N3OW/common/decisions/dlc_decisions/03_fp2_decisions.txt

1728 lines
42 KiB
Text

# No lists or indexes, only chaos. Keep scrolling down and thou shalt find them.
#############################################
# Hostility Ending #
# by Joe Parkin #
#############################################
### [ROOT.Char.GetPrimaryTitle.GetAdjectiveNoTooltip] Dominance ###
#struggle_iberia_ending_hostility_decision = {
# decision_group_type = major
# title = struggle_iberia_ending_hostility_decision
# picture = {
# reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_hostility.dds"
# }
# extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp2_decision_hostility.dds"
# desc = struggle_iberia_ending_hostility_decision_desc
# selection_tooltip = struggle_iberia_ending_hostility_decision_tooltip
# confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm"
# is_invisible = yes
# sort_order = 80
# cooldown = { days = 1 }
#
# is_shown = {
# is_landless_adventurer = no
# has_fp2_dlc_trigger = yes
# }
#
# is_valid = {
# top_liege = this
#
# OR = {
# custom_tooltip = {
# text = struggle_iberia_ending_hostility_decision_correct_phase_tt
# struggle:iberian_struggle = {
# is_struggle_phase = struggle_iberia_phase_hostility
# }
# }
# ## Completely control Hispania for 5 years
# AND = {
# completely_controls_region = world_europe_west_iberia
# primary_title = {
# tier >= tier_kingdom
# title_held_years >= 5
# }
# }
# }
#
# # Hold and completely control two de jure kingdoms of Hispania
# OR = {
# custom_tooltip = { #
# text = struggle_iberia_ending_hostility_decision_kingdom_tt
# any_held_title = { # 1st kingdom
# title_tier = kingdom
# de_jure_liege = title:e_spain
# root = { completely_controls = prev }
# save_temporary_scope_as = spanish_kingdom
# }
# any_held_title = { # 2nd kingdom
# title_tier = kingdom
# de_jure_liege = title:e_spain
# trigger_if = {
# limit = { exists = scope:spanish_kingdom }
# this != scope:spanish_kingdom
# }
# root = { completely_controls = prev }
# save_temporary_scope_as = spanish_kingdom_2
# }
# }
# custom_tooltip = {
# text = struggle_iberia_ending_hostility_decision_united_spanish_throne_tt
# AND = {
# exists = global_var:unite_the_spanish_thrones_decision_title
# primary_title = global_var:unite_the_spanish_thrones_decision_title
# }
# }
# }
#
#
# # All your capital kingdom's de jure counties are of your culture and faith
# trigger_if = {
# limit = {
# exists = global_var:unite_the_spanish_thrones_decision_title
# primary_title = global_var:unite_the_spanish_thrones_decision_title
# }
# custom_tooltip = {
# text = struggle_iberia_ending_hostility_decision_county_light_tt
# capital_county.de_jure_liege.de_jure_liege = {
# any_de_jure_county = {
# percent >= 0.75
# culture = root.culture
# faith = root.faith
# }
# }
# }
# }
# trigger_else = {
# custom_tooltip = {
# text = struggle_iberia_ending_hostility_decision_county_tt
# capital_county.de_jure_liege.de_jure_liege = {
# any_de_jure_county = {
# count = all
# culture = root.culture
# faith = root.faith
# }
# }
# }
# }
#
# # No other realm controls more than 20% of the Iberia region
# custom_tooltip = {
# text = struggle_iberia_ending_hostility_decision_region_tt
# NOT = {
# struggle:iberian_struggle = {
# any_involved_ruler = {
# this != root
# top_liege = this
# primary_title ?= { is_mercenary_company = no }
# save_temporary_scope_as = iberian_realm
# any_county_in_region = {
# region = world_europe_west_iberia
# percent > fp2_struggle_hostility_region_percent_decimal_value
# holder.top_liege = scope:iberian_realm
# }
# }
# }
# }
# }
#
# # Completely control at least 2 of the important Iberian duchies
# calc_true_if = {
# amount >= 2
# completely_controls = title:d_galicia
# completely_controls = title:d_toledo
# completely_controls = title:d_cordoba
# completely_controls = title:d_valencia
# completely_controls = title:d_barcelona
# }
# }
#
# effect = {
# if = {
# limit = { has_dlc_feature = legends }
# legend_seed_struggle_ending_effect = {
# ENDER = root
# STRUGGLE = iberian_struggle
# }
# }
# if = {
# limit = { has_ach_dlc_trigger = yes }
# add_character_flag = ach_ended_struggle
# }
#
# ##### Major Effects #####
# show_as_tooltip = {
# dynasty = { add_dynasty_prestige = 10000 }
# fp2_struggle_hostility_ender_effect = yes
# }
# # Hispania is available!
# custom_tooltip = fp2_struggle_can_create_empire_of_hispania_tt
# custom_description_no_bullet = { text = fp2_struggle_house_tt }
# # Keep the Struggle Clash for your House
# custom_tooltip = fp2_struggle_can_keep_using_struggle_clash_tt
# # Boost to culture and faith conversion
# custom_tooltip = fp2_struggle_hostility_conversion_tt
# # Damage opinion with other culture/faiths
# custom_tooltip = fp2_struggle_hostility_opinion_tt
# custom_tooltip = fp2_struggle_hostility_opinion_negative_tt
# # Choose Holy War boost, Culture War boost, or both
# custom_description_no_bullet = { text = fp2_struggle_hostility_list_tt }
# #custom_tooltip = fp2_struggle_hostility_holy_cb_joint_tt
# #custom_tooltip = fp2_struggle_hostility_culture_cb_tt
#
#
#
# show_as_tooltip = {
# stress_impact = {
# humble = medium_stress_impact_gain
# cynical = medium_stress_impact_gain
# }
# }
#
#
# # Achievements
# add_achievement_global_variable_effect = {
# VARIABLE = fp2_iberian_hostilities_achievement_unlocked
# VALUE = yes
# }
# fp2_holiday_in_iberia_check = yes
#
# # Trigger a player facing event as a coda
# trigger_event = fp2_struggle.0900
# }
#
# cost = {}
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 0
