title_province = {
NOR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
}
}
is_valid_showing_failures_only = {
is_at_war = no
is_available = yes
}
cost = {
prestige = {
value = medium_prestige_value
}
}
effect = {
save_scope_as = nomad_settling_down
domicile.domicile_culture = { save_scope_as = invading_culture }
domicile.domicile_faith = { save_scope_as = invading_faith }
save_scope_value_as = {
name = invading_herd_value
value = domicile.herd
}
nomad_domicile_refund_effect = yes
nomad_convert_herds_to_gold_special_troops_effect = yes
every_sub_realm_county = {
limit = {
title_province = {
NOR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
add_to_list = potential_new_capitals
}
every_held_title = {
limit = {
tier = tier_county
title_province = {
NOR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
add_to_list = potential_new_capitals
}
ordered_in_list = {
order_by = development_level
list = potential_new_capitals
save_scope_as = new_capital
}
if = {
limit = {
capital_county = {
title_province = {
NOR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
}
capital_county = {
save_scope_as = new_capital
}
}
if = {
limit = {
exists = scope:new_capital
capital_county != scope:new_capital
}
if = {
limit = {
scope:new_capital.holder != root
}
create_title_and_vassal_change = {
type = usurped
save_scope_as = change
add_claim_on_loss = yes
}
scope:new_capital = {
change_title_holder = {
holder = root
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
}
set_realm_capital = scope:new_capital
}
scope:new_capital.duchy = { save_scope_as = nomad_duchy_for_name }
#Should gain target title, if possible
if = {
limit = {
OR = {
scope:new_capital.kingdom.holder ?= root
is_independent_ruler = no
}
}
# Already holds it, or is a vassal
}
else_if = {
limit = {
scope:new_capital.kingdom = {
NOT = {
exists = holder
}
}
}
create_title_and_vassal_change = {
type = created
save_scope_as = change
add_claim_on_loss = yes
}
scope:new_capital.kingdom = {
save_scope_as = new_primary
change_title_holder = {
holder = scope:attacker
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
}
else = {
#Gain capital duchy, if possible
if = {
limit = {
scope:new_capital.duchy = {
NOT = {
exists = holder
}
}
}
hidden_effect = {
create_title_and_vassal_change = {
type = created
save_scope_as = change_1
add_claim_on_loss = yes
}
scope:new_capital.duchy = {
change_title_holder = {
holder = root
change = scope:change_1
}
}
resolve_title_and_vassal_change = scope:change_1
}
}
#Gain titular kingdom
if = {
limit = {
OR = {
highest_held_title_tier < tier_kingdom
NOT = {
any_held_title = {
tier = tier_kingdom
any_in_de_jure_hierarchy = {
tier = tier_county
holder.top_liege = root
title_province = {
NOR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
}
}
}
}
custom_tooltip = overrunning_gain_titular_kingdom_tt
hidden_effect = {
create_dynamic_title = {
tier = kingdom
name = SETTLED_NOMAD_KINGDOM_NAME
adj = SETTLED_NOMAD_KINGDOM_NAME_ADJ
}
scope:new_title = {
save_scope_as = new_primary
set_definitive_form = yes
}
create_title_and_vassal_change = {
type = created
save_scope_as = change_2
add_claim_on_loss = no
}
scope:new_title = {
set_can_be_named_after_dynasty = yes
change_title_holder = {
holder = root
change = scope:change_2
}
}
resolve_title_and_vassal_change = scope:change_2
scope:new_title = { generate_coa = yes }
}
}
}
#Make this their primary title, if highest tier
hidden_effect = {
if = {
limit = {
exists = scope:new_primary
NOT = {
highest_held_title_tier > scope:new_primary.tier
}
}
set_primary_title_to = scope:new_primary
}
# Destroy kingdoms you no longer have land in
every_held_title = {
limit = {
tier = tier_kingdom
is_titular = no
NOT = {
any_in_de_jure_hierarchy = {
tier = tier_county
holder.top_liege = root
title_province = {
NOR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
}
}
root = {
destroy_title = prev
}
}
}
every_held_title = {
limit = {
tier >= tier_county
title_province = {
OR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
save_temporary_scope_as = nomadic_county
create_character = {
location = scope:nomadic_county.title_province
template = nomadic_chieftain_character
save_scope_as = new_nomadic_chieftain
}
if = {
limit = {
root = {
is_independent_ruler = yes
is_tributary = no
}
}
#Assign the seceding titles to the new nomadic chieftain
create_title_and_vassal_change = {
type = independency
save_scope_as = change
add_claim_on_loss = no
}
change_title_holder = {
holder = scope:new_nomadic_chieftain
change = scope:change
take_baronies = yes
}
#And give the chieftain their independence.
