569 lines
13 KiB
Text
569 lines
13 KiB
Text
adopt_steppe_administration = {
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picture = {
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reference = "gfx/interface/illustrations/decisions/tgp_great_project.dds"
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}
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decision_group_type = nomad_major
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ai_check_interval_by_tier = {
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barony = 0
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county = 0
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duchy = 0
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kingdom = 60
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empire = 60
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hegemony = 0
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}
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desc = adopt_steppe_administration_desc
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selection_tooltip = adopt_steppe_administration_tooltip
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is_shown = {
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has_mpo_dlc_trigger = yes
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has_tgp_dlc_trigger = yes
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government_has_flag = government_is_nomadic
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OR = {
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highest_held_title_tier = tier_kingdom
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highest_held_title_tier = tier_empire
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}
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is_playable_character = yes
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}
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is_valid = {
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custom_tooltip = {
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text = you_are_the_culture_head
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culture = {
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culture_head = root
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}
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}
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OR = { # You need to already be on your way to imperial status, if not already there
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has_realm_law = nomadic_authority_4
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has_realm_law = nomadic_authority_5
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}
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custom_tooltip = {
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text = steppe_admin_kingdom_requirement
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any_realm_de_jure_kingdom = {
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count >= 3
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root = {
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completely_controls = prev
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}
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title_capital_county.title_province ?= {
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OR = {
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has_holding_type = castle_holding
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has_holding_type = city_holding
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has_holding_type = church_holding
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has_holding_type = temple_citadel_holding
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}
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}
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}
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}
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save_temporary_scope_value_as = {
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name = temp_num_tributaries
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value = sub_realm_with_tributaries_size
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}
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custom_tooltip = { # You need a total realm size big enough to impress
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text = steppe_admin_tributary_req
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sub_realm_with_tributaries_size >= 50
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}
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custom_tooltip = { # You need somewhere to get the idea to adopt Merit and examinations from
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text = steppe_admin_merit_req
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OR = {
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any_neighboring_top_liege_realm_owner = {
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AND = {
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government_has_flag = government_has_merit
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highest_held_title_tier >= tier_kingdom
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}
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}
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any_tributary = {
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AND = {
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government_has_flag = government_has_merit
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highest_held_title_tier >= tier_kingdom
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}
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}
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any_vassal_or_below = {
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AND = {
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government_has_flag = government_has_merit
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highest_held_title_tier >= tier_kingdom
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}
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}
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}
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}
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}
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is_valid_showing_failures_only = {
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is_at_war = no
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is_tributary = no
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is_available_adult = yes
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has_active_diarchy = no
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}
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cost = {
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gold = {
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value = 0
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if = {
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limit = {
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has_treasury = no
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}
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add = massive_prestige_value # building an imperial palace isn't cheap, you know
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}
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}
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treasury = {
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value = 0
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if = {
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limit = {
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has_treasury = yes
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}
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add = 500
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}
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}
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prestige = {
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value = monumental_prestige_value
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}
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}
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effect = {
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#GoK stops really being GoK
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gok_government_change_story_end_effect = yes
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if = {
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limit = {
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has_realm_law = nomadic_authority_4
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}
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add_character_flag = realm_law_4
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}
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else = {
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add_character_flag = realm_law_5
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}
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add_legitimacy_effect = { LEGITIMACY = massive_legitimacy_gain }
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dynasty = {
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add_dynasty_prestige = massive_dynasty_prestige_gain
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}
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save_scope_as = nomad_settling_down
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save_scope_value_as = {
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name = invading_herd_value
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value = domicile.herd
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}
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nomad_domicile_refund_treasury_or_gold_effect = yes # we pay you back for your domicile investments
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nomad_convert_herds_to_treasury_or_gold_special_troops_effect = yes # we pay you back for your herd investments
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nomad_to_steppe_admin_new_capital_effect = yes # we arrange a new capital for you the same way we would any other settling nomad
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change_government = steppe_admin_government
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give_noble_family_title = {
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name = noble_family_name
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tier = county
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article = DEFAULT_TITLE_NAME_ARTICLE
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government = steppe_admin_government
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save_scope_as = new_title
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}
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scope:new_title = {
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set_coa = holder.house
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}
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hidden_effect = {
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switch = {
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trigger = has_character_flag
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realm_law_4 = {
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add_realm_law_skip_effects = meritocratic_bureaucracy_2
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remove_character_flag = realm_law_4
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}
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realm_law_5 = {
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add_realm_law_skip_effects = meritocratic_bureaucracy_3
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remove_character_flag = realm_law_5
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}
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}
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}
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hidden_effect = { # We explain this in an earlier tooltip
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add_treasury_or_gold = {
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value = scope:domicile_refund_treasury_or_gold_value
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add = scope:nomad_convert_herds_to_treasury_or_gold_value
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}
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}
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if = {
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limit = {
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NOT = { government_has_flag = government_allows_nomad_domicile_titles }
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any_held_title = {
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is_nomad_title = yes
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}
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}
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every_held_title = {
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limit = {