# kingdom = 120
# empire = 120
# hegemony = 120
# }
#
# ai_potential = { always = yes }
#
# ai_will_do = { base = 100 }
#}
##############################################
## Compromise Ending #
## by Joe Parkin #
##############################################
#
#### Status Quo ###
#struggle_iberia_ending_compromise_decision = {
# decision_group_type = major
# title = struggle_iberia_ending_compromise_decision
# picture = {
# reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_compromise.dds"
# }
# extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp2_decision_compromise.dds"
# desc = struggle_iberia_ending_compromise_decision_desc
# selection_tooltip = struggle_iberia_ending_compromise_decision_tooltip
# confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm"
# is_invisible = yes
# cooldown = { days = 1 }
#
# sort_order = 80
#
# is_shown = {
# is_landless_adventurer = no
# has_fp2_dlc_trigger = yes
# }
#
# is_valid = {
# top_liege = this
#
# custom_tooltip = {
# text = struggle_iberia_ending_compromise_decision_correct_phase_tt
# struggle:iberian_struggle = {
# is_struggle_phase = struggle_iberia_phase_compromise
# }
# }
#
# OR = {
# # Exalted among Men or higher
# prestige_level >= very_high_prestige_level
# # Hold and completely control a de jure kingdom of Hispania
# custom_tooltip = {
# text = struggle_iberia_ending_compromise_decision_kingdom_tt
# fp2_struggle_ending_hold_de_jure_kingdom_trigger = yes
# }
# }
#
# # Control less than 50% of Iberia
# custom_tooltip = {
# text = struggle_iberia_ending_compromise_decision_region_tt
# fp2_struggle_ending_percent_iberia_trigger = yes
# }
#
# # No one else controls more than 50% of Iberia
# custom_tooltip = {
# text = struggle_iberia_ending_compromise_decision_other_region_tt
# fp2_struggle_ending_other_percent_iberia_trigger = yes
# }
#
# # No Independent Involved rulers are at war with each other
# custom_tooltip = {
# text = struggle_iberia_ending_compromise_truce_tt
# NOT = {
# struggle:iberian_struggle = {
# any_involved_ruler = {
# top_liege = this
# is_landless_adventurer = no
# primary_title = { is_mercenary_company = no }
# any_primary_war_enemy = {
# top_liege = this
# is_landless_adventurer = no
# any_character_struggle = {
# involvement = involved
# is_struggle_type = iberian_struggle
# }
# primary_title = { is_mercenary_company = no }
# }
# }
# }
# }
# }
#
# OR = {
# # Every other involved independent ruler in Iberia has at least 60 opinion of you or is strong hooked
# custom_tooltip = {
# text = struggle_iberia_ending_compromise_decision_opinion_tt
# struggle:iberian_struggle = {
# NOT = {
# any_involved_ruler = {
# this != root
# top_liege = this
# primary_title = { is_holy_order = no }
# primary_title = { is_mercenary_company = no }
# is_landless_adventurer = no
# save_temporary_scope_as = this_character
# NOR = {
# root = { has_strong_hook = scope:this_character }
# opinion = {
# target = root
# value >= struggle_iberia_ending_compromise_decision_opinion_value
# }
# }
# }
# }
# }
# }
# # No other independent ruler in Iberia is a king or above
# custom_tooltip = {
# text = struggle_iberia_ending_compromise_decision_independent_tt
# struggle:iberian_struggle = {
# NOT = {
# any_involved_ruler = {
# this != root
# top_liege = this
# primary_title = { is_mercenary_company = no }
# is_landless_adventurer = no
# primary_title.tier >= tier_kingdom
# }
# }
# }
# }
# # More than 25% of Iberia is controlled by Interloper or Uninvolved rulers
# custom_tooltip = {
# text = struggle_iberia_ending_compromise_decision_interloper_tt
# any_county_in_region = {
# region = world_europe_west_iberia
# percent > fp2_struggle_compromise_uninvolved_percent_decimal_value
# holder.top_liege = { fp2_character_interloper_in_struggle_trigger = yes }
# }
# }
# }
#
# # Completely control any of the important Iberian duchies
# calc_true_if = {
# amount >= 1
# completely_controls = title:d_galicia
# completely_controls = title:d_toledo
# completely_controls = title:d_cordoba
# completely_controls = title:d_valencia
# completely_controls = title:d_barcelona
# }
# }
#
# effect = {
# if = {
# limit = { has_dlc_feature = legends }
# legend_seed_struggle_ending_effect = {
# ENDER = root
# STRUGGLE = iberian_struggle
# }
# }
# if = {
# limit = { has_ach_dlc_trigger = yes }
# add_character_flag = ach_ended_struggle
# }
# ##### Major Effects #####
# # Personal effects for ruler
# show_as_tooltip = { fp2_struggle_compromise_ender_effect = yes }
# # Independent/Split De Jure Duchies will become De Jure Kingdoms
# if = {
# limit = {
# title:e_spain = {
# any_in_de_jure_hierarchy = { fp2_struggle_ending_compromise_independent_duchy_trigger = yes }
# }
# }
# custom_tooltip = fp2_struggle_compromise_create_new_kingdoms_tt
# }
# # Other Tooltips!