scope:new_nomadic_chieftain = {
becomes_independent = { change = scope:change }
}
resolve_title_and_vassal_change = scope:change
scope:new_nomadic_chieftain = {
hidden_effect = {
change_government = nomad_government
}
}
}
else_if = {
limit = {
root = {
is_independent_ruler = yes
is_tributary = yes
}
}
#Assign the seceding titles to the new nomadic chieftain
create_title_and_vassal_change = {
type = independency
save_scope_as = change
add_claim_on_loss = no
}
change_title_holder = {
holder = scope:new_nomadic_chieftain
change = scope:change
take_baronies = yes
}
#And make the chieftain a tributary of root's suzerain
start_tributary_interaction_effect = {
TRIBUTARY = scope:new_nomadic_chieftain
SUZERAIN = root.suzerain
}
resolve_title_and_vassal_change = scope:change
scope:new_nomadic_chieftain = {
hidden_effect = {
change_government = nomad_government
}
}
}
else = {
# root = { is_independent_ruler = no }, i.e. a vassal
#Assign the seceding titles to the new nomadic chieftain
create_title_and_vassal_change = {
type = independency
save_scope_as = change
add_claim_on_loss = no
}
change_title_holder = {
holder = scope:new_nomadic_chieftain
change = scope:change
take_baronies = yes
}
#And make the chieftain vassal of root's liege
scope:new_nomadic_chieftain = {
change_liege = {
liege = root.liege
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
scope:new_nomadic_chieftain = {
hidden_effect = {
change_government = nomad_government
}
}
}
}
if = {
limit = {
scope:new_capital.title_province ?= {
has_holding_type = tribal_holding
}
}
change_government = tribal_government
if = {
limit = {
NOT = { has_realm_law = tribal_authority_3 }
}
hidden_effect = {
add_realm_law_skip_effects = tribal_authority_3
}
}
}
else_if = {
limit = {
ep3_is_clan_inclined_trigger = yes
}
change_government = clan_government
if = {
limit = {
NOT = { has_realm_law = crown_authority_3 }
}
hidden_effect = {
add_realm_law_skip_effects = crown_authority_3
}
}
}
else = {
change_government = feudal_government
if = {
limit = {
NOT = { has_realm_law = crown_authority_3 }
}
hidden_effect = {
add_realm_law_skip_effects = crown_authority_3
}
}
}
if = {
limit = {
any_held_title = {
is_nomad_title = yes
}
}
every_held_title = {
limit = {
is_nomad_title = yes
}
root = {
destroy_title = prev
}
}
}
if = {
limit = {
any_vassal = {
OR = {
has_government = nomad_government
has_government = herder_government
}
capital_county = {
title_province = {
NOR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
}
}
custom_tooltip = {
text = step_away_from_the_steppe_decision_vassal_convert
every_vassal = {
limit = {
OR = {
has_government = nomad_government
has_government = herder_government
}
capital_county = {
title_province = {
NOR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
}
nomad_domicile_refund_effect = yes
nomad_convert_herds_to_gold_special_troops_effect = yes
if = {
limit = {
scope:new_capital.title_province = {
has_holding_type = tribal_holding
}
}
change_government = tribal_government
if = {
limit = {
NOT = { has_realm_law = tribal_authority_1 }
}
hidden_effect = {
add_realm_law_skip_effects = tribal_authority_1
}
}
}
else_if = {
limit = {
ep3_is_clan_inclined_trigger = yes
}
change_government = clan_government
if = {
limit = {
NOT = { has_realm_law = crown_authority_1 }
}
hidden_effect = {
add_realm_law_skip_effects = crown_authority_1
}
}
}
else = {
change_government = feudal_government
if = {
limit = {
NOT = { has_realm_law = crown_authority_1 }
}
hidden_effect = {
add_realm_law_skip_effects = crown_authority_1
}
}
}
if = {
limit = {
any_held_title = {
is_nomad_title = yes
}
}
every_held_title = {
limit = {
is_nomad_title = yes
}
root = {
destroy_title = prev
}
}
}
every_vassal = {
limit = {
OR = {
has_government = nomad_government
has_government = herder_government
}
capital_county = {
title_province = {
NOR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
}
nomad_domicile_refund_effect = yes
nomad_convert_herds_to_gold_special_troops_effect = yes
if = {
limit = {
scope:new_capital.title_province = {
has_holding_type = tribal_holding
}
}
change_government = tribal_government
if = {
limit = {
NOT = { has_realm_law = tribal_authority_1 }
}
hidden_effect = {
add_realm_law_skip_effects = tribal_authority_1
}
}
}
else_if = {
limit = {
ep3_is_clan_inclined_trigger = yes
}
change_government = clan_government
if = {
limit = {
NOT = { has_realm_law = crown_authority_1 }
}
hidden_effect = {
add_realm_law_skip_effects = crown_authority_1
}
}
}
else = {
change_government = feudal_government
if = {
limit = {
NOT = { has_realm_law = crown_authority_1 }
}
hidden_effect = {
add_realm_law_skip_effects = crown_authority_1
}
}
}
if = {
limit = {
any_held_title = {
is_nomad_title = yes
}
}
every_held_title = {
limit = {
is_nomad_title = yes
}
root = {
destroy_title = prev
}
}
}
every_vassal = {
limit = {
OR = {
has_government = nomad_government
has_government = herder_government
}
capital_county = {
title_province = {
NOR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
}
nomad_domicile_refund_effect = yes
nomad_convert_herds_to_gold_special_troops_effect = yes
if = {
limit = {
scope:new_capital.title_province = {
has_holding_type = tribal_holding
}
}
change_government = tribal_government
if = {
limit = {
NOT = { has_realm_law = tribal_authority_1 }
}
hidden_effect = {
add_realm_law_skip_effects = tribal_authority_1
}
}
}
else_if = {