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is_nomad_title = yes
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}
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root = {
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destroy_title = prev
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}
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}
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}
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custom_tooltip = {
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text = merit_based_vassals_convert_to_steppe_admin
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if = {
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limit = {
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any_vassal = {
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government_has_flag = government_has_merit
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NOT = { government_has_flag = government_is_steppe_admin }
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}
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}
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every_vassal = {
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limit = {
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government_has_flag = government_has_merit
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NOT = { government_has_flag = government_is_steppe_admin }
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}
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change_government = steppe_admin_government
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}
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}
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}
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hidden_effect = {
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every_tributary = {
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add_to_list = tributaries
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}
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every_in_list = {
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list = tributaries
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start_tributary_interaction_effect = { # to update their contract types for your new status
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TRIBUTARY = this
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SUZERAIN = root
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}
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}
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}
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hidden_effect = {
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generate_new_steppe_admin_families_effect = yes # we populate your noble families so you have some starting non-nomadic administrators
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}
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}
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ai_potential = {
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#AI greatest of khans shouldn't be doing this and ruining their GoKness
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NOR = {
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has_trait = greatest_of_khans
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any_owned_story = {
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OR = {
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story_type = story_mongol_invasion
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story_type = story_greatest_of_khans
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}
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}
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}
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}
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ai_will_do = {
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base = 100 # the bar to doing this is high enoug that if the AI can do it, the AI should do it
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}
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}
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### Return to the Steppe ###
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return_to_the_steppe_decision = {
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picture = {
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reference = "gfx/interface/illustrations/event_story/mpo_steppe_region.dds"
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}
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decision_group_type = nomad_major
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desc = return_to_the_steppe_decision_desc
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selection_tooltip = return_to_the_steppe_decision_tooltip
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ai_check_interval_by_tier = {
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barony = 0
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county = 0
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duchy = 0
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kingdom = 72 # just in case there's an orphaned steppe admin kingdom somewhere
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empire = 72
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hegemony = 0
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}
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is_shown = {
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has_mpo_dlc_trigger = yes
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has_tgp_dlc_trigger = yes
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government_has_flag = government_is_steppe_admin
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is_independent_ruler = yes
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is_playable_character = yes
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NOT = {
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any_vassal_or_below = {
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is_ai = no # the gamestate could conceivably result in as situation where you could game over a player-vassal by doing this, so we just make sure it can't happen
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}
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}
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}
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is_valid = {
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has_trait = nomadic_philosophy # you need at least some connection to the steppe to want to go back to it
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custom_tooltip = {
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text = small_enough_realm_to_abandon
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any_realm_county = {
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count <= 10
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title_province = {
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OR = {
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has_holding_type = castle_holding
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has_holding_type = church_holding
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has_holding_type = city_holding
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has_holding_type = temple_citadel_holding
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}
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}
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}
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}
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}
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is_valid_showing_failures_only = {
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is_at_war = no
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is_available = yes
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has_active_diarchy = no
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}
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cost = {
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prestige = {
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value = massive_prestige_value # this is already a escape hatch, so we don't want it to be too punishing
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}
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}
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effect = {
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custom_tooltip = {
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text = treasury_emptying_effect_desc
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empty_treasury_when_abandoning_landed_life_effect = yes # otherwise the treasury sticks around
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}
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refund_noble_family_domicile_buildings_effect = yes
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custom_tooltip = {
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text = nomadize_landless_noble_families
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refund_vassal_noble_families_and_make_them_nomads_effect = yes # for those who share your cultural heritage
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}
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custom_tooltip = {
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text = rehouse_landless_noble_families
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rehome_noble_families_to_compatible_liege_effect = yes # we find a new home for those who don't share your cultural heritage
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}
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custom_tooltip = {
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text = title_maa_regiments_will_be_destroyed
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if = {
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limit = {
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any_maa_regiment = {
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is_title_maa_regiment = yes
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}
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}
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every_maa_regiment = {
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limit = {
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is_title_maa_regiment = yes
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}
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destroy_maa_regiment = yes
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}
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}
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}
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change_government = nomad_government
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hidden_effect = {
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if = {
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limit = {
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exists = scope:current_treasury # saved in empty_treasury_when_abandoning_landed_life_effect
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}
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add_gold = {
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value = scope:current_treasury
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}
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}
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}
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custom_tooltip = {
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text = convert_steppe_admin_to_meritocratic_tooltip
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convert_steppe_admin_vassals_to_meritocratic_effect = yes
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}
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hidden_effect = {
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every_tributary = {
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add_to_list = tributaries
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}
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every_in_list = {
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list = tributaries
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start_tributary_interaction_effect = { # to update their contract types for your new status
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TRIBUTARY = this
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SUZERAIN = root
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}
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}
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}
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}
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ai_potential = {
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capital_county.title_province = {
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NOR = {
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has_holding_type = castle_holding
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has_holding_type = church_holding