# fp2_struggle_compromise_tooltip_effect = yes
#
# ##### Minor Effects #####
# # Self-sufficiency/defensive modifiers for each independent realm
# show_as_tooltip = { fp2_struggle_compromise_modifier_rewards_effect = yes }
#
# show_as_tooltip = {
# stress_impact = {
# arrogant = medium_stress_impact_gain
# }
# }
#
# # Achievements
# add_achievement_global_variable_effect = {
# VARIABLE = fp2_iberian_compromise_achievement_unlocked
# VALUE = yes
# }
# fp2_holiday_in_iberia_check = yes
#
# # Trigger a player facing event as a coda
# trigger_event = fp2_struggle.0901
# }
#
# cost = {}
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 0
# kingdom = 120
# empire = 120
# hegemony = 120
# }
#
# ai_potential = { always = yes }
#
# ai_will_do = { base = 100 }
#}
#
##############################################
## Conciliation Ending #
## by Joe Parkin #
##############################################
#
#### Détente ###
#struggle_iberia_ending_conciliation_decision = {
# decision_group_type = major
# title = struggle_iberia_ending_conciliation_decision
# picture = {
# reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_conciliation.dds"
# }
# extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp2_decision_conciliation.dds"
# desc = struggle_iberia_ending_conciliation_decision_desc
# selection_tooltip = struggle_iberia_ending_conciliation_decision_tooltip
# confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm"
# is_invisible = yes
# cooldown = { days = 1 }
#
# sort_order = 80
#
# is_shown = {
# is_landless_adventurer = no
# has_fp2_dlc_trigger = yes
# }
#
# is_valid = {
# top_liege = this
#
# custom_tooltip = {
# text = struggle_iberia_ending_conciliation_decision_correct_phase_tt
# struggle:iberian_struggle = {
# is_struggle_phase = struggle_iberia_phase_conciliation
# }
# }
#
# prestige_level >= very_high_prestige_level # Exalted among Men or higher
#
# # Hold and completely control a de jure kingdom of Hispania
# custom_tooltip = {
# text = struggle_iberia_ending_compromise_decision_kingdom_tt
# fp2_struggle_ending_hold_de_jure_kingdom_trigger = yes
# }
#
# # Every other independent involved ruler in Iberia is allied to you
# custom_tooltip = {
# text = struggle_iberia_ending_conciliation_decision_alliance_tt
# struggle:iberian_struggle = {
# NOT = {
# any_involved_ruler = {
# top_liege = this
# is_landless_adventurer = no
# primary_title = { is_mercenary_company = no }
# primary_title = { is_holy_order = no }
# NOR = {
# this = root
# is_allied_to = root
# }
# }
# }
# }
# }
#
# # Control less than 50% of Iberia
# custom_tooltip = {
# text = struggle_iberia_ending_compromise_decision_region_tt
# fp2_struggle_ending_percent_iberia_trigger = yes
# }
# }
#
# effect = {
# if = {
# limit = { has_dlc_feature = legends }
# legend_seed_struggle_ending_effect = {
# ENDER = root
# STRUGGLE = iberian_struggle
# }
# }
# if = {
# limit = { has_ach_dlc_trigger = yes }
# add_character_flag = ach_ended_struggle
# }
# ##### Major Effects #####
# show_as_tooltip = {
# fp2_struggle_conciliation_ender_effect = yes
# fp2_struggle_conciliation_tooltip_effect = yes
# fp2_struggle_conciliation_modifier_rewards_effect = yes
# }
#
# show_as_tooltip = {
# stress_impact = {
# arrogant = medium_stress_impact_gain
# zealous = medium_stress_impact_gain
# }
# }
#
# # Achievements
# add_achievement_global_variable_effect = {
# VARIABLE = fp2_iberian_conciliation_achievement_unlocked
# VALUE = yes
# }
# fp2_holiday_in_iberia_check = yes
#
#
# # Trigger a player facing event as a coda
# trigger_event = fp2_struggle.0902
# }
#
# cost = {}
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 0
# kingdom = 120
# empire = 120
# hegemony = 120
# }
#
# ai_potential = { always = yes }
#
# ai_will_do = { base = 100 }
#}
#
#####################################
### Secure the Mediterranean
### By Hugo Cortell
#####################################
##### Secure The Mediterranean ###
##secure_mediterranean_decision = {