limit = {
ep3_is_clan_inclined_trigger = yes
}
change_government = clan_government
if = {
limit = {
NOT = { has_realm_law = crown_authority_1 }
}
hidden_effect = {
add_realm_law_skip_effects = crown_authority_1
}
}
}
else = {
change_government = feudal_government
if = {
limit = {
NOT = { has_realm_law = crown_authority_1 }
}
hidden_effect = {
add_realm_law_skip_effects = crown_authority_1
}
}
}
if = {
limit = {
any_held_title = {
is_nomad_title = yes
}
}
every_held_title = {
limit = {
is_nomad_title = yes
}
root = {
destroy_title = prev
}
}
}
}
}
}
}
}
custom_tooltip = {
text = settle_people_decision_usurp_until_domain_limit
hidden_effect = {
while = {
limit = {
domain_size <= domain_limit
any_sub_realm_county = {
holder != root
holder = { is_ai = yes }
OR = {
target_is_de_jure_liege_or_above = root.capital_county.kingdom
any_neighboring_county = {
holder = root
}
}
title_province = {
NOR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
}
random_sub_realm_county = {
limit = {
holder != root
holder = { is_ai = yes }
OR = {
target_is_de_jure_liege_or_above = root.capital_county.kingdom
any_neighboring_county = {
holder = root
}
}
title_province = {
NOR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
weight = {
base = 1
modifier = {
add = {
every_neighboring_county = {
limit = {
holder = root
}
add = 100
}
}
any_neighboring_county = {
holder = root
}
}
modifier = {
add = 10000
any_neighboring_county = {
this = root.capital_county
}
}
}
create_title_and_vassal_change = {
type = revoked
save_scope_as = change
add_claim_on_loss = yes
}
change_title_holder = {
holder = root
change = scope:change
}
resolve_title_and_vassal_change = scope:change
}
}
}
}
custom_tooltip = {
text = settle_people_decision_culture_shift
hidden_effect = {
capital_county = {
set_county_culture = scope:invading_culture
set_county_faith = scope:invading_faith
}
every_vassal = {
limit = {
culture = root.culture
highest_held_title_tier >= tier_duchy
}
#Convert capital to their culture
capital_county = {
set_county_culture = scope:invading_culture
set_county_faith = scope:invading_faith
}
}
while = {
limit = {
scope:invading_herd_value >= 2500
any_sub_realm_county = {
NOT = {
culture = scope:invading_culture
}
}
}
random_sub_realm_county = {
limit = {
NOT = {
culture = scope:invading_culture
}
}
weight = {
base = 1
modifier = {
add = {
every_neighboring_county = {
limit = {
culture = scope:invading_culture
}
add = 100
}
}
any_neighboring_county = {
culture = scope:invading_culture
}
}
modifier = {
add = 10000
any_neighboring_county = {
this = root.capital_county
}
}
}
set_county_culture = scope:invading_culture
set_county_faith = scope:invading_faith
}
save_scope_value_as = {
name = invading_herd_value
value = {
add = scope:invading_herd_value
subtract = 2500
}
}
}
}
}
custom_tooltip = {
text = step_away_from_the_steppe_decision_vassal_loss
every_vassal = {
limit = {
OR = {
has_government = nomad_government
has_government = herder_government
}
NOT = {
capital_county = {
title_province = {
NOR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
}
}
create_title_and_vassal_change = {
type = independency
save_scope_as = change
add_claim_on_loss = no
}
becomes_independent = { change = scope:change }
resolve_title_and_vassal_change = scope:change
}
every_tributary = {
# all tributaries end
end_tributary = yes
}
}
}
ai_potential = {
NOR = {
has_trait = greatest_of_khans
has_trait = conqueror
}
OR = {
has_trait = content
domicile.herd <= 500
is_independent_ruler = no
AND = {
culture = { has_cultural_pillar = heritage_magyar }
OR = {
has_title = title:k_hungary
has_title = title:e_carpathia
}
}
NOT = {
any_sub_realm_county = {
title_province = {
has_holding_type = nomad_holding
}
}
}
}
}
ai_will_do = {
base = 0
# different holdings are valued more or less
modifier = {
add = 100
any_sub_realm_county = {
count >= 3
title_province = {
has_holding_type = castle_holding
}
}
}
modifier = {
add = 10
any_sub_realm_county = {
count >= 3
title_province = {
has_holding_type = tribal_holding
}
}
}
modifier = {
add = 20
any_sub_realm_county = {
count >= 3
title_province = {
NOT = { has_holding_type = nomad_holding }
}
}
}
# development checks
modifier = {
add = 25
any_sub_realm_county = {
count >= 3
root.capital_county != this
title_province = {
NOT = { has_holding_type = nomad_holding }
}
development_level >= root.capital_county.development_level
}
}
modifier = {
add = 25
any_held_title = {
count >= 5
tier = tier_county
title_province = {
NOT = { has_holding_type = nomad_holding }
}
}
}
# traits
modifier = {
add = 10
OR = {
highest_skill = learning
highest_skill = stewardship
}
}
modifier = {
add = 10
OR = {
has_trait = craven
has_trait = lazy
has_trait = greedy
has_trait = reclusive
}
}
modifier = {
add = -25
OR = {
highest_skill = martial
has_trait = athletic
}
}
modifier = {
add = -50
has_trait = ambitious
}
# Hungarians want to settle
modifier = {
add = 1000
culture = { has_cultural_pillar = heritage_magyar }
OR = {
has_title = title:k_hungary
has_title = title:e_carpathia
}
}
# Nomadic Vassals of non-Nomads want to settle down
modifier = {
add = 100
top_liege != root
NOT = {
top_liege = {
government_has_flag = government_is_nomadic
}
}
}
# Nomadic Vassals of Nomads do NOT want to settle down
modifier = {
factor = 0
top_liege != root
top_liege = {
government_has_flag = government_is_nomadic
}
}
modifier = {
factor = 0
top_liege = {
