N3OW/common/character_interactions/00_tribal_interactions.txt
2025-02-19 22:32:34 +00:00

297 lines
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feudalize_tribal_holding_interaction = {
category = interaction_category_uncategorized
hidden = yes
special_interaction = feudalize_tribal_holding
desc = feudalize_tribal_holding_interaction_desc
target_type = title
target_filter = actor_domain_titles
auto_accept = yes
is_shown = {
scope:actor = {
this = scope:recipient
NOT = { government_has_flag = government_is_tribal }
}
}
can_be_picked_title = {
scope:target = {
holder = scope:actor
is_capital_barony = no # we'll use the county in that case
trigger_if = {
limit = { tier <= tier_county }
title_province = {
has_holding_type = tribal_holding
}
}
trigger_else = {
custom_description = {
text = "feudalize_tribal_holding_interaction_title_not_county_or_below"
always = no
}
}
}
}
has_valid_target_showing_failures_only = {
scope:target = {
trigger_if = {
limit = { tier <= tier_county }
title_province = {
barony_controller = scope:actor
has_ongoing_construction = no
}
}
}
}
cost = {
gold = {
scope:actor = {
add = {
value = feudalize_tribal_holding_interaction_cost
desc = BASE
}
if = {
limit = { # More expensive for admin to make barbarians civilized...
government_has_flag = government_is_administrative
}
add = {
value = feudalize_tribal_holding_interaction_cost
multiply = 0.25
desc = has_admin_government
}
if = {
limit = { # Admin get a bonus for high bureaucracy levels
OR = {
has_realm_law = imperial_bureaucracy_2
has_realm_law = imperial_bureaucracy_3
}
}
subtract = {
value = feudalize_tribal_holding_interaction_cost
multiply = {
value = 0.1
if = {
limit = {
has_realm_law = imperial_bureaucracy_3
}
add = 0.15
}
}
desc = imperial_bureaucracy
}
}
}
}
}
}
on_accept = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_good
title = feudalize_tribal_holding_interaction_notification
right_icon = scope:actor
if = {
limit = { exists = scope:target.title_province }
scope:target.title_province = {
set_holding_type = castle_holding
}
}
}
}
}
ai_will_do = {
base = 1500
}
}
support_feudalize_tribal_holding_interaction = {
category = interaction_category_vassal
icon = request_funding_interaction
desc = support_feudalize_tribal_holding_interaction_desc
target_type = title
target_filter = recipient_domain_titles
auto_accept = yes
is_shown = {
scope:actor = {
NOT = { government_has_flag = government_is_tribal }
}
scope:recipient = {
target_is_liege_or_above = scope:actor
NOT = { government_has_flag = government_is_tribal }
NOT = { this = scope:actor }
any_held_title = {
tier <= tier_county
title_province = {
has_holding_type = tribal_holding
}
}
}
}
can_be_picked_title = {
scope:target = {
is_capital_barony = no # we'll use the county in that case
trigger_if = {
limit = { tier <= tier_county }
title_province = {
barony_controller = scope:recipient
has_ongoing_construction = no
}
}
}
}
has_valid_target_showing_failures_only = {
scope:target = {
trigger_if = {
limit = { tier <= tier_county }
title_province = {
has_holding_type = tribal_holding
}
}
trigger_else = {
custom_description = {
text = "feudalize_tribal_holding_interaction_title_not_county_or_below"
always = no
}
}
}
}
cost = {
gold = {
scope:actor = {
add = {
value = feudalize_tribal_holding_interaction_cost
desc = BASE
}
if = {
limit = { # More expensive for admin to make these barbarians civilized...
government_has_flag = government_is_administrative
}
add = {
value = feudalize_tribal_holding_interaction_cost
multiply = 0.25
desc = has_admin_government
}
if = {
limit = { # Admin get a bonus for high bureaucracy levels
OR = {
has_realm_law = imperial_bureaucracy_2
has_realm_law = imperial_bureaucracy_3
}
}
subtract = {
value = feudalize_tribal_holding_interaction_cost
multiply = {
value = 0.1
if = {
limit = {
has_realm_law = imperial_bureaucracy_3
}
add = 0.15
}
}
desc = imperial_bureaucracy
}
}
}
}
}
}
is_highlighted = {
# Highlight the interaction if we have the gold to spare
scope:actor = {
gold >= {
value = feudalize_tribal_holding_interaction_cost
if = {
limit = { # More expensive for admin to convert these... Barbarians...
government_has_flag = government_is_administrative
}
multiply = {
value = 1.25
desc = has_admin_government
}
}
}
}
}
on_accept = {
scope:recipient = {
# Add some opinion to make it worthwhile
add_opinion = {
target = scope:actor
modifier = grateful_opinion
opinion = 15
}
# Notify actor and recipient
scope:actor = {
send_interface_toast = {
type = event_toast_effect_good
title = feudalize_tribal_holding_interaction_notification
left_icon = scope:actor
right_icon = scope:target
if = {
limit = { exists = scope:target.title_province }
scope:target.title_province = {
set_holding_type = castle_holding
}
}
}
}
}
scope:actor = {
# If you are admin, you get some influence for your efforts
if = {
limit = { government_has_flag = government_is_administrative }
change_influence = medium_influence_gain
}
}
}
# The AI doesn't check this very often - So if they have more important expenses, they will put their gold to better use first.
ai_frequency = 72
ai_targets = {
ai_recipients = vassals
max = 10
}
ai_potential = {
# Some basic triggers
is_at_war = no
is_adult = yes
# The AI only does this if they have plenty of gold to spare
gold >= { value = feudalize_tribal_holding_interaction_cost multiply = 4 }
# Warring AI don't do this - They want to spend their gold on war!
ai_has_warlike_personality = no
ai_has_conqueror_personality = no
}
ai_will_do = {
base = 25
modifier = {
scope:actor = { ai_has_economical_boom_personality = yes }
add = 50
}
}
}