## title = fp2_secure_mediterranean.t
## picture = {
## reference = "gfx/interface/illustrations/event_scenes/fp1_ocean.dds"
## }
## desc = fp2_secure_mediterranean.desc
## decision_group_type = major
##
## selection_tooltip = fp2_secure_mediterranean.tip
## sort_order = 50
##
## is_shown = {
## # DLC check
## has_fp2_dlc_trigger = yes
## # Standard checks
## is_playable_character = yes
## exists = dynasty
## NOT = {
## is_target_in_global_variable_list = {
## name = unavailable_unique_decisions
## target = flag:flag_secured_the_mediterranean
## }
## }
##
## OR = {
## completely_controls = title:d_sardinia
## completely_controls = title:d_sicily
## AND = {
## completely_controls = title:d_mallorca
## completely_controls = title:d_corsica
## }
## }
## }
##
## is_valid = {
## completely_controls = title:d_mallorca
## completely_controls = title:d_sardinia
## completely_controls = title:d_corsica
## completely_controls = title:d_sicily
## }
##
## is_valid_showing_failures_only = {
## is_landed = yes
## }
##
## effect = {
## add_to_global_variable_list = {
## name = unavailable_unique_decisions
## target = flag:flag_secured_the_mediterranean
## }
##
## # LOC
## root = {
## save_scope_as = mediterranean_conqueror
## house = { save_scope_as = mediterranean_house }
## }
## title:d_mallorca = { save_scope_as = mallorca }
## title:d_sardinia = { save_scope_as = sardinas }
## title:d_sicily = { save_scope_as = sicily }
## title:k_mediterranean_sea = { save_scope_as = mediterranean_title }
##
## every_player = {
## limit = {
## this != ROOT
## any_held_title = { title_province = { geographical_region = dlc_fp2_mediterranean_shoreline } }
## }
## send_interface_message = {
## type = event_generic_bad_with_text
## title = secure_mediterranean_decision.involved_notif
## desc = secure_mediterranean_decision.involved_notif_desc # Players who get this: "why do I hear boss music?" (It is meant to sound vaguely threatening)
## left_icon = scope:mediterranean_conqueror
##
## show_as_tooltip = {
## scope:mediterranean_conqueror = {
## house = {
## add_house_modifier = {
## modifier = fp2_controls_the_mediterranean_house_modifier
## years = 100
## }
## }
## dynasty = { add_dynasty_prestige = major_prestige_gain }
## }
## }
## }
## }
##
## house = {
## add_house_modifier = {
## modifier = fp2_controls_the_mediterranean_house_modifier
## years = 100
## }
## }
## dynasty = { add_dynasty_prestige = major_prestige_gain } # You used to get +25% prestiege, but that caused UI issues
## custom_tooltip = secure_mediterranean_decision.a
##
## create_title_and_vassal_change = {
## type = created
## save_scope_as = title_change
## add_claim_on_loss = yes
## }
## title:k_mediterranean_sea = {
## change_title_holder = {
## holder = root
## change = scope:title_change
## }
## }
## resolve_title_and_vassal_change = scope:title_change
## title:d_mallorca = { set_de_jure_liege_title = title:k_mediterranean_sea }
## title:d_sardinia = { set_de_jure_liege_title = title:k_mediterranean_sea }
## title:d_corsica = { set_de_jure_liege_title = title:k_mediterranean_sea }
## title:d_sicily = { set_de_jure_liege_title = title:k_mediterranean_sea }
##
## hidden_effect = {
## title:k_mediterranean_sea = { set_de_jure_liege_title = title:e_italy } # Straying closer to remaking the roman empire
## trigger_event = iberia_north_africa.2105
## }
## }
##
## cost = {
## gold = {
## value = 0
## if = {
## limit = {
## has_treasury = no
## }
## add = major_gold_value
## multiply = 1.5
## round = yes
## }
## }
## treasury = {
## value = 0
## if = {
## limit = {
## has_treasury = yes
## }
## add = major_gold_value
## multiply = 1.5
## round = yes
## }
## }
## prestige = {
## value = major_prestige_gain
## multiply = 3
## round = yes
## }
## }
##
## ai_check_interval_by_tier = {
## barony = 0
## county = 0
## duchy = 0
## kingdom = 730
## empire = 730
## hegemony = 730
## }
##
## ai_potential = {
## is_ruler = yes
## short_term_gold >= {
## value = major_gold_value
## multiply = 1.5
## round = yes
## }
## prestige >= {
## value = major_prestige_gain
## multiply = 3
## round = yes
## }
## }
##
## ai_will_do = {
## base = 80
## }
##}
#
##############################################
## Eat a Cheese
## by Daniel "yes I know what exciting content is stop bullying me" Moore
############################################################################
#### Eat Your Cheese ###
#eat_cheese_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds"
# }
# desc = eat_cheese_decision_desc
#
# is_shown = {
# any_character_artifact = {
# has_variable = has_cheese_artifact
# }
# }
#
# effect = {
#
# custom_tooltip = eat_cheese_effect_tt
#
# trigger_event = fp2_yearly.1008
#
# }
#
# ai_check_interval = 0
#
# ai_potential = {
#
# }
#
# ai_will_do = {
# base = 100
# }
#}
#
####################################
## Sponsor Jewish Sciences
## By Hugo Cortell
####################################
#### Sponsor Jewish Sciences ###
#golden_age_jewish_science_in_iberia_decision = {
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_golden_age.dds"