government_has_flag = government_is_nomadic
}
highest_held_title_tier >= tier_kingdom
NOR = {
has_title = title:k_hungary
has_title = title:e_carpathia
any_sub_realm_county = {
count >= 10
title_province = {
OR = {
has_holding_type = castle_holding
has_holding_type = tribal_holding
}
}
}
}
}
}
}
step_away_from_the_steppe_decision = {
picture = {
reference = "gfx/interface/illustrations/event_scenes/mpo_rural_village_asian.dds"
}
decision_group_type = nomad_minor
ai_check_interval = 36
desc = step_away_from_the_steppe_decision_desc
selection_tooltip = step_away_from_the_steppe_decision_tooltip
is_shown = {
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
is_playable_character = yes
}
is_valid = {
custom_tooltip = {
text = step_away_from_the_steppe_decision_holding_tt
any_sub_realm_county = {
title_province = {
NOR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
}
}
is_valid_showing_failures_only = {
is_at_war = no
is_available = yes
}
cost = {
prestige = {
value = medium_prestige_value
}
}
effect = {
nomad_domicile_refund_effect = yes
nomad_convert_herds_to_gold_special_troops_effect = yes
every_sub_realm_county = {
limit = {
title_province = {
NOR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
add_to_list = potential_new_capitals
}
every_held_title = {
limit = {
tier = tier_county
title_province = {
NOR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
add_to_list = potential_new_capitals
}
ordered_in_list = {
order_by = development_level
list = potential_new_capitals
save_scope_as = new_capital
}
if = {
limit = {
capital_county = {
title_province = {
NOR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
}
capital_county = {
save_scope_as = new_capital
}
}
if = {
limit = {
exists = scope:new_capital
capital_county != scope:new_capital
}
if = {
limit = {
scope:new_capital.holder != root
}
create_title_and_vassal_change = {
type = usurped
save_scope_as = change
add_claim_on_loss = yes
}
scope:new_capital = {
change_title_holder = {
holder = root
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
}
set_realm_capital = scope:new_capital
}
every_held_title = {
limit = {
tier >= tier_county
title_province = {
OR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
save_temporary_scope_as = nomadic_county
create_character = {
location = scope:nomadic_county.title_province
template = nomadic_chieftain_character
save_scope_as = new_nomadic_chieftain
}
if = {
limit = {
root = {
is_independent_ruler = yes
is_tributary = no
}
}
#Assign the seceding titles to the new nomadic chieftain
create_title_and_vassal_change = {
type = independency
save_scope_as = change
add_claim_on_loss = no
}
change_title_holder = {
holder = scope:new_nomadic_chieftain
change = scope:change
take_baronies = yes
}
#And give the chieftain their independence.
scope:new_nomadic_chieftain = {
becomes_independent = { change = scope:change }
}
resolve_title_and_vassal_change = scope:change
scope:new_nomadic_chieftain = {
hidden_effect = {
change_government = nomad_government
}
}
}
else_if = {
limit = {
root = {
is_independent_ruler = yes
is_tributary = yes
}
}
#Assign the seceding titles to the new nomadic chieftain
create_title_and_vassal_change = {
type = independency
save_scope_as = change
add_claim_on_loss = no
}
change_title_holder = {
holder = scope:new_nomadic_chieftain
change = scope:change
take_baronies = yes
}
#And make the chieftain a tributary of root's suzerain
start_tributary_interaction_effect = {
TRIBUTARY = scope:new_nomadic_chieftain
SUZERAIN = root.suzerain
}
resolve_title_and_vassal_change = scope:change
scope:new_nomadic_chieftain = {
hidden_effect = {
change_government = nomad_government
}
}
}
else = {
# root = { is_independent_ruler = no }, i.e. a vassal
#Assign the seceding titles to the new nomadic chieftain
create_title_and_vassal_change = {
type = independency
save_scope_as = change
add_claim_on_loss = no
}
change_title_holder = {
holder = scope:new_nomadic_chieftain
change = scope:change
take_baronies = yes
}
#And make the chieftain vassal of root's liege
scope:new_nomadic_chieftain = {
change_liege = {
liege = root.liege
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
scope:new_nomadic_chieftain = {
hidden_effect = {
change_government = nomad_government
}
}
}
}
if = {
limit = {
scope:new_capital.title_province ?= {
has_holding_type = tribal_holding
}
}
change_government = tribal_government
if = {
limit = {
NOT = { has_realm_law = tribal_authority_1 }
}
hidden_effect = {
add_realm_law_skip_effects = tribal_authority_1
}
}
}
else_if = {
limit = {
ep3_is_clan_inclined_trigger = yes
}
change_government = clan_government
if = {
limit = {
NOT = { has_realm_law = crown_authority_1 }
}
hidden_effect = {
add_realm_law_skip_effects = crown_authority_1
}
}
}
else = {
change_government = feudal_government
if = {
limit = {
NOT = { has_realm_law = crown_authority_1 }
}
hidden_effect = {
add_realm_law_skip_effects = crown_authority_1
}
}
}
if = {
limit = {
any_held_title = {
is_nomad_title = yes
}
}
every_held_title = {
limit = {
is_nomad_title = yes
}
root = {
destroy_title = prev
}
}
}
if = {
limit = {
any_vassal = {
OR = {
has_government = nomad_government
has_government = herder_government
}
capital_county = {
title_province = {
NOR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
}
}
custom_tooltip = {
text = step_away_from_the_steppe_decision_vassal_convert
every_vassal = {
limit = {