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has_holding_type = city_holding
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has_holding_type = temple_citadel_holding
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}
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}
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}
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ai_will_do = {
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base = 100 # if the potential is met, the AI should do it
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}
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}
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### Adopt Meritocratic Government ###
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convert_to_meritocratic_decision = {
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picture = {
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reference = "gfx/interface/illustrations/event_story/tgp_dynastic_cycle_stability.dds"
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}
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decision_group_type = major
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ai_check_interval_by_tier = {
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barony = 0
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county = 0
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duchy = 0
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kingdom = 60
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empire = 60
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hegemony = 0
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}
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desc = convert_to_meritocratic_desc
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selection_tooltip = convert_to_meritocratic_tooltip
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is_shown = {
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has_tgp_dlc_trigger = yes
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government_has_flag = government_is_steppe_admin
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OR = {
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highest_held_title_tier = tier_kingdom # this isn't standard, but will cover some edge cases for orphaned steppe admin kingdoms
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highest_held_title_tier = tier_empire
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}
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any_sub_realm_county = {
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count > 0
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title_province = {
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OR = {
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has_holding_type = castle_holding
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has_holding_type = church_holding
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has_holding_type = city_holding
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has_holding_type = temple_citadel_holding
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}
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}
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}
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is_playable_character = yes
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}
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is_valid = {
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OR = {
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has_realm_law = meritocratic_bureaucracy_2
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has_realm_law = meritocratic_bureaucracy_3
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}
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save_temporary_scope_value_as = {
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name = temp_num_qualifying_counties
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value = temp_num_qualifying_counties_count
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}
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custom_tooltip = {
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text = convert_to_meritocratic_county_count
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any_sub_realm_county = {
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count >= 30
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holder = {
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is_governor_or_admin_count = yes
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government_has_flag = government_has_merit
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}
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title_province = {
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OR = {
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has_holding_type = castle_holding
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has_holding_type = church_holding
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has_holding_type = city_holding
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has_holding_type = temple_citadel_holding
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}
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}
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}
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}
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}
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is_valid_showing_failures_only = {
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is_at_war = no
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is_available_adult = yes
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has_active_diarchy = no
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}
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cost = {
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gold = {
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value = 0
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if = {
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limit = {
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has_treasury = no
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}
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add = monumental_gold_value
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}
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}
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treasury = {
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value = 0
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if = {
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limit = {
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has_treasury = yes
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}
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add = monumental_gold_value
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}
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}
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prestige = {
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value = massive_prestige_value
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}
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influence = {
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value = monumental_influence_value
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}
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}
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effect = {
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add_legitimacy_effect = { LEGITIMACY = monumental_legitimacy_gain }
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dynasty = {
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add_dynasty_prestige = monumental_dynasty_prestige_gain
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}
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tgp_domicile_conversion_when_changing_government_type = {
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NEW_DOMICILE_TYPE = east_asian_estate
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NEW_GOVERNMENT_TYPE = meritocratic_government
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}
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change_government = meritocratic_government
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hidden_effect = {
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every_tributary = {
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add_to_list = tributaries
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}
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every_in_list = {
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list = tributaries
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start_tributary_interaction_effect = { # to update their contract types for your new status
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TRIBUTARY = this
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SUZERAIN = root
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}
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}
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}
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custom_tooltip = {
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text = steppe_admin_vassals_will_convert
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convert_steppe_admin_vassals_to_meritocratic_effect = yes
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}
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custom_tooltip = {
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text = non_merit_based_vassals_become_tributaries
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if = {
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limit = {
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any_vassal = {
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NOT = {
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government_has_flag = government_has_merit
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}
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}
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}
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create_title_and_vassal_change = {
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type = independency
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save_scope_as = change
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add_claim_on_loss = no
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}
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every_vassal = {
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limit = {
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NOT = {
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government_has_flag = government_has_merit
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}
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}
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add_to_list = soon_to_be_former_vassals
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becomes_independent = { change = scope:change }
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}
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resolve_title_and_vassal_change = scope:change
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every_in_list = {
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list = soon_to_be_former_vassals
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start_tributary_interaction_effect = {
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TRIBUTARY = this
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SUZERAIN = root
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}
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}
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}
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}
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}
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ai_potential = {
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}
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ai_will_do = {
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base = 0
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modifier = {
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add = 20
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NOT = { has_trait = nomadic_philosophy }
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}
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modifier = {
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add = 30
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has_trait = education_learning
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}
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modifier = {
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add = 50
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has_religion = religion:confucianism_religion
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}
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modifier = {
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add = 30
|
|
has_trait = confucian_education
|
|
}
|
|
}
|
|
}
|