# }
# desc = golden_age_jewish_science_in_iberia_decision_desc
# decision_group_type = struggle
#
# is_shown = {
# has_fp2_dlc_trigger = yes
# top_liege = root
# top_liege = this # (Redundancy check)
# is_landed_or_landless_administrative = yes
# AND = {
# exists = struggle:iberian_struggle
# any_character_struggle = {
# involvement = involved
# has_struggle_phase_parameter = unlocks_golden_age_jewish_science_decision
# }
# }
# }
#
# is_valid = {
# OR = { # Either the var does not exist (no current golden age) or you are not the sponsor of the current golden age
# NOT = { exists = global_var:fp2_current_jewish_science_sponsor }
# trigger_if = {
# limit = { exists = global_var:fp2_current_jewish_science_sponsor }
# custom_tooltip = {
# text = golden_age_jewish_science_in_iberia_decision_hardcoded_trigger_text.b
# NOT = { root = global_var:fp2_current_jewish_science_sponsor }
# is_ai = no # Prevents the AI from stealing the golden age, players can steal each other's golden age
# }
# }
# }
# trigger_if = { # If you are not your culture's head, you must earn their approval
# limit = {
# exists = culture.culture_head # Redundancy check!
# culture.culture_head != root
# }
# custom_tooltip = {
# text = golden_age_jewish_science_in_iberia_decision_hardcoded_trigger_text.a
# culture.culture_head = {
# save_temporary_opinion_value_as = {
# name = target_opinion
# target = root
# }
# scope:target_opinion > 0
# }
# }
# }
# }
#
# effect = {
# hidden_effect = { # Prevent any case in which modifiers could be stacked
# struggle:iberian_struggle = {
# every_involved_ruler = {
# remove_character_modifier = fp2_sponsored_golden_age_modifier
# remove_character_modifier = fp2_part_of_golden_age_modifier
# }
# }
# }
#
# send_interface_toast = {
# type = event_toast_effect_good
# title = golden_age_jewish_science_in_iberia_decision.player_notif.t
# right_icon = root
# play_music_cue = mx_cue_meadandwine
#
# add_character_modifier = {
# modifier = fp2_sponsored_golden_age_modifier
# years = 120
# }
# capital_county = {
# add_county_modifier = {
# modifier = fp2_epicenter_of_golden_age_modifier
# years = 60
# }
# }
# }
# culture = { add_to_list = already_involved_cultures } # Ensures that only one top ruler for each involved culture is picked
# struggle:iberian_struggle = {
# every_involved_ruler = {
# custom = fp2_one_independent_ruler_of_each_culture_notifier
# limit = {
# culture = { save_temporary_scope_as = current_culture }
# NOT = { # Checks that it is not in the list of "I am already benefiting from this"
# this = root # (Also must not be root)
# any_in_list = {
# list = already_involved_cultures
# this = scope:current_culture
# }
# }
# top_liege = this # Redundancy checks, vital to ensuring this has a 110% success rate
# top_liege = this # Redundancy check
# }
# if = {
# limit = { NOT = { has_character_modifier = fp2_part_of_golden_age_modifier } }
# culture = { add_to_list = already_involved_cultures }
# send_interface_toast = {
# type = event_toast_effect_good
# title = golden_age_jewish_science_in_iberia_decision.player_notif.t
# right_icon = root # Showing root is WAD, lets other players know who started it
#
# add_character_modifier = {
# modifier = fp2_part_of_golden_age_modifier
# years = 120
# }
# }
# }
# }
# }
#
# hidden_effect = {
# random_list = {
# 100 = {
# trigger_event = { # Translator/book retailer event
# id = iberia_north_africa.2001
# days = { 4 32 }
# }
# }
# 110 = {
# trigger_event = { # Cataract Surgery event
# id = iberia_north_africa.2002
# days = { 4 32 }
# }
# }
# 90 = {
# trigger_event = { # Bickering scholars event
# id = iberia_north_africa.2003
# days = { 4 32 }
# }
# }
# }
# }
#
# set_global_variable = {
# name = fp2_current_jewish_science_sponsor
# value = root
# years = 120
# }
# }
#
# cost = {
# gold = {
# value = 0
# if = {
# limit = {
# has_treasury = no
# }
# add = major_gold_value
# multiply = 2.25
# round = yes
# }
# }
# treasury = {
# value = 0
# if = {
# limit = {
# has_treasury = yes
# }
# add = major_gold_value
# multiply = 2.25
# round = yes
# }
# }
# }
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 0
# kingdom = 730
# empire = 730
# hegemony = 730
# }
#
# ai_potential = {}
#
# ai_will_do = {
# base = 0
# modifier = {
# add = {
# value = learning
# multiply = 5
# round = yes
# }
# always = yes
# }
# }
#}
#
##############################################
## Convene Council of Toledo #
## by Joe Parkin and Ola Jentzsch #
##############################################
#### Council Of Toledo Decision ###
#council_of_toledo_decision = {
# title = council_of_toledo_decision_title
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