OR = {
has_government = nomad_government
has_government = herder_government
}
capital_county = {
title_province = {
NOR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
}
nomad_domicile_refund_effect = yes
nomad_convert_herds_to_gold_special_troops_effect = yes
if = {
limit = {
scope:new_capital.title_province = {
has_holding_type = tribal_holding
}
}
change_government = tribal_government
if = {
limit = {
NOT = { has_realm_law = tribal_authority_1 }
}
hidden_effect = {
add_realm_law_skip_effects = tribal_authority_1
}
}
}
else_if = {
limit = {
ep3_is_clan_inclined_trigger = yes
}
change_government = clan_government
if = {
limit = {
NOT = { has_realm_law = crown_authority_1 }
}
hidden_effect = {
add_realm_law_skip_effects = crown_authority_1
}
}
}
else = {
change_government = feudal_government
if = {
limit = {
NOT = { has_realm_law = crown_authority_1 }
}
hidden_effect = {
add_realm_law_skip_effects = crown_authority_1
}
}
}
if = {
limit = {
any_held_title = {
is_nomad_title = yes
}
}
every_held_title = {
limit = {
is_nomad_title = yes
}
root = {
destroy_title = prev
}
}
}
every_vassal = {
limit = {
OR = {
has_government = nomad_government
has_government = herder_government
}
capital_county = {
title_province = {
NOR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
}
nomad_domicile_refund_effect = yes
nomad_convert_herds_to_gold_special_troops_effect = yes
if = {
limit = {
scope:new_capital.title_province = {
has_holding_type = tribal_holding
}
}
change_government = tribal_government
if = {
limit = {
NOT = { has_realm_law = tribal_authority_1 }
}
hidden_effect = {
add_realm_law_skip_effects = tribal_authority_1
}
}
}
else_if = {
limit = {
ep3_is_clan_inclined_trigger = yes
}
change_government = clan_government
if = {
limit = {
NOT = { has_realm_law = crown_authority_1 }
}
hidden_effect = {
add_realm_law_skip_effects = crown_authority_1
}
}
}
else = {
change_government = feudal_government
if = {
limit = {
NOT = { has_realm_law = crown_authority_1 }
}
hidden_effect = {
add_realm_law_skip_effects = crown_authority_1
}
}
}
if = {
limit = {
any_held_title = {
is_nomad_title = yes
}
}
every_held_title = {
limit = {
is_nomad_title = yes
}
root = {
destroy_title = prev
}
}
}
every_vassal = {
limit = {
OR = {
has_government = nomad_government
has_government = herder_government
}
capital_county = {
title_province = {
NOR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
}
nomad_domicile_refund_effect = yes
nomad_convert_herds_to_gold_special_troops_effect = yes
if = {
limit = {
scope:new_capital.title_province = {
has_holding_type = tribal_holding
}
}
change_government = tribal_government
if = {
limit = {
NOT = { has_realm_law = tribal_authority_1 }
}
hidden_effect = {
add_realm_law_skip_effects = tribal_authority_1
}
}
}
else_if = {
limit = {
ep3_is_clan_inclined_trigger = yes
}
change_government = clan_government
if = {
limit = {
NOT = { has_realm_law = crown_authority_1 }
}
hidden_effect = {
add_realm_law_skip_effects = crown_authority_1
}
}
}
else = {
change_government = feudal_government
if = {
limit = {
NOT = { has_realm_law = crown_authority_1 }
}
hidden_effect = {
add_realm_law_skip_effects = crown_authority_1
}
}
}
if = {
limit = {
any_held_title = {
is_nomad_title = yes
}
}
every_held_title = {
limit = {
is_nomad_title = yes
}
root = {
destroy_title = prev
}
}
}
}
}
}
}
}
custom_tooltip = {
text = step_away_from_the_steppe_decision_vassal_loss
every_vassal = {
limit = {
OR = {
has_government = nomad_government
has_government = herder_government
}
NOT = {
capital_county = {
title_province = {
NOR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
}
}
# they hate you
add_opinion = {
target = root
modifier = forsook_nomadic_life_opinion
}
# also, they're leaving
create_title_and_vassal_change = {
type = independency
save_scope_as = change
add_claim_on_loss = no
}
becomes_independent = { change = scope:change }
resolve_title_and_vassal_change = scope:change
}
every_tributary = {
# nomadic and herder tributaries will hate you
if = {
limit = {
OR = {
has_government = nomad_government
has_government = herder_government
}
}
add_opinion = {
target = root
modifier = forsook_nomadic_life_opinion
}
}
# all tributaries end
end_tributary = yes
}
}
}
ai_potential = {
NOR = {
has_trait = greatest_of_khans
has_trait = conqueror
has_realm_law = nomadic_authority_3
has_realm_law = nomadic_authority_4
has_realm_law = nomadic_authority_5
}
OR = {
has_trait = content
domicile.herd <= 500
is_independent_ruler = no
AND = {
culture = { has_cultural_pillar = heritage_magyar }
OR = {
has_title = title:k_hungary
has_title = title:e_carpathia
}
}
NOT = {
any_sub_realm_county = {
title_province = {
has_holding_type = nomad_holding
}
}
}
}
}
ai_will_do = {
base = 0
# different holdings are valued more or less
modifier = {
add = 100
any_sub_realm_county = {
count >= 3
title_province = {
has_holding_type = castle_holding
}
}
}
modifier = {
add = 10
any_sub_realm_county = {
count >= 3
title_province = {
has_holding_type = tribal_holding
}
}
}
modifier = {
add = 20
any_sub_realm_county = {
count >= 3
title_province = {
NOT = { has_holding_type = nomad_holding }
}
}
}
# development checks
modifier = {
add = 25
any_sub_realm_county = {
count >= 3
root.capital_county != this
title_province = {
NOT = { has_holding_type = nomad_holding }
}
development_level >= root.capital_county.development_level
}
}
modifier = {
