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