# }
# desc = {
# first_valid = {
# triggered_desc = {
# trigger = { exists = global_var:council_of_toledo_counter }
# desc = council_of_toledo_decision_desc_count
# }
# desc = council_of_toledo_decision_desc
# }
# }
# selection_tooltip = council_of_toledo_decision_tooltip
# cooldown = { years = council_of_toledo_decision_decision_cooldown_value }
# decision_group_type = major
#
# sort_order = 80
#
# is_shown = {
# # DLC check
# has_fp2_dlc_trigger = yes
# # Is Mozarabic (or reformed Mozarabic)
# faith = {
# portrait_religious_faith_or_foundational_trigger = { FAITH = faith:mozarabic_church }
# }
# any_vassal = { }
# }
#
# is_valid = {
# # Owns Toledo
# custom_tooltip = {
# text = council_of_toledo_decision_toledo_holder_trigger
# is_toledo_ownership_valid_trigger = yes
# }
# any_vassal = {
# count >= 3
# is_powerful_vassal = yes
# custom_tooltip = {
# text = council_of_toledo_decision_toledo_faith_trigger
# faith = root.faith
# }
# }
#
# realm_size >= council_of_toledo_realm_size_value
# # update fp2_struggle_council_toledo_decision_trigger if changing this
# }
#
# is_valid_showing_failures_only = {
# is_landed = yes
# # Not at war
# is_at_war = no
# }
#
# effect = {
# custom_tooltip = council_of_toledo_decision_tt
# faith:mozarabic_church = {
# change_fervor = {
# value = 10
# desc = fervor_gain_ascetic_example
# }
# }
# # Council counter
# if = {
# limit = { exists = global_var:council_of_toledo_counter }
# change_global_variable = {
# name = council_of_toledo_counter
# add = 1
# }
# }
# else = {
# set_global_variable = {
# name = council_of_toledo_counter
# value = 19
# }
# }
# if = {
# limit = {
# any_character_struggle = { is_struggle_type = iberian_struggle }
# }
# custom_tooltip = council_of_toledo_decision_catalyst_tt
# }
# trigger_event = {
# on_action = fp2_struggle_council_toledo_organize
# days = 1
# }
# }
#
# cost = {
# gold = {
# value = 0
# if = {
# limit = {
# has_treasury = no
# }
# add = council_of_toledo_gold_cost_value
# }
# }
# treasury = {
# value = 0
# if = {
# limit = {
# has_treasury = yes
# }
# add = council_of_toledo_gold_cost_value
# }
# }
# piety = council_of_toledo_piety_cost_value
# }
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 0
# kingdom = 60
# empire = 60
# hegemony = 60
# }
#
# ai_potential = {
# is_ruler = yes
# short_term_gold >= council_of_toledo_gold_cost_value
# }
#
# ai_will_do = {
# base = 100
# }
#}
#
##############################################
## Secure Iberian Foothold
## by Joe Parkin and Ola Jentzsch
##############################################
#### Secure Iberian Foothold Decision ###
#secure_iberian_foothold_decision = {
# title = secure_iberian_foothold_decision_title
# picture = {
# reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds"
# }
# desc = secure_iberian_foothold_decision_desc
# selection_tooltip = secure_iberian_foothold_decision_tooltip
# sort_order = 80
# decision_group_type = struggle
#
# is_shown = {
# is_landless_adventurer = no
# # DLC check
# has_fp2_dlc_trigger = yes
# # Struggle is active
# exists = struggle:iberian_struggle
# # Not Involved and capital lies outside Iberia
# custom_tooltip = {
# text = fp2_struggle_uninvolved_or_external_tt
# NOR = {
# any_character_struggle = {
# is_struggle_type = iberian_struggle
# involvement = involved
# }
# }
# }
# # Hold land near Iberia
# any_sub_realm_county = {
# title_province = {
# OR = {
# geographical_region = world_europe_west_iberia # Iberia
# geographical_region = ghw_region_southern_france # Aquitaine
# geographical_region = world_africa_north_west # Maghreb
# }
# }
# }
# NOT = { has_title = title:e_spain }
# }
#
# is_valid = {
# ##### General triggers #####
# # Struggle phase must be right
# custom_tooltip = {
# text = fp2_struggle_uninvolved_or_external_tt
# NOT = {
# capital_province = { geographical_region = world_europe_west_iberia }
# }
# }
# custom_tooltip = {
# text = fp2_struggle_secure_iberian_foothold_empire_tt
# any_held_title = {
# title_tier >= empire
# NOT = { this = title:e_spain }
# }
# }
# # If my religion is involved, I need to own the better portion of those counties
# trigger_if = {
# limit = {
# religion = {
# any_faith = {
# struggle:iberian_struggle = { is_faith_involved_in_struggle = prev }
# }
# }
# }
# custom_tooltip = {
# text = fp2_struggle_secure_iberian_foothold_religion_tt
# fp2_struggle_secure_iberian_foothold_religion_percent_value >= fp2_struggle_secure_iberian_foothold_religion_target_percent_value
# }
# }
# # Otherwise, I need to own a big chunk of the peninsula
# trigger_else = {
# custom_tooltip = {
# text = fp2_struggle_secure_iberian_foothold_outsider_tt
# any_county_in_region = {
# region = world_europe_west_iberia
# percent >= fp2_struggle_secure_iberian_foothold_outsider_target_percent_decimal_value
# holder.top_liege = root
# }
# }
# }
#
# ##### Iberian kingdom triggers #####
#
# # Any de jure kingdom of Iberia is completely controlled
# custom_tooltip = {
# text = fp2_struggle_secure_iberian_foothold_kingdom_iberian_tt
# any_held_title = { fp2_struggle_secure_iberian_foothold_iberian_kingdom_trigger = yes }
# }
# # Real tooltips
# trigger_if = {
# limit = { exists = scope:iberian_kingdom_temp }
# # That kingdom is mostly my faith
# custom_tooltip = {
# text = fp2_struggle_secure_iberian_foothold_kingdom_faith_tt
# fp2_struggle_secure_iberian_foothold_faith_trigger = yes
# }
# # Borders held lands in a non-Iberian kingdom you hold
# custom_tooltip = {
# text = fp2_struggle_secure_iberian_foothold_kingdom_border_tt
# scope:iberian_kingdom_temp = { fp2_struggle_secure_iberian_foothold_outsider_kingdom_trigger = yes }
# }
# # Held that kingdom for a while
# custom_tooltip = {
# text = fp2_struggle_secure_iberian_foothold_kingdom_held_tt
# scope:iberian_kingdom_temp = { title_held_years >= fp2_struggle_secure_iberian_foothold_years_value }
# }
# }
# # Fake tooltips
# trigger_else = {
# custom_tooltip = {
# text = fp2_struggle_secure_iberian_foothold_kingdom_faith_tt
# always = no
# }
# # Borders held lands in a non-Iberian kingdom you hold
# custom_tooltip = {
# text = fp2_struggle_secure_iberian_foothold_kingdom_border_tt
# always = no
# }
# custom_tooltip = {
# text = fp2_struggle_secure_iberian_foothold_kingdom_held_tt
# always = no
# }
# }
# }
#
# is_valid_showing_failures_only = {
# trigger_if = {
# limit = { exists = struggle:iberian_struggle }
# custom_tooltip = {
# text = fp2_struggle_phase_hostility_or_opportunity_tt
# struggle:iberian_struggle = {
# has_struggle_phase_parameter = unlocks_secure_iberian_foothold_decision
# }
# }
# }
# }
#
# effect = {
# legend_seed_struggle_ending_effect = {
# ENDER = root
# STRUGGLE = iberian_struggle
# }
# if = {
# limit = { has_ach_dlc_trigger = yes }
# add_character_flag = ach_ended_struggle
# }
# if = {
# limit = {
# any_held_title = { title_tier = empire }
# }
# custom_tooltip = fp2_struggle_secure_iberian_foothold_empire_held_effect_tt
# }
# else = { custom_tooltip = fp2_struggle_secure_iberian_foothold_empire_dejure_effect_tt }
#
# trigger_event = {
# id = fp2_other_decisions.1000
# }
#
# custom_tooltip = fp2_struggle_secure_iberian_foothold_ends_the_struggle_tt
# }
#
# cost = {}
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 0
# kingdom = 120
# empire = 120
# hegemony = 120
# }
#
# ai_potential = {}
#
# ai_will_do = {
# base = 100
# }
#}
#
###################################
# Build Pilgrim Roads
# By Hugo Cortell
###################################
### Build Pilgrim Roads ###
build_holy_pilgrim_roads_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_opening.dds"
}
sort_order = 300
decision_group_type = struggle
is_shown = {
faith = {
any_holy_site = {
holder.top_liege = root
count > 0
}
}
any_character_struggle = {
involvement = involved
has_struggle_phase_parameter = unlocks_build_pilgrim_roads_decision
}
}
is_valid = {
custom_tooltip = {
text = build_holy_pilgrim_roads_decision_hardcoded_trigger_text.a
faith = {
any_holy_site = {
holder.top_liege = root
NOT = { county = { has_county_modifier = fp2_pilgrim_roads_modifier } }
count > 0
}
}
}
}
effect = {
hidden_effect = {
faith = {
random_holy_site = {
limit = {
holder.top_liege = root
NOT = { county = { has_county_modifier = fp2_pilgrim_roads_modifier } }
}
save_scope_as = chosen_holy_site_for_pilgrim_roads
county = {
save_scope_as = chosen_location_for_pilgrim_roads
add_county_modifier = {
modifier = fp2_pilgrim_roads_modifier
years = 50
}
}
}
}
}
send_interface_toast = {
type = event_toast_effect_good
title = build_holy_pilgrim_roads_decision_construction_notif.t
desc = build_holy_pilgrim_roads_decision_construction_notif.desc
add_piety = major_piety_gain
show_as_tooltip = {
scope:chosen_location_for_pilgrim_roads = {
add_county_modifier = {
modifier = fp2_pilgrim_roads_modifier
years = 50
}
}
}
}
if = { # QA QoL
limit = { debug_only = yes }
custom_tooltip = debug_generic_option_shortened_trigger_can_disable
hidden_effect = {
random_list = {
1 = {
trigger_event = {
id = iberia_north_africa.2011
days = 4
}
}
1 = {
trigger_event = {
id = iberia_north_africa.2012
days = 4
}
}
1 = {
trigger_event = {
id = iberia_north_africa.2013
days = 4
}
}
}
}
}
else = {
hidden_effect = {
random_list = {
1 = {
trigger_event = {
id = iberia_north_africa.2011
days = { 32 2048 }
}
}
1 = {
trigger_event = {
id = iberia_north_africa.2012
days = { 32 2048 }
}
}
1 = {
trigger_event = {
id = iberia_north_africa.2013
days = { 32 2048 }
}
}
}
}
}
}
cost = {
gold = {
value = 0
if = {
limit = {
has_treasury = no
}
add = massive_gold_value
}
}
treasury = {
value = 0
if = {
limit = {
has_treasury = yes
}
add = massive_gold_value
}
}
}
ai_check_interval_by_tier = {
barony = 0
county = 730
duchy = 730
kingdom = 730
empire = 730
hegemony = 730
}
ai_potential = {}
ai_will_do = {
base = 50
modifier = {
add = learning
always = yes
}
modifier = {
add = -50
has_trait = cynical
}
modifier = {
add = 10
has_trait = zealous
}
modifier = {
add = -40
short_term_gold < massive_gold_value
}
}
}
#############################################
# Found Kingdom of Toledo
# by Joe Parkin
#############################################