add = 25
any_held_title = {
count >= 5
tier = tier_county
title_province = {
NOT = { has_holding_type = nomad_holding }
}
}
}
# traits
modifier = {
add = 10
OR = {
highest_skill = learning
highest_skill = stewardship
}
}
modifier = {
add = 10
OR = {
has_trait = craven
has_trait = lazy
has_trait = greedy
has_trait = reclusive
}
}
modifier = {
add = -25
OR = {
highest_skill = martial
has_trait = athletic
}
}
modifier = {
add = -50
has_trait = ambitious
}
# Hungarians want to settle
modifier = {
add = 1000
culture = { has_cultural_pillar = heritage_magyar }
OR = {
has_title = title:k_hungary
has_title = title:e_carpathia
}
}
# Nomadic Vassals of non-Nomads want to settle down
modifier = {
add = 100
top_liege != root
NOT = {
top_liege = {
government_has_flag = government_is_nomadic
}
}
}
# Nomadic Vassals of Nomads do NOT want to settle down
modifier = {
factor = 0
top_liege != root
top_liege = {
government_has_flag = government_is_nomadic
}
}
modifier = {
factor = 0
top_liege = {
government_has_flag = government_is_nomadic
}
highest_held_title_tier >= tier_kingdom
NOR = {
has_title = title:k_hungary
has_title = title:e_carpathia
any_sub_realm_county = {
count >= 10
title_province = {
OR = {
has_holding_type = castle_holding
has_holding_type = tribal_holding
}
}
}
}
}
}
}
confederation_kingdom_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/mpo_decision_confederation.dds"
}
decision_group_type = major
ai_check_interval = 12
desc = confederation_kingdom_decision_desc
is_shown = {
is_confederation_member = yes
is_landed = yes
is_playable_character = yes
}
is_valid = {
prestige_level >= 3
is_independent_ruler = yes
custom_description = {
text = confederation_kingdom_decision_vassal_req
confederation = {
any_confederation_member = {
highest_held_title_tier >= tier_county
count >= 5
}
}
}
custom_tooltip = {
text = confederation_kingdom_decision_vassal_opinion_req
NOT = {
confederation = {
any_confederation_member = {
this != root
opinion = {
target = root
value < 25
}
}
}
}
}
custom_tooltip = {
text = confederation_kingdom_decision_vassal_prestige_level_req
NOT = {
confederation = {
any_confederation_member = {
this != root
prestige_level >= root.prestige_level
}
}
}
}
}
is_valid_showing_failures_only = {
is_available_adult = yes
is_at_war = no
is_tributary = no
custom_tooltip = {
text = confederation_kingdom_decision_vassal_wars_req
NOT = {
confederation = {
any_confederation_member = {
is_at_war = yes
}
}
}
}
}
cost = {
prestige = {
value = {
add = 0
if = {
limit = {
government_has_flag = government_is_tribal
}
add = medium_prestige_value
}
}
}
herd = {
value = {
add = 0
if = {
limit = {
government_has_flag = government_is_nomadic
}
add = medium_herd_value_static
}
}
}
}
effect = {
custom_tooltip = confederation_kingdom_creation_tt
custom_tooltip = confederation_succession_tt
custom_tooltip = confederation_king_modifier_tt
custom_tooltip = confederation_vassal_modifier_tt
custom_tooltip = confederation_county_modifier_tt
save_scope_as = new_king_ruler
hidden_effect = {
confederation = {
every_confederation_member = {
add_to_list = confederation_vassals
every_tributary = {
limit = {
highest_held_title_tier <= tier_duchy
}
add_to_list = confederation_vassals
}
}
}
primary_title = {
save_scope_as = old_title
}
save_scope_as = confederation_offerer
create_dynamic_title = {
tier = kingdom
name = CONFEDERATION_CULTURE_NAME
adj = CONFEDERATION_CULTURE_NAME_ADJ
pre = article_CONFEDERATION_CULTURE_NAME
}
scope:new_title = {
set_variable = {
name = confederation_culture
value = scope:confederation_offerer.culture
}
}
scope:new_title = {
set_color_from_title = root.capital_county
set_definitive_form = yes
}
create_title_and_vassal_change = {
type = created
save_scope_as = change
add_claim_on_loss = no
}
scope:new_title = {
set_destroy_on_gain_same_tier = yes
set_no_automatic_claims = yes
set_can_be_named_after_dynasty = no
set_can_use_nomadic_naming = no
change_title_holder = {
holder = root
change = scope:change
}
}
every_in_list = {
list = confederation_vassals
change_liege = {
liege = root
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
create_title_and_vassal_change = {
type = swear_fealty
save_scope_as = change
add_claim_on_loss = no
}
every_in_list = {
list = confederation_vassals
limit = {
NOT = {
this = root
}
}
if = {
limit = {
has_government = herder_government
}
every_held_title = {
limit = {
tier = tier_county
title_province = {
has_holding_type = herder_holding
}
}
title_province = {
set_holding_type = nomad_holding
}
}
change_government = nomad_government
}
change_liege = {
liege = root
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
scope:new_title = {
generate_coa = yes
add_title_law = confederation_elective_succession_law
set_capital_county = root.capital_county
}
set_primary_title_to = scope:new_title
confederation = {
disband_confederation = yes
}
every_in_list = {
list = confederation_vassals
limit = {
this != root
}
trigger_event = mpo_decisions_events.0004
}
trigger_event = mpo_decisions_events.0005
}
}
ai_potential = {
is_confederation_member = yes
}
ai_will_do = {
base = 100
}
}
settle_the_steppe_decision = {
picture = {
reference = "gfx/interface/illustrations/event_story/mpo_steppe_region.dds"
}
decision_group_type = nomad_major
ai_check_interval = 360
desc = settle_the_steppe_decision_desc
selection_tooltip = settle_the_steppe_decision_tooltip
is_shown = {
