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

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restore_european_union_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/found_european_union.dds"
}
desc = restore_european_union_decision_desc
selection_tooltip = restore_european_union_decision_tooltip
decision_group_type = major
ai_check_interval = 120
is_shown = {
is_ruler = yes
is_playable_character = yes
OR = {
culture = { has_cultural_pillar = heritage_brythonic }
culture = { has_cultural_pillar = heritage_goidelic }
culture = { has_cultural_pillar = heritage_anglo_frisian }
culture = { has_cultural_pillar = heritage_french }
culture = { has_cultural_pillar = heritage_mosellic }
culture = { has_cultural_pillar = heritage_west_germanic }
}
NOT = { #Can only do it once.
is_target_in_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_restored_european_union
}
}
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_republic
government_has_flag = government_is_clan
has_government = administrative_government
}
}
is_valid = {
prestige_level >= max_prestige_level
completely_controls = title:d_meath
completely_controls = title:d_london
completely_controls = title:d_ile_de_france
completely_controls = title:d_toledo
completely_controls = title:d_beja
completely_controls = title:d_brabant
completely_controls = title:d_holland
completely_controls = title:d_luxembourg
completely_controls = title:d_transjurania
completely_controls = title:d_latium
completely_controls = title:d_ostmark
}
is_valid_showing_failures_only = {
is_landed = yes
is_capable_adult = yes
is_imprisoned = no
is_independent_ruler = yes
}
effect = {
custom_tooltip = restore_european_union_decision_effect_tooltip
#Create Roman Empire, shift dejure/history/laws, destroy e_byzantium.
hidden_effect = {
every_held_title = { #Should shift all dejure of all Empires owned at the time.
limit = {
tier = tier_empire
}
every_in_de_jure_hierarchy = {
limit = {
tier = tier_kingdom
}
set_de_jure_liege_title = title:e_european_union
}
}
every_held_title = { #Completely Controlled Kingdoms as well.
limit = {
tier = tier_kingdom
root = { completely_controls = prev }
}
set_de_jure_liege_title = title:e_european_union
}
}
get_title = title:e_european_union
create_title_and_vassal_change = {
type = created
save_scope_as = change
add_claim_on_loss = no
}
resolve_title_and_vassal_change = scope:change
if = { # Move your Title MaAs to your new title if you have any
limit = {
government_has_flag = government_is_administrative
primary_title = {
any_title_maa_regiment = { count >= 1 }
}
}
hidden_effect = {
primary_title = { transfer_title_maa_ownership = title:e_european_union }
}
}
hidden_effect = { set_primary_title_to = title:e_european_union }
every_held_title = { #Should destroy all other Empires owned at the time.
limit = {
tier = tier_empire
NOT = { this = title:e_european_union }
}
root = { destroy_title = prev }
}
if = { #Automatically move capital to Constantinople, unless it's been set to Rome.
limit = {
NOT = { capital_county = { this = title:c_brabant } }
}
hidden_effect = {
if = { #Usurp if not held personally.
limit = {
NOT = { this = title:c_brabant.holder }
}
create_title_and_vassal_change = {
type = returned
save_scope_as = change
add_claim_on_loss = no
}
title:c_brabant = {
change_title_holder = {
holder = root
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
}
}
root = { set_realm_capital = title:c_brabant }
}
#hidden_effect = {
# add_character_flag = flag_restorer_of_rome #used for Eulogy.
# title:e_roman_empire = {
# set_variable = rome_was_restored_by_byzantium
# }
#}
#trigger_event = roman_restoration.0001 ###to do later
hidden_effect = {
add_to_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_restored_european_union
}
set_global_variable = {
name = flag_restored_european_union
value = root
}
}
}
ai_potential = {
always = yes
}
ai_will_do = {
base = 100
}
}
form_the_kingdom_of_rhineland_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds"
}
decision_group_type = major
ai_check_interval_by_tier = {
barony = 0
county = 60
duchy = 60
kingdom = 0
empire = 0
hegemony = 0
}
desc = form_the_kingdom_of_rhineland_decision_desc
selection_tooltip = form_the_kingdom_of_rhineland_decision_tooltip
is_shown = {
is_playable_character = yes
highest_held_title_tier <= tier_duchy
NOT = {
is_target_in_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_formed_kingdom_of_rhineland
}
}
OR = {
culture = culture:palatine
culture = culture:rhinelander
culture = culture:turkisch
culture = culture:elsasse
culture = culture:kleverlandish
}
}
is_valid = {
top_liege = this
has_title = title:d_lower_lorraine
has_title = title:d_cologne
has_title = title:d_trier
has_title = title:c_mainz
completely_controls = title:d_lower_lorraine
completely_controls = title:d_cologne
completely_controls = title:d_trier
}
is_valid_showing_failures_only = {
is_landed = yes
}
effect = {
gain_heroic_legend_seed_tooltip_effect = yes
save_scope_as = founder
culture = { save_scope_as = founder_culture }
title:k_rhineland = { save_scope_as = k_rhineland }
title:d_trier = { save_scope_as = d_trier }
title:d_cologne = { save_scope_as = d_cologne }
title:d_lower_lorraine = { save_scope_as = d_lower_lorraine }
title:d_alsace = { save_scope_as = d_alsace }
title:c_bitburg = { save_scope_as = c_bitburg }
title:c_nassau = { save_scope_as = c_nassau }
create_title_and_vassal_change = {
type = created
save_scope_as = change
}
title:k_rhineland = {
change_title_holder = {
holder = scope:founder
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
add_prestige = major_prestige_gain
custom_tooltip = form_the_kingdom_of_rhineland_decision_decision.tt.form_rhineland
trigger_event = iberia_north_africa.0131
# De jure shifts.
## Take care of the preferred empire.
if = {
limit = { NOT = { title:k_rhineland.empire = title:d_lower_lorraine.empire } }
title:k_rhineland = { set_de_jure_liege_title = title:d_lower_lorraine.empire }
}
## The heartlands drift over.
title:d_lower_lorraine = { set_de_jure_liege_title = title:k_rhineland }
## Various neighbouring duchies can be preemptively integrated.
if = {
limit = { completely_controls = title:d_alsace }
title:d_alsace = { set_de_jure_liege_title = title:k_rhineland }
}
else = { custom_tooltip = form_the_kingdom_of_rhineland_decision.tt.drift.d_alsace }
if = {
limit = { completely_controls = title:c_bitburg }
title:c_bitburg = { set_de_jure_liege_title = title:d_trier }
}
else = { custom_tooltip = form_the_kingdom_of_rhineland_decision.tt.drift.c_bitburg }
if = {
limit = { completely_controls = title:c_nassau }
title:d_navarra = { set_de_jure_liege_title = title:d_lower_lorraine }
}
else = { custom_tooltip = form_the_kingdom_of_rhineland_decision.tt.drift.c_nassau }
# Once per game.
add_to_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_formed_kingdom_of_rhineland
}
# Note this for books and such.
set_global_variable = {
name = flag_formed_kingdom_of_rhineland
value = scope:founder
}
}
cost = {
gold = {
# Since we want this to happen, it free for the AI...
value = 0
# ... but costs for players
if = {
limit = {
has_treasury = no
is_ai = no
}
add = 200
}
}
treasury = {
value = 0
if = {
limit = {
has_treasury = yes
is_ai = no
}
add = 200
}
}
}
ai_potential = {
any_held_title = {
this = title:d_lower_lorraine
}
}
ai_will_do = { base = 100 }
}