### Found Kingdom Toledo Decision ###
found_kingdom_toledo_decision = {
title = found_kingdom_toledo_decision_title
picture = {
reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds"
}
desc = found_kingdom_toledo_decision_desc
selection_tooltip = found_kingdom_toledo_decision_tooltip
sort_order = 80
decision_group_type = major
is_shown = {
# DLC check
has_fp2_dlc_trigger = yes
culture = { has_cultural_pillar = heritage_iberian }
faith = {
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:mozarabic_church }
}
NOT = {
is_target_in_global_variable_list = {
name = unavailable_unique_decisions
target = flag:form_toledo_decision
}
}
title:e_spain = {
any_in_de_jure_hierarchy = {
any_title_to_title_neighboring_and_across_water_duchy = { this = title:d_toledo }
de_jure_liege = {
any_in_de_jure_hierarchy = {
count > 2
tier = tier_duchy
}
}
}
}
}
is_valid = {
top_liege = this
custom_tooltip = {
text = found_kingdom_toledo_capital_tt
capital_county = title:c_toledo
}
custom_tooltip = {
text = found_kingdom_toledo_culture_tt
culture = { has_cultural_pillar = heritage_iberian }
}
custom_tooltip = {
text = found_kingdom_toledo_faith_tt
faith = {
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:mozarabic_church }
}
}
completely_controls = title:d_toledo
custom_tooltip = {
text = found_kingdom_toledo_duchy_tt
any_held_title = {
title_tier = duchy
is_titular = no
NOT = { this = title:d_toledo }
root = { completely_controls = prev }
any_title_to_title_neighboring_and_across_water_duchy = { this = title:d_toledo }
}
}
}
is_valid_showing_failures_only = {
is_landed = yes
}
cost = {
gold = {
value = 0
if = {
limit = {
has_treasury = no
}
add = 250
}
}
treasury = {
value = 0
if = {
limit = {
has_treasury = yes
}
add = 250
}
}
}
effect = {
save_scope_as = toledo_former
gain_heroic_legend_seed_tooltip_effect = yes
fp2_struggle_found_kingdom_toledo_empire_effect = yes
save_scope_value_as = {
name = has_kingdom_toledo_absorb_list_been_created
value = yes
}
trigger_event = fp2_other_decisions.1100
#Can only happen once
add_to_global_variable_list = {
name = unavailable_unique_decisions
target = flag:form_toledo_decision
}
set_global_variable = {
name = form_toledo_decision
value = scope:toledo_former
}
}
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 120
kingdom = 120
empire = 120
hegemony = 120
}
ai_potential = {}
ai_will_do = {
base = 100
}
}
#############################################
# Develop a city
# by Maxence Voleau
#############################################
### Expand Cities ###
improve_city_province_decision = {
title = improve_city_province_decision_name
picture = {
reference = "gfx/interface/illustrations/decisions/decision_misc.dds"
}
desc = improve_city_province_decision_desc
selection_tooltip = improve_city_province_decision_tooltip
cooldown = { years = 50 }
sort_order = 90
is_shown = {
is_landless_adventurer = no
dynasty ?= {
has_dynasty_perk = fp2_urbanism_legacy_5
}
}
is_valid_showing_failures_only = {
custom_tooltip = {
text = improve_city_province_decision_at_least_one_city_tt
any_sub_realm_county = {
count > 0
holder = root
any_county_province = {
building_slots <= 5
has_holding_type = city_holding
}
}
}
}
effect = {
#Generate intelligible effect
if = {
limit = {
any_sub_realm_county = {
count > 0
holder = root
any_county_province = {
building_slots <= 5
has_holding_type = city_holding
}
}
}
every_sub_realm_county = {
# only county directly owned by the character
limit = { holder = root }
every_county_province = {
limit = {
has_holding_type = city_holding
building_slots <= 5
}
save_scope_as = current_province
prev.holder = {
send_interface_toast = {
type = event_toast_effect_good
title = city_gained_building_slots
left_icon = scope:current_province.barony
scope:current_province = {
add_province_modifier = extra_building_slot
}
}
}
}
}
}
else = {
custom_tooltip = improve_city_province_decision_decision_no_effect
}
}
cost = {
gold = {
value = 0
if = {
limit = {
has_treasury = no
}
add = improve_city_province_decision_cost
multiply = {
value = 1
every_sub_realm_county = {
# only county directly owned by the character
limit = { holder = root }
every_county_province = {
limit = {
building_slots <= 5
has_holding_type = city_holding
}
add = 1
}
}
}
}
}
treasury = {
value = 0
if = {
limit = {
has_treasury = yes
}
add = improve_city_province_decision_cost
multiply = {
value = 1
every_sub_realm_county = {
# only county directly owned by the character
limit = { holder = root }
every_county_province = {
limit = {
building_slots <= 5
has_holding_type = city_holding
}
add = 1
}
}
}
}
}
}
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 120
kingdom = 120
empire = 120
hegemony = 120
}
ai_potential = {
is_at_war = no
# Has enough gold.
short_term_gold >= ai_war_chest_desired_gold_value
NOR = {
has_trait = lazy
has_trait = callous
}
}
ai_will_do = {
base = 100
}
}