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
is_playable_character = yes
}
is_valid = {
is_independent_ruler = yes
OR = {
has_realm_law = nomadic_authority_3
has_realm_law = nomadic_authority_4
has_realm_law = nomadic_authority_5
}
capital_county = {
title_province = {
OR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
custom_tooltip = {
text = step_away_from_the_steppe_decision_holding_tt
any_sub_realm_county = {
title_province = {
OR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
}
}
is_valid_showing_failures_only = {
is_at_war = no
is_available = yes
}
widget = {
gui = "decision_view_widget_option_list_generic"
controller = decision_option_list_controller
decision_to_second_step_button = "CHOOSE_GOVERNMENT_NEXT_STEP_BUTTON"
show_from_start = yes
item = {
value = become_tribal_decision
current_description = become_tribal_decision
localization = become_tribal_decision
icon = "gfx/interface/icons/government_types/tribal_government.dds"
ai_chance = {
value = 0
}
}
item = {
value = become_feudal_decision
current_description = become_feudal_decision
localization = become_feudal_decision
icon = "gfx/interface/icons/government_types/feudal_government.dds"
is_valid = {
trigger_if = {
limit = {
NOR = {
has_realm_law = nomadic_authority_4
has_realm_law = nomadic_authority_5
}
}
has_realm_law = nomadic_authority_4
has_realm_law = nomadic_authority_5
}
}
ai_chance = {
value = 100
}
}
item = {
value = become_clan_decision
current_description = become_clan_decision
localization = become_clan_decision
icon = "gfx/interface/icons/government_types/clan_government.dds"
is_valid = {
trigger_if = {
limit = {
NOR = {
has_realm_law = nomadic_authority_4
has_realm_law = nomadic_authority_5
}
}
has_realm_law = nomadic_authority_4
has_realm_law = nomadic_authority_5
}
trigger_if = {
limit = {
NOR = {
faith.religion = religion:islam_religion
culture = { has_cultural_pillar = heritage_arabic }
culture = { has_cultural_pillar = heritage_iranian }
culture = { has_cultural_pillar = heritage_turkic }
}
}
faith.religion = religion:islam_religion
culture = { has_cultural_pillar = heritage_arabic }
culture = { has_cultural_pillar = heritage_iranian }
culture = { has_cultural_pillar = heritage_turkic }
}
}
ai_chance = {
value = 100
}
}
}
cost = {
gold = {
value = {
if = {
limit = {
scope:become_tribal_decision = yes
}
every_sub_realm_county = {
limit = {
title_province = {
OR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
add = 5
}
}
else_if = {
limit = {
OR = {
scope:become_feudal_decision = yes
scope:become_clan_decision = yes
}
}
every_sub_realm_county = {
limit = {
title_province = {
OR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
add = 25
}
}
}
}
prestige = {
value = major_prestige_value
}
}
effect = {
# MPO ACHIEVEMENT Settling In
if = {
limit = { is_ai = no }
add_achievement_global_variable_effect = {
VARIABLE = mpo_settling_in_achievement_unlocked
VALUE = yes
}
}
save_scope_as = nomad_settling_down
domicile.domicile_culture = { save_scope_as = invading_culture }
domicile.domicile_faith = { save_scope_as = invading_faith }
save_scope_value_as = {
name = invading_herd_value
value = domicile.herd
}
save_scope_value_as = {
name = development_herd_value
value = domicile.herd
}
nomad_domicile_refund_effect = yes
nomad_convert_herds_to_gold_special_troops_effect = yes
show_as_tooltip = {
if = {
limit= {
scope:become_tribal_decision = yes
}
change_government = tribal_government
}
else_if = {
limit= {
scope:become_feudal_decision = yes
}
change_government = feudal_government
}
else_if = {
limit= {
scope:become_clan_decision = yes
}
change_government = clan_government
}
}
custom_tooltip = nomad_holdings_convert_tt
custom_tooltip = nomad_vassals_convert_tt
custom_tooltip = buildings_based_on_herd_tt
custom_tooltip = development_based_on_herd_tt
hidden_effect = {
#Nuke tribal authorities.
if = {
limit = { has_realm_law = nomadic_authority_1 }
remove_realm_law = nomadic_authority_1
}
if = {
limit = { has_realm_law = nomadic_authority_2 }
remove_realm_law = nomadic_authority_2
}
if = {
limit = { has_realm_law = nomadic_authority_3 }
remove_realm_law = nomadic_authority_3
}
if = {
limit = { has_realm_law = nomadic_authority_4 }
remove_realm_law = nomadic_authority_4
}
if = {
limit = { has_realm_law = nomadic_authority_5 }
remove_realm_law = nomadic_authority_5
}
if = {
limit = {
scope:become_tribal_decision = yes
}
every_sub_realm_county = {
limit = {
title_province = {
OR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
title_province = {
set_holding_type = tribal_holding
}
add_to_list = holding_conversion
}
change_government = tribal_government
every_vassal_or_below = {
limit = {
has_government = nomad_government
}
#Nuke tribal authorities.
if = {
limit = { has_realm_law = nomadic_authority_1 }
remove_realm_law = nomadic_authority_1
}
if = {
limit = { has_realm_law = nomadic_authority_2 }
remove_realm_law = nomadic_authority_2
}
if = {
limit = { has_realm_law = nomadic_authority_3 }
remove_realm_law = nomadic_authority_3
}
if = {
limit = { has_realm_law = nomadic_authority_4 }
remove_realm_law = nomadic_authority_4
}
if = {
limit = { has_realm_law = nomadic_authority_5 }
remove_realm_law = nomadic_authority_5
}
change_government = tribal_government
if = {
limit = {
NOT = { has_realm_law = tribal_authority_1 }
}
add_realm_law_skip_effects = tribal_authority_1
}
}
#Start off tribal authorities.
if = {
limit = {
NOT = { has_realm_law = tribal_authority_2 }
}
add_realm_law_skip_effects = tribal_authority_2
}
}
if = {
limit = {
OR = {
scope:become_feudal_decision = yes
scope:become_clan_decision = yes
}
}
every_sub_realm_county = {
limit = {
title_province = {
OR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
title_province = {
set_holding_type = castle_holding
}
add_to_list = holding_conversion
random_county_province = {
limit = {
has_holding = no
barony_cannot_construct_holding = no
}
random = {
chance = 50
modifier = {
add = 50
this.county = root.capital_county
}
modifier = {
add = 25
scope:become_feudal_decision = yes
}
modifier = {
add = {
value = scope:invading_herd_value
divide = 1000
}
}
set_holding_type = city_holding
}
}
random_county_province = {
limit = {
has_holding = no
barony_cannot_construct_holding = no
}
random = {
chance = 50
modifier = {
add = 50
this.county = root.capital_county
}
modifier = {
add = 50
barony = {
is_holy_site_of = root.faith
}
}
modifier = {
add = 25
scope:become_clan_decision = yes
}
modifier = {
add = {
value = scope:invading_herd_value
divide = 1000
}
}
set_holding_type = church_holding
}
}
}
if = {
limit = {
scope:become_feudal_decision = yes
}
change_government = feudal_government
}
else_if = {
limit = {
scope:become_clan_decision = yes
}
change_government = clan_government
}
every_vassal_or_below = {
limit = {
has_government = nomad_government
}
#Nuke tribal authorities.
if = {
limit = { has_realm_law = nomadic_authority_1 }
remove_realm_law = nomadic_authority_1
}
if = {
limit = { has_realm_law = nomadic_authority_2 }
remove_realm_law = nomadic_authority_2
}
if = {
limit = { has_realm_law = nomadic_authority_3 }
remove_realm_law = nomadic_authority_3
}
if = {
limit = { has_realm_law = nomadic_authority_4 }
remove_realm_law = nomadic_authority_4
}
if = {
limit = { has_realm_law = nomadic_authority_5 }
remove_realm_law = nomadic_authority_5
}
if = {
limit = {
scope:become_feudal_decision = yes
}
change_government = feudal_government
}
else_if = {
limit = {
scope:become_clan_decision = yes
}
change_government = clan_government
}
#Start off crown authorities.
if = {
limit = {
NOT = { has_realm_law = crown_authority_1 }
}
add_realm_law_skip_effects = crown_authority_1
}
}
#Start off crown authorities.
if = {
limit = {
NOT = { has_realm_law = crown_authority_2 }
}
add_realm_law_skip_effects = crown_authority_2
}
}
while = {
limit = {
scope:invading_herd_value >= 2000
}
every_in_list = {
list = holding_conversion
every_county_province = {
generate_building = yes
}
}
save_scope_value_as = {
name = invading_herd_value
value = {
add = scope:invading_herd_value
subtract = 2000
}
}
}
if = {
limit = {
scope:become_tribal_decision = yes
}
while = {
limit = {
scope:development_herd_value >= 2000
}
random_sub_realm_county = {
weight = {
base = 1
modifier = {
add = 9
this = root.capital_county
}
modifier = {
add = 6
any_neighboring_county = {
this = root.capital_county
}
}
modifier = {
factor = 1
is_coastal_county = yes
}
}
change_development_level = 1
}
save_scope_value_as = {
name = development_herd_value
value = {
add = scope:development_herd_value
subtract = 2000
}
}
}
}
else = {
while = {
limit = {
scope:development_herd_value >= 1000
}
random_sub_realm_county = {
weight = {
base = 1
modifier = {
add = 9
this = root.capital_county
}
modifier = {
add = 6
any_neighboring_county = {
this = root.capital_county
}
}
modifier = {
factor = 1
is_coastal_county = yes
}
}
change_development_level = 1
}
save_scope_value_as = {
name = development_herd_value
value = {
add = scope:development_herd_value
subtract = 1000
}
}
}
}
}
}
ai_potential = {
NOR = {
has_trait = greatest_of_khans
has_trait = conqueror
}
OR = {
has_realm_law = nomadic_authority_4
has_realm_law = nomadic_authority_5
}
culture = {
has_cultural_tradition = tradition_ruling_caste
}
NOT = {
any_vassal_or_below = {
is_ai = no
}
}
}
ai_will_do = {
base = 10
}
}
become_nomadic_decision = {
picture = {
reference = "gfx/interface/illustrations/event_story/mpo_steppe_region.dds"
}
desc = become_nomadic_decision_desc
selection_tooltip = become_nomadic_decision_tooltip
ai_check_interval = 0
is_shown = {
has_mpo_dlc_trigger = yes
NOT = { government_has_flag = government_is_nomadic }
is_playable_character = yes
capital_county = {
any_county_situation = {
OR = {
situation:the_great_steppe ?= this
situation:game_rule_extra_nomads_arabs ?= this
situation:game_rule_extra_nomads_sami ?= this
situation:game_rule_extra_nomads_tibet ?= this
situation:game_rule_extra_nomads_sahel ?= this
situation:game_rule_extra_nomads_horn ?= this
}
}
}
}
is_valid = {
is_independent_ruler = yes
is_landed = yes
has_government = tribal_government
realm_size < 10
}
is_valid_showing_failures_only = {
is_at_war = no
is_available = yes
}
cost = {
prestige = {
value = major_prestige_value
}
}
effect = {
every_sub_realm_county = {
limit = {
title_province = {
has_holding_type = tribal_holding
}
}
title_province = {
set_holding_type = nomad_holding
}
}
change_government = nomad_government
every_vassal_or_below = {
limit = {
has_government = tribal_government
highest_held_title_tier >= tier_county
}
change_government = nomad_government
}
}
ai_potential = {
always = no
}
ai_will_do = {
base = 